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Advanced Computer Graphics (Fall 2010) CS 283, Lecture 24: Motion Capture Ravi Ramamoorthi Most slides courtesy.

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Presentation on theme: "Advanced Computer Graphics (Fall 2010) CS 283, Lecture 24: Motion Capture Ravi Ramamoorthi Most slides courtesy."— Presentation transcript:

1 Advanced Computer Graphics (Fall 2010) CS 283, Lecture 24: Motion Capture Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283/fa10 Most slides courtesy James O’Brien from CS294-13 Fall 2009

2 Motion Capture  Record motion from physical actors  Use motion to animate virtual objects  Retarget and optimize as needed  General trend of data-driven appearance (BRDF)

3 Captures “Signature” of Actor

4 Types of Objects and Motions  Human, whole body  Portions of body  Facial animation  Animals  Puppets and cartoons  …

5 Capture Equipment

6 Types of capture equipment

7 Active Optical

8 Facial MoCap

9 Auto Calibration

10 Parameter Estimation

11 Manipulating Motion Data  WYSIWYG vs WYSIAYG  Basic Tasks  Adjusting  Blending  Transitioning  Retargeting  Building graphs

12 Nature of Motion Data

13 Adjusting

14 Adjustment  Define desired motion function in parts  Select adjustment function from nice space, such as C2 B-splines  Spread modification over reasonable time period  User selects support radius

15 Adjusting

16 Blending  Given two motions make a motion that combines qualities of both  Assume same DOFs  Assume same parameter mappings

17 Blending  Blending slow walk and fast walk

18 Time Warping  Define timewarp functions to align features

19 Blending in Time  Blend in normalized time  Blend playback rate

20 Blending and Contacts  Blending may still break features in original motion

21 Blending  Add explicit constraints to key points  Enforce with IK over time

22 Blending / Adjustments

23 Multivariate Blending  Extend blending to multivariate interpolation  Scattered data interpolation methods as needed

24 Transitions  Transition from one motion to another

25 Cyclification  Special case of transitioning  Both motions are the same  Need to modify beginning and end simultaneously

26 Motion Graphs  Hand built motion graphs often used in games  Significant amount of work required  Limited number of transitions by design  Motion graphs can also be built automatically

27 Motion Graphs  Similarity Metric  Measurement of how similar two frames of motion are  Based on joint angles or point positions  Must include some measure of velocity  Ideally independent of capture setup and skeleton  Capture a “large” database of motions  Compute similarity between all pairs of frames  Can be expensive, but preprocessing step  May be many good edges

28 Motion Graphs  Random Walks  Start in some part of the graph, randomly make transitions  Avoid dead ends  Useful for “idling” behaviors  Transitions  Use blending algorithm we discussed

29 Motion Graphs  Can have requirements  Start at particular location, End at particular  Pass through some points  Can be solved using dynamic programming  Efficiency may require approximate solution  Notion of goodness of a solution

30 Reordering

31 Content Tags

32 Integrating Physics  Simulation added to base motion  Inverse dynamics for matching  Oracle to assess results

33 Integrating Physics

34

35 Suggested Reading 1

36 Suggested Reading 2


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