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Data-Driven Animation Full-body animation Skin deformation Facial - PowerPoint PPT Presentation

Data-Driven Animation Full-body animation Skin deformation Facial animation Motion Representation A pose is represented by root translation, root orientation, and joint angles q = ( q 1 , , q n ) Motion consists of a


  1. Data-Driven Animation

  2. ✦ Full-body animation ✦ Skin deformation ✦ Facial animation

  3. Motion Representation ✦ A pose is represented by root translation, root orientation, and joint angles q = ( q 1 , · · · , q n ) ✦ Motion consists of a sequence of pose m = ( q 1 , · · · q T )

  4. Motion Graphs ✦ Each edge corresponds to a motion clip ✦ Each node corresponds to a choice point connecting motion clips

  5. Challenges ✦ How to identify transitions? ✦ How to create blends? ✦ How to fix the artifacts due to blending? ✦ What if the graph is poorly connected?

  6. Similarity ✦ Transition is allowed when two motions are very similar ✦ Naive similarity metric: k ( q i � q j k 2 ✦ Parameters have different overall effects on the character ✦ Velocity: k ˙ q i � ˙ q j k 2 ✦ Global position and orientation: ( x 0 , R 0 )

  7. Blending ✦ Align two similar segments in 2D ✦ Linearly interpolate the root and use SLERP to interpolate joint angles ✦ Blend weight needs not to be a linear function of time

  8. Foot Skating ✦ Blending can cause fixed contact points to slide (e.g. foot sliding on the floor) ✦ Can be fixed by constrained-based motion editing techniques such as IK ✦ But how do we set positional constraints?

  9. Graph Pruning ✦ Issues with connectivity only based on similarity: ✦ dead ends ✦ small loops ✦ logical discontinuity

  10. Graph Pruning ✦ Assign labels to all the motion clips in the graph ✦ For each label, collect its motion clips and build a strong connected component (SCC) ✦ Discard all the edges that do not belong to any SCC

  11. ✦ Full-body animation ✦ Skin deformation ✦ Facial animation

  12. What is skinning? ✦ Skinning is the process of creating association between the character’s skeleton (articulated rigid bodies) and its skin (meshes).

  13. Deformation Algorithms ✦ Should handle the general problem of skeleton influenced deformation rather than treating each area of anatomy as a special case ✦ Should allow direct manipulation of the desired deformations ✦ Common practice: shape interpolation, skeleton subspace deformation (SSD) ✦ Advanced methods: pose space deformation (PSD), data-driven method, dual quaternion, etc

  14. ✦ Shape interpolation ✦ Skeletal subspace deformation (skinning) ✦ Pose space deformation ✦ Data-driven deformation ✦ Dual quaternion

  15. Shape Interpolation ✦ Surface control vertices are a linear combination of the corresponding vertices on key shapes: X S k : w k S k k =0 ✦ Shapes are independent of the skeletal motion ✦ Interpolated shapes might be distorted

  16. SSD (Skinning) ✦ A vertex on the deforming surface of an articulated object lies in the subspace defined by the rigid transformations of that point X p = ¯ w i C i ( p ) p

  17. Skin Collapsing ✦ The vertex position in the mesh deformed by linear blend skinning (SSD) is computed as: n ! n X X ¯ p = w i C i ( p ) p = w i C i ( p ) p i =1 i =1

  18. Dual Quaternion Skinning ✦ Dual quaternion skinning solves the problem of linear skinning methods with minimal additional cost. ✦ No skin collapsing effects exhibited by linear skinning will manifest themselves. ✦ Maya uses dual quaternion skinning now.

  19. Blend Dual Quaternions DLB always returns a rigid transformation, because DLB computes a unit dual quaternion

  20. Pose Space Deformation ✦ The artist sculpts a deformation for a given pose and assigns a falloff function for interpolation ✦ Define deformation function at sculpted poses rigid movement with skeleton deviation for this pose p + δ ( q ) ✦ Interpolate deformation for each vertex based on the current skeleton pose ✦ Adjust interpolated deformation if needed

  21. PSD vs SSD

  22. Data-driven Deformation ✦ Use a mocap system and 350 markers to capture body deformation ✦ The skin motion can be computed by segmenting the markers into rigid motion and a residual deformation

  23. Range Scans ✦ Example data consists of range scans of a human body in a variety of poses ✦ Construct a mutually consistent parameterization of all the scans using a posable subdivision surface template ✦ The detail deformations are represented as displacements from this surface

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