19 - human figure animation and modeling1111111

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    Human Figure Animation

    CSE 3541

    Matt Boggus

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    Modeling and animating an articulated figure is

    one of the most formidable task because-

    Human figure is very familiar form

    Human form is very complex

    Humanlike motion is not computationally well

    defined There is no one definitive motion that is

    humanlike.

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    Overview of Virtual Human

    Representation

    One of the most difficult challenge in computergraphics is the creation of virtual human.

    The visible geometry of the skin can be createdby a variety of techniques.

    Geometry for hair and clothing can be simulatedwith a clear trade-off between accuracy andcomputational comlexity.

    The way in which light interacts with skin ,clothing and hair can also be calculated withvarrying degree of correctness, depending onvisual requirements and available resources.

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    Modeling

    Geometric representation

    Level of detail

    Linkages: DoFs

    Features: face, hair, clothes

    Activities/Motions

    upper body tasks: reaching, grasping

    locomotion: walking, running

    body language: stance, gestures

    Virtual Human Representation

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    Representing Body geometry

    Polygonal representation consists of set ofvertices and set of faces

    Patch representation can provide much

    smoother surface than polygons Subdivision surfaces combines the topological

    flexibility of polygonal objects with the

    resultant smoothness of patch data. Implicit surfaces can be employed as sculpting

    material for building virtual humans.

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    Body Modeling - Geometry

    Polygonal representations

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    Body Modeling - Geometry

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    Body Modeling - Geometry

    Subdivision surfaces

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    Body Modeling - Geometry

    Implicit surfaces

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    Animation Rigid Links

    Use FK or IK to animate

    Hierarchical animation

    Interpolate between key frames

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    Facial animation

    Parameterized facial attributues

    Blend shapes

    Muscle modelssurface muscles

    deep muscles

    Performance (or data) driveninstrumented (mocap system)

    video

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    Parameterized Facial features

    Also see http://www.facegen.com/

    http://www.facegen.com/http://www.facegen.com/http://www.facegen.com/http://www.facegen.com/
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    Facial blend shapes

    Another (older) example http://www.youtube.com/watch?v=8dS0dcULRBA

    Interpolate between 3D models

    http://www.youtube.com/watch?v=8dS0dcULRBAhttp://www.youtube.com/watch?v=8dS0dcULRBAhttp://www.youtube.com/watch?v=8dS0dcULRBAhttp://www.youtube.com/watch?v=8dS0dcULRBA
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    Facial muscle model

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    Surface muscle model

    Geometry-based Muscle Modeling for Facial Animation

    Kolja Kahler Jorg Haber Hans-Peter Seidel

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    Hair and fur

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    Hair

    Complexity

    100,000 strands

    Collisions

    Shadowing

    Reflections

    Design hairstyle

    Animate hair

    Populate head with hair

    Hair types

    STRANDS AND HAIR

    MODELING, ANIMATION, AND RENDERING

    SIGGRAPH 2007 Course Notes

    http://run.usc.edu/cs599-s10/hair/c33-hair-sig07.pdfhttp://run.usc.edu/cs599-s10/hair/c33-hair-sig07.pdfhttp://run.usc.edu/cs599-s10/hair/c33-hair-sig07.pdfhttp://run.usc.edu/cs599-s10/hair/c33-hair-sig07.pdfhttp://run.usc.edu/cs599-s10/hair/c33-hair-sig07.pdfhttp://run.usc.edu/cs599-s10/hair/c33-hair-sig07.pdfhttp://run.usc.edu/cs599-s10/hair/c33-hair-sig07.pdfhttp://run.usc.edu/cs599-s10/hair/c33-hair-sig07.pdfhttp://run.usc.edu/cs599-s10/hair/c33-hair-sig07.pdf
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    Hair - mesh

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    Hair linkages and springs

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    Hair particle tracing/strands

    Figures from http://en.wikipedia.org/wiki/Particle_system

    http://localhost/var/www/apps/conversion/tmp/scratch_5//upload.wikimedia.org/wikipedia/en/4/44/Strand_Emitter.jpghttp://localhost/var/www/apps/conversion/tmp/scratch_5//upload.wikimedia.org/wikipedia/en/1/1c/Particle_Emitter.jpg
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    Hair Hierarchy

    A Survey on Hair Modeling: Styling, Simulation, and Rendering

    Kelly Ward, Florence Bertails, Tae-Yong Kim, Stephen R. Marschner, Marie-Paule Cani, and Ming C. Lin,

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    Fur

    Real-Time Fur over Arbitrary Surfaces

    http://research.microsoft.com/en-us/um/people/hoppe/fur.pdfhttp://research.microsoft.com/en-us/um/people/hoppe/fur.pdfhttp://research.microsoft.com/en-us/um/people/hoppe/fur.pdfhttp://research.microsoft.com/en-us/um/people/hoppe/fur.pdf
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    Fur

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    Cloth

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    Techniques for Animating Cloth

    M. Yalcin, C. Yildiz

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    Total energy = repel + stretch + shear + bend + gravity

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    Reaching and grasping

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    Modeling the Arm

    Also used is 3-2-2 DoF

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    Modeling the Arm

    Determine plane of motion (3 DoF)Use a 1-1 DoF arm

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    Modeling the Hand

    G i

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    Grasping

    Grasp planning for digital humans

    Faisal Amer Goussous, U. of Iowa

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    Locomotion

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    Anatomy of the Walk

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    Anatomy of the Run

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    Ankle and Toe bend