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Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

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Presentation on theme: "Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty."— Presentation transcript:

1 Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty of Engineering University of Ulster, Magee Derry, Northern Ireland

2 PGNet 2005 Liverpool, 28 June 2005 Outline  State-of-the-art virtual human animation standards VRML/X3D & MPEG-4 for object modelling H-Anim & MPEG-4 SNHC for humanoid modelling VHML & STEP for human animation modelling Natural language to 3D animation  Language visualisation (animation) in intelligent multimodal storytelling system, CONFUCIUS Humanoid animation in CONFUCIUS Multiple animation channels Space sites of virtual humans Virtual object manipulation  Conclusion & future work

3 PGNet 2005 Liverpool, 28 June 2005 Four levels of virtual human representation VRML (X3D) H-Anim VHML (BAML) XML-based STEP script-based Level 1 3D object modelling Level 2 3D human modelling Level 3 Human animation modelling high level animation low level animation MPEG-4 CONFUCIUS Level 4 Natural language to animation AnimNL MPEG-4 SNHC Current virtual human representation languages can be classified to four groups according to the levels of abstraction, starting from 3D geometry modelling to language animation.

4 PGNet 2005 Liverpool, 28 June 2005 Level 1: 3D object modelling VRML (X3D) H-Anim VHML (BAML) XML-based STEP script-based Level 1 3D object modelling Level 2 3D human modelling Level 3 Human animation modelling high level animation low level animation MPEG-4 CONFUCIUS Level 4 Natural language to animation AnimNL MPEG-4 SNHC  VRML (Virtual Reality Modelling Language) is a hierarchical scene description language that defines the geometry and behaviour of a 3D scene. X3D is the successor to VRML.  MPEG-4 uses BIFS (Binary Format for Scenes) for real-time streaming. BIFS borrows many concepts from VRML. BIFS and VRML can be seen as different representations of the same data.

5 PGNet 2005 Liverpool, 28 June 2005 VRML (X3D) H-Anim VHML (BAML) XML-based STEP script-based Level 1 3D object modelling Level 2 3D human modelling Level 3 Human animation modelling high level animation low level animation MPEG-4 CONFUCIUS Level 4 Natural language to animation AnimNL MPEG-4 SNHC  H-Anim is a stardard VRML97 representation for humanoids. It defines standard human Joints articulation, segments dimensions, and sites for “end effector” and attachment points for clothing.  MPEG-4 SNHC (Synthetic/Natural Hybrid Coding) incorporates H-Anim and provides an efficient way to animate virtual human and tools for the efficient compression of the animation parameters associated with the H-Anim human model. Level 2: 3D human modelling

6 PGNet 2005 Liverpool, 28 June 2005 H-Anim joint-segment hierarchy  An H-Anim file contains a joint- segment hierarchy.  Each joint node may contain other joint nodes and a segment node that describes the body part associated with the joint.  Each segment is a normal VRML transform node describing the body part's geometry and texture.  H-Anim humanoids can be animated using keyframing, inverse kinematics, & other animation techniques.

7 PGNet 2005 Liverpool, 28 June 2005 H-Anim models on the Web 1 http://www.ballreich.net/vrml/h-anim/nancy_h-anim.wrl http://www.ballreich.net/vrml/h-anim/nancy_h-anim.wrl 2 http://ligwww.epfl.ch/~babski/StandardBody http://ligwww.epfl.ch/~babski/StandardBody 3 http://www.cis.upenn.edu/~beitler/H-Anim/Models/H-Anim1.1/ http://www.cis.upenn.edu/~beitler/H-Anim/Models/H-Anim1.1/ 4 http://students.cs.tamu.edu/mmiller/hanim/proto/dork-proto.wrl http://students.cs.tamu.edu/mmiller/hanim/proto/dork-proto.wrl Virtual human models Nancy 1 Baxter, Nana 2 Y.T., Hiro 3 Dilbert 3 Max 3 Jake 3 Dork 4 AuthorsCindy Ballreich Christian Babski Matt Beitler Michael Miller URLs:

8 PGNet 2005 Liverpool, 28 June 2005 VRML (X3D) H-Anim VHML (BAML) XML-based STEP script-based Level 1 3D object modelling Level 2 3D human modelling Level 3 Human animation modelling high level animation low level animation MPEG-4 CONFUCIUS Level 4 Natural language to animation AnimNL MPEG-4 SNHC  VHML (Virtual Human Mark-up Language) is an XML-based language which provides an intuitive way to define virtual human animation. It is composed of several sub-languages: DMML, FAML, BAML, SML, and EML.  STEP is a scripting language for human actions. It has a Prolog-like syntax, which makes it compatible with most standard logic programming languages. Level 3: Human animation modelling

9 PGNet 2005 Liverpool, 28 June 2005 VHML & STEP examples Standing on my knees I beg you pardon A.A VHML example script(walk_forward_step(Agent),ActionList):- ActionList=[parallel( [script_action( walk_pose(Agent), move(Agent,front,fast) ])]. B. A STEP example

10 PGNet 2005 Liverpool, 28 June 2005 VRML (X3D) H-Anim VHML (BAML) XML-based STEP script-based Level 1 3D object modelling Level 2 3D human modelling Level 3 Human animation modelling high level animation low level animation MPEG-4 CONFUCIUS Level 4 Natural language to animation AnimNL MPEG-4 SNHC  High level animation applications converting natural language to virtual human animation. Little research on virtual human animation focuses on this level.  The AnimNL project aims to enable people to use natural language instructions to tell virtual humans what to do  CONFUCIUS also deals with language animation  Research on this level will lead to powerful web-based applications Level 4: Natural language to animation

11 PGNet 2005 Liverpool, 28 June 2005 Architecture of CONFUCIUS 3D authoring tools existing 3D models & virtual human models Visual/audio knowledge (3D models & animations, audio encapsulated in graphic models) Knowledge base Surface transformer Media allocator Natural Language Processing Text-to- Speech Animation engine (with nonspeech audio) Synchronizing 3D virtual world with speech in VRML Natural language sentences Language knowledge (WordNet, LCS database, FDG parser) mapping semantic representation Presentation agent (Merlin the Narrator) Narration integration Multimodal presentation

12 PGNet 2005 Liverpool, 28 June 2005 match basic motions in library? User interaction animation controller environment placement N Y VRML file of the virtual story world Motion instantiation Either loading a precreated keyframe animation or providing animation specification for animation generation Semantic Representation If the event predicate matches basic human motions in animation library Apply spatial info & place OBJ/HUMAN into a specified environment Camera controller Automatic camera placement & apply cinematic rules Humanoid animation in CONFUCIUS

13 PGNet 2005 Liverpool, 28 June 2005 Multiple animation channels  3rd level human animation modeling languages (VHML, STEP) provide a facility to specify both sequential and parallel temporal relations  Simultaneous animations cause the Dining Philosopher's problem for higher level animation using predefined animation data (multiple animations may request to access same body parts at the same time)  Multiple animation channels allow characters to run multiple animations at the same time, e.g. walking with the lower body while waving with the upper body  Multiple animation channels often disable one channel when a specific animation is playing on another channel to avoid conflicts with another animation Involved joints /Animationssacroiliacl_hipr_hip…r_shoulder walk222…1 jump222…1 wave000…2 run222…1 scratch head000…2 sit222…1 ………………

14 PGNet 2005 Liverpool, 28 June 2005 Space sites of virtual humans  Types of virtual objects Small props, manipulated by hands or feet, e.g. cup, hat, ball Big props, source or targets of actions, e.g. table, chair, tree Stage props have internal structure, e.g. house, restaurant, chapel  Site tags of virtual humans Manipulating small props, 6 sites on hands (three sites for each hand), one site on head (skull_tip), one site for each foot tip For big props placement, 5 sites indicating five directions around the human body: x_front, x_back, x_left, x_right, x_bottom. Big props like a table or chairs usually placed at these positions. For stage props setting, 5 more space tags indicating further places: far_front, far_back, far_left, far_right, far_top. Stage props (e.g. a house) often locate at these far sites. grip, pincer grip pushing pointing

15 PGNet 2005 Liverpool, 28 June 2005 Virtual object manipulation 1.Store applicable objects in the animation file of an action and using lexical knowledge of nouns to infer hypernymy relations between objects 2.Including the manipulation hand postures and movements within the object description, besides its intrinsic object properties. These objects have the ability to describe in details their functionality and their possible interactions with virtual humans. 4 stored hand postures for interacting with 3D objects index pointing (press a button) grip (hold cup handle, knob, a bottle) pincer grip (use thumb and index finger to pick up small objects) palm push (push a piece of furniture) Two approaches to organize knowledge required for successful grasping

16 PGNet 2005 Liverpool, 28 June 2005 Conclusion  Classified virtual human representation languages into four levels of abstraction  CONFUCIUS is an overall framework of intelligent multimedia storytelling, using 3D modelling/animation techniques with natural language understanding technologies to achieve higher level virtual human animation  A number of projects are currently based on virtual human animation, working on various application domains. Few of them takes modern NLP approach that a high level human animation system should be based on.  The value of CONFUCIUS lies in generation of 3D animation from natural language by automating the processes of language parsing, semantic representation and animation production.  Potential application areas: computer games, animation production and direction, multimedia presentation, shared virtual worlds  Future work: coordination & synchronization of multiple virtual humans


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