synchronized multi-character motion editing
DESCRIPTION
Synchronized Multi-character Motion Editing. Manmyung Kim, Kyunglyul Hyun, Jongmin Kim, Jehee Lee Seoul National University. Multi-character Interaction : synchronization in space and time . Cumbersome to Maintain Synchronization. Edit while Maintaining Multiple Character Interaction. - PowerPoint PPT PresentationTRANSCRIPT
Synchronized Multi-character Motion Editing
Manmyung Kim, Kyunglyul Hyun, Jongmin Kim, Jehee Lee
Seoul National University
Multi-character Interaction: synchronization in space and time
Cumbersome to Maintain Synchronization
Edit while Maintaining Multiple Character Interaction
Related Work
A hierarchical approach to interactive motion editing for human-like figures. LEE, SIGGRAPH 99.
• Continuous motion editing
– make a smooth change to the motion to satisfy user-specified constraints
Related Work
A hierarchical approach to interactive motion editing for human-like figures. LEE, SIGGRAPH 99.
Motion path editing. GLEICHER, I3D 2001.
• Continuous motion editing
– make a smooth change to the motion to satisfy user-specified constraints
Related Work
Interactive control of avatars animatedwith human motion data. LEE, SIGGRAPH 2002.
Motion GraphsKOVAR, SIGGRAPH 2002.
• Structural motion synthesis
– splice motion segments to synthesize a novel motion sequence
Related Work
Group Motion Editing.Kwon, SIGGRAPH 2008.
• Group Motion Editing
– the locomotion of pedestrians
Overview
Multiple character interaction
Interactive motion path manipulation
Handling large deformation
Overview
Multiple character interaction
Interactive motion path manipulation
Handling large deformation
Overview
Multiple character interaction
Interactive motion path manipulation
Handling large deformation
Multiple Character Interaction
Multiple Character Interaction
Pinningposition
Multiple Character Interaction
Pinningposition
Pinning direction
Multiple Character Interaction
Pinningposition
Pinning direction
Relativepostion & direction
Multiple Character Interaction
Pinningposition
Pinning direction
Relativepostion & direction
Variational relative
Multiple Character Interaction
Pinningposition
Pinning direction
Relativepostion & direction
Variational relative
End-effector
Multiple Character Interaction
Pinningposition
Pinning direction
Relativepostion & direction
Variational relative
End-effector
Multiple Character Interaction
Pinningposition
Pinning direction
Relativepostion & direction
Variational relative
End-effector
Absolute time
Multiple Character Interaction
Pinningposition
Pinning direction
Relativepostion & direction
Variational relative
End-effector
Absolute time
Synchronization
Multiple Character Interaction
Variational relativePinningposition
Pinning direction
Absolute time
End-effector
Synchronization
Relativepostion & direction
Formulated as linear equations
Absolute Position, Direction, and Timing
Absolute Position, Direction, and Timing
Relative Position, Direction, and Timing
Relative Position, Direction, and Timing
End-effector Constraints
Motion Path Editing
Based on Laplacian mesh editing [Igarash 2005; Sorkine 2004]
– deform curve in as-rigid-as possible manner
Linear least squares problems : efficient
Applying Laplacian formulation to Motion Path
Project root trajectory onto the ground
Applying Laplacian formulation to Motion Path
Project root trajectory onto the ground
Define the direction by tangent and normal vectors
Tangent Vector
Normal Vector
Handling Degenerate Cases : Stationary path
Stationary motion tends to stretch unrealistically
Treat stationary portion as rigid segment using hard con-straints
Treat as rigid segmentStretch unrealistically
Handling Degenerate Cases : Stationary path
Stationary motion tends to stretch unrealistically
Treat stationary portion as rigid segment using hard con-straints
Treat as rigid segmentStretch unrealistically
Handling Degenerate Cases : Tangent Flipping
Small deformation could flip tangent directions
Handling Degenerate Cases : Tangent Flipping
Small deformation could flip tangent directions
Handling Degenerate Cases : Tangent Flipping
Small deformation cause a tangent direction to flip
Determine new tangent vector by linear interpolation
Tangent interpolationTangent flipping
Post-processing touch-up
End-effector constraints involve non-linear equations
: iterative inverse kinematics solver
Pragmatic solution : Motion path editing IK-based refinement
Full-body Refinement
Time Warping
Smooth time-warp to meet timing constraintsAbsolute time Synchronization
Time Warping
Smooth time-warp to meet timing constraintsAbsolute time Synchronization
User Manipulation
Time Warping
Smooth time-warp to meet timing constraints
Timeline and spatial path are motion curves
− the same Laplacian curve editing method
Handling Large Deformation
Only Laplacian path editing
Laplacian path editing Discrete motion editing
Handling Large Deformation
Only Laplacian path editing
Laplacian path editing Discrete motion editing
Motion graph
− identify similar frames and create transitions
Discrete Transformations
Motion graph
− identify similar frames and create transitions
There are exponentially many sequences of dis-crete transformations
− structurally-varied motion path
Discrete Transformations
Interactive editing is inherently incremental
− motion path change gradually
Incremental Change
Interactive editing is inherently incremental
− motion path change gradually
Three local transformations : delete, insert, replace
− interactive performance & predictable control
Incremental Change
Deletion
Types of Discrete Transformation
Deletion
Types of Discrete Transformation
Insertion
Types of Discrete Transformation
Replacement
Types of Discrete Transformation
Evaluation of Discrete Transformation
E = Espatial Etemporal Epenalty
Espatial : spatial deformation energy
Etemporal : temporal deformation energy
Epenalty : penalize lengthening and shortening of motion path
Evaluate deformation energy of Laplacian path editing to meet user constraints
Evaluation and Selection
Evaluation and Selection
Our Algorithm
Update user constraints
Update user constraints
Enumerate all possible transformations
Our Algorithm
Update user constraints
Enumerate all possible transformations
Evaluate each transformation to select the best
Our Algorithm
Update user constraints
Enumerate all possible transformations
Evaluate each transformation to select the best
Laplacian path editing
Our Algorithm
Update user constraints
Enumerate all possible transformations
Evaluate each transformation to select the best
Laplacian path editing
Full-body refinement
Deformed motions
Our Algorithm
Update user constraints
Deformed motions
Enumerate all possible transformations
Evaluate each transformation to select the best
Laplacian path editing
Full-body refinement
Our Algorithm
Update user constraints
Deformed motions
Enumerate all possible transformations
Evaluate each transformation to select the best
Laplacian path editing
Full-body refinement
Performacebottleneck
Our Algorithm
Pruning Discrete Transformations
Prune transformations for interactive performance
– Duration
Pruning Discrete Transformations
Prune transformations for interactive performance
– Duration
– Enclosing
Pruning Discrete Transformations
Prune transformations for interactive performance
– Duration
– Enclosing
– Constraints
Deletion
Subsampling Acceleration Technique
For each discrete transformation, we evaluate its energy by solving Laplacian equations
Subsample motion paths in evaluating its deformation energy
Subsampling ratio is sparse such as 125
Discussion
Contribution
– a unified formulation of space, time, interaction
– combining continuous and discrete motion editing
– intuitive interface
Discussion
Contribution
– a unified formulation of space, time, interaction
– combining continuous and discrete motion editing
– intuitive interface
Future works
– handling 3D motion path
– non-linear constraints
Synchronized Multi-character Motion EditingManmyung Kim, Kyunglyul Hyun, Jongmin Kim, Jehee Lee