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Modeling the Human Spine Benjamin Arai & Conley Read {barai, cread}@cs.ucr.edu CS 231, Dr. Victor Zordan CS&E UC Riverside
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Overview Motivation Progress Goals –Modeling –Constraints –Control Video Breaks References
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Motivation The Spine –The backbone of the human body –Highly flexible segmented structure –Overlooked in contemporary animation Proposal –Introduce anatomically correct constraints –Adapt High-level control of spine animation –Kinematics, Anatomical data, Empirical MoCap
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Progress The spine determines vital Posture Research to create –Accurate Spine Model –Single Spine Shape Solver Leverage –Anatomy Texts –Biology Visualization –Modeling in Maya
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Goals: Modeling Poses –Use of motion capture data for comparision –Simulation of natural poses from anatomical data Animation –We satisfy constraints at each time-step during simulation –Experimentally defined metrics limit the spine to anatomical flexibility Model –Highly detailed, anatomically correct models
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Goals: Constraints Metrics –Empirically defined constraints Actual anatomy defines model limits Motion capture defines initial and final pose New metrics: discomfort, curvature, flexibility, and support… HL Control –Increases model expressiveness –Lowers animator control burden
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Goals: Control Low-level –Point mapping Used to define new poses Motion capture data (researching) High-level –System Spine rooted at the hips Terminal cervical region as end-effecter –Sliders Position the end-effecter in the coronal, sagittal, and axial dimensions. Set these controls in each of the lumbar, thoracic, and cervical regions.
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Important References M. Neff and E. Fiume. Methods for Exploring Expressive Stance. SIGGRAPH 2004. J. Wilhelms and A. Van Gelder. Anatomically Based Modeling. SIGGRAPH 1997. F. Scheepers, et al. Anatomy-Based Modeling of the Human Musculature. SIGGRAPH 1997. K. Growchow, S. Martin, A. Hertzmann and Z. Popovic. Style Based Inverse Kinematics. SIGGRAPH 2004. V. Ng-Thow-Hing and W. Shao. Modular Components for Detailed Kinematic Modeling of Joints. International Society of Biomechanics 2002. Humanoid Animation Working Group, http://www.hanim.org. http://www.hanim.org
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