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