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Parameterized Motion Interpolation

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Simple interactive control can be used in real-time applications, ex: games. Can deal with not only fighting actions but also similar motion which can be parameterized ... – PowerPoint PPT presentation

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Title: Parameterized Motion Interpolation


1
Parameterized Motion Interpolation
Extrapolation Using Partial Blending
  • Student Yan-Ju Chen
  • Advisor Prof. I-Chen Lin

2
Outline
  • Introduction
  • Related Work
  • Overview
  • Preprocess Phase
  • Runtime Tuning Phase
  • Experiments Results
  • Conclusion Future Work

3
Introduction
  • Motivation
  • Acquisition of many data from motion capture
    costs a lot
  • Usually captured data are not well-designed and
    somewhat imperfect
  • Idea
  • Human body can be segmented into several parts
    and then spliced back!

4
Introduction
  • Goal
  • Make more use of the limited fighting action data
  • Extend and fix their possible attack range
  • More directions and positions to attack
  • Interactive and real-time control
  • Gaming

5
Related Work
  • Motion Graphs SIGGRAPH 02
  • Find out proper transition points

6
Related Work
  • Automated Extraction and Parameterization of
    Motions in Large Data Sets SIGGRAPH 04

7
Related Work
  • Splicing Upper-Body Actions with Locomotion
    EUROGRAPHICS 06

8
Overview
9
Preprocess Phase Motion Parameterizing
10
Calculate Distance Between Frames
  • Two point clouds indicate joint positions

11
Time Alignment
  • Grid form
  • Find alignment path
  • Dynamic programming
  • Continuous
  • Monotonically increasing

12
Parameter Extraction
  • Denser sampling
  • Apply various weight combination to blend more
    motions
  • Slerp
  • Record their attack position as parameters
  • Normalize to a parameter plane

13
Parameter Extraction
14
Determine Attack Range
  • Find the largest and smallest value in x and y
    direction
  • Extend possible attack region
  • A field whose boundaries are the values
    discovered above

15
Runtime Phase Motion Tuning
16
Segment Human Body Into Parts
17
Query Parameters
  • Search for two parameters in the original
    parameter space
  • One closest in horizontal direction
  • One closest in vertical direction

A
B
18
Angular Adjustment
  • Principal
  • Use the major active body part style of A
  • Take the direction of B as reference
  • General
  • We wish to give different angular adjustments to
    different body segments so as to attack the
    desired target
  • Frame by frame angular momentum implicit

19
Angular Adjustment
A
B's orientation
A's orientation
Adjust
GOAL
B
20
Angular Adjustment
  • Two cases
  • Differs in major active body part
  • Punching motion right hand
  • Kicking motion right leg

21
Angular Adjustment
  • Punching motion
  • Hierarchical
  • Hips
  • Chest
  • RightCollar

22
Angular Adjustment
  • Kicking motion
  • Hips and RightHip adjustment
  • Extra lift up or lay down on right leg

23
Rearrange Motion Length
  • Smoothen motion
  • Due to many-to-one correspondence in time
    alignment step
  • According to the largest weight of the example
    motion

24
Experiments Results
  • Environment
  • Intel Pentium 3.20 GHz CPU
  • 1.5 GB RAM
  • NVIDIA GeForce 6600
  • Example data
  • 3 kinds of punching motion
  • 2 kinds of kicking motion

25
Experiments Results
  • Video

26
Conclusion Future Work
  • Conclusion
  • An efficient example-based method to control
    motion capture data of fighting actions
  • Create reliable motions that attack the desired
    target
  • Extend possible attack range of the character gt
    enrich the usage of the original imperfect
    captured data

27
Conclusion Future Work
  • Conclusion
  • Simple interactive control can be used in
    real-time applications, ex games
  • Can deal with not only fighting actions but also
    similar motion which can be parameterized

28
Conclusion Future Work
  • Future work
  • For more accuracy
  • 2D to 3D parameterization
  • For more possibility
  • Attack path
  • Further physics-based adjustment

29
Thanks
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