synchronized multi-character motion editing

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Synchronized Multi- character Motion Editing Manmyung Kim, Kyunglyul Hyun, Jongmin Kim, Jehee Lee Seoul National University

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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 Presentation

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Page 1: Synchronized Multi-character  Motion Editing

Synchronized Multi-character Motion Editing

Manmyung Kim, Kyunglyul Hyun, Jongmin Kim, Jehee Lee

Seoul National University

Page 2: Synchronized Multi-character  Motion Editing

Multi-character Interaction: synchronization in space and time

Page 3: Synchronized Multi-character  Motion Editing

Cumbersome to Maintain Synchronization

Page 4: Synchronized Multi-character  Motion Editing

Edit while Maintaining Multiple Character Interaction

Page 5: Synchronized Multi-character  Motion Editing

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

Page 6: Synchronized Multi-character  Motion Editing

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

Page 7: Synchronized Multi-character  Motion Editing

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

Page 8: Synchronized Multi-character  Motion Editing

Related Work

Group Motion Editing.Kwon, SIGGRAPH 2008.

• Group Motion Editing

– the locomotion of pedestrians

Page 9: Synchronized Multi-character  Motion Editing

Overview

Multiple character interaction

Interactive motion path manipulation

Handling large deformation

Page 10: Synchronized Multi-character  Motion Editing

Overview

Multiple character interaction

Interactive motion path manipulation

Handling large deformation

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Overview

Multiple character interaction

Interactive motion path manipulation

Handling large deformation

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Multiple Character Interaction

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Multiple Character Interaction

Pinningposition

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Multiple Character Interaction

Pinningposition

Pinning direction

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Multiple Character Interaction

Pinningposition

Pinning direction

Relativepostion & direction

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Multiple Character Interaction

Pinningposition

Pinning direction

Relativepostion & direction

Variational relative

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Multiple Character Interaction

Pinningposition

Pinning direction

Relativepostion & direction

Variational relative

End-effector

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Multiple Character Interaction

Pinningposition

Pinning direction

Relativepostion & direction

Variational relative

End-effector

Page 19: Synchronized Multi-character  Motion Editing

Multiple Character Interaction

Pinningposition

Pinning direction

Relativepostion & direction

Variational relative

End-effector

Absolute time

Page 20: Synchronized Multi-character  Motion Editing

Multiple Character Interaction

Pinningposition

Pinning direction

Relativepostion & direction

Variational relative

End-effector

Absolute time

Synchronization

Page 21: Synchronized Multi-character  Motion Editing

Multiple Character Interaction

Variational relativePinningposition

Pinning direction

Absolute time

End-effector

Synchronization

Relativepostion & direction

Formulated as linear equations

Page 22: Synchronized Multi-character  Motion Editing

Absolute Position, Direction, and Timing

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Absolute Position, Direction, and Timing

Page 24: Synchronized Multi-character  Motion Editing

Relative Position, Direction, and Timing

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Relative Position, Direction, and Timing

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End-effector Constraints

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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

Page 28: Synchronized Multi-character  Motion Editing

Applying Laplacian formulation to Motion Path

Project root trajectory onto the ground

Page 29: Synchronized Multi-character  Motion Editing

Applying Laplacian formulation to Motion Path

Project root trajectory onto the ground

Define the direction by tangent and normal vectors

Tangent Vector

Normal Vector

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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

Page 31: Synchronized Multi-character  Motion Editing

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

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Handling Degenerate Cases : Tangent Flipping

Small deformation could flip tangent directions

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Handling Degenerate Cases : Tangent Flipping

Small deformation could flip tangent directions

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Handling Degenerate Cases : Tangent Flipping

Small deformation cause a tangent direction to flip

Determine new tangent vector by linear interpolation

Tangent interpolationTangent flipping

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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

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Time Warping

Smooth time-warp to meet timing constraintsAbsolute time Synchronization

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Time Warping

Smooth time-warp to meet timing constraintsAbsolute time Synchronization

User Manipulation

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Time Warping

Smooth time-warp to meet timing constraints

Timeline and spatial path are motion curves

− the same Laplacian curve editing method

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Handling Large Deformation

Only Laplacian path editing

Laplacian path editing Discrete motion editing

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Handling Large Deformation

Only Laplacian path editing

Laplacian path editing Discrete motion editing

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Motion graph

− identify similar frames and create transitions

Discrete Transformations

Page 42: Synchronized Multi-character  Motion Editing

Motion graph

− identify similar frames and create transitions

There are exponentially many sequences of dis-crete transformations

− structurally-varied motion path

Discrete Transformations

Page 43: Synchronized Multi-character  Motion Editing

Interactive editing is inherently incremental

− motion path change gradually

Incremental Change

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Interactive editing is inherently incremental

− motion path change gradually

Three local transformations : delete, insert, replace

− interactive performance & predictable control

Incremental Change

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Page 46: Synchronized Multi-character  Motion Editing

Deletion

Types of Discrete Transformation

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Deletion

Types of Discrete Transformation

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Insertion

Types of Discrete Transformation

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Replacement

Types of Discrete Transformation

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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

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Evaluation and Selection

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Evaluation and Selection

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Our Algorithm

Update user constraints

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Update user constraints

Enumerate all possible transformations

Our Algorithm

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Update user constraints

Enumerate all possible transformations

Evaluate each transformation to select the best

Our Algorithm

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Update user constraints

Enumerate all possible transformations

Evaluate each transformation to select the best

Laplacian path editing

Our Algorithm

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Update user constraints

Enumerate all possible transformations

Evaluate each transformation to select the best

Laplacian path editing

Full-body refinement

Deformed motions

Our Algorithm

Page 58: Synchronized Multi-character  Motion Editing

Update user constraints

Deformed motions

Enumerate all possible transformations

Evaluate each transformation to select the best

Laplacian path editing

Full-body refinement

Our Algorithm

Page 59: Synchronized Multi-character  Motion Editing

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

Page 60: Synchronized Multi-character  Motion Editing

Pruning Discrete Transformations

Prune transformations for interactive performance

– Duration

Page 61: Synchronized Multi-character  Motion Editing

Pruning Discrete Transformations

Prune transformations for interactive performance

– Duration

– Enclosing

Page 62: Synchronized Multi-character  Motion Editing

Pruning Discrete Transformations

Prune transformations for interactive performance

– Duration

– Enclosing

– Constraints

Deletion

Page 63: Synchronized Multi-character  Motion Editing

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

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Discussion

Contribution

– a unified formulation of space, time, interaction

– combining continuous and discrete motion editing

– intuitive interface

Page 74: Synchronized Multi-character  Motion Editing

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

Page 75: Synchronized Multi-character  Motion Editing

Synchronized Multi-character Motion EditingManmyung Kim, Kyunglyul Hyun, Jongmin Kim, Jehee Lee