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Animating Virtual Humans in Intelligent Multimedia Storytelling

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Title: PowerPoint Presentation Author: Informatics University of Uls Last modified by: Minhua Eunice Ma Created Date: 11/10/2001 3:43:24 PM Document presentation format – PowerPoint PPT presentation

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Title: Animating Virtual Humans in Intelligent Multimedia Storytelling


1
Animating Virtual Humans in Intelligent
Multimedia Storytelling
  • Minhua Eunice Ma and Paul Mc Kevitt
  • School of Computing and Intelligent Systems
  • Faculty of Engineering
  • University of Ulster, Magee
  • Derry, Northern Ireland

2
Outline
  • State-of-the-art virtual human animation
    standards
  • VRML/X3D MPEG-4 for object modelling
  • H-Anim MPEG-4 SNHC for humanoid modelling
  • VHML STEP for human animation modelling
  • Natural language to 3D animation
  • Language visualisation (animation) in intelligent
    multimodal storytelling system, CONFUCIUS
  • Humanoid animation in CONFUCIUS
  • Multiple animation channels
  • Space sites of virtual humans
  • Virtual object manipulation
  • Conclusion future work

3
Four levels of virtual human representation
Current virtual human representation languages
can be classified to four groups according to the
levels of abstraction, starting from 3D geometry
modelling to language animation.
high level animation
Level 4 Natural language to animation
CONFUCIUS
AnimNL
Level 3 Human animation modelling
VHML (BAML) XML-based
STEP script-based
Level 2 3D human modelling
MPEG-4 SNHC
H-Anim
Level 1 3D object modelling
low level animation
VRML (X3D)
MPEG-4
4
Level 1 3D object modelling
high level animation
Level 4 Natural language to animation
CONFUCIUS
AnimNL
Level 3 Human animation modelling
VHML (BAML) XML-based
STEP script-based
Level 2 3D human modelling
MPEG-4 SNHC
H-Anim
Level 1 3D object modelling
low level animation
VRML (X3D)
MPEG-4
  • VRML (Virtual Reality Modelling Language) is a
    hierarchical scene description language that
    defines the geometry and behaviour of a 3D scene.
    X3D is the successor to VRML.
  • MPEG-4 uses BIFS (Binary Format for Scenes) for
    real-time streaming. BIFS borrows many concepts
    from VRML. BIFS and VRML can be seen as different
    representations of the same data.

5
Level 2 3D human modelling
high level animation
Level 4 Natural language to animation
AnimNL
CONFUCIUS
Level 3 Human animation modelling
VHML (BAML) XML-based
STEP script-based
Level 2 3D human modelling
MPEG-4 SNHC
H-Anim
Level 1 3D object modelling
low level animation
VRML (X3D)
MPEG-4
  • H-Anim is a stardard VRML97 representation for
    humanoids. It defines standard human Joints
    articulation, segments dimensions, and sites for
    end effector and attachment points for
    clothing.
  • MPEG-4 SNHC (Synthetic/Natural Hybrid Coding)
    incorporates H-Anim and provides an efficient way
    to animate virtual human and tools for the
    efficient compression of the animation parameters
    associated with the H-Anim human model.

6
H-Anim joint-segment hierarchy
  • An H-Anim file contains a joint-segment
    hierarchy.
  • Each joint node may contain other joint nodes and
    a segment node that describes the body part
    associated with the joint.
  • Each segment is a normal VRML transform node
    describing the body part's geometry and texture.
  • H-Anim humanoids can be animated using
    keyframing, inverse kinematics, other animation
    techniques.

7
H-Anim models on the Web
Virtual human models Nancy1 Baxter, Nana2 Y.T., Hiro3 Dilbert3 Max3 Jake3 Dork4
Authors Cindy Ballreich Christian Babski Matt Beitler Matt Beitler Matt Beitler Matt Beitler Michael Miller
1http//www.ballreich.net/vrml/h-anim/nancy_h-anim
.wrl 2http//ligwww.epfl.ch/babski/StandardBody 3
http//www.cis.upenn.edu/beitler/H-Anim/Models/H-
Anim1.1/ 4http//students.cs.tamu.edu/mmiller/hani
m/proto/dork-proto.wrl
URLs
8
Level 3 Human animation modelling
high level animation
Level 4 Natural language to animation
AnimNL
CONFUCIUS
Level 3 Human animation modelling
VHML (BAML) XML-based
STEP script-based
Level 2 3D human modelling
MPEG-4 SNHC
H-Anim
Level 1 3D object modelling
low level animation
VRML (X3D)
MPEG-4
  • VHML (Virtual Human Mark-up Language) is an
    XML-based language which provides an intuitive
    way to define virtual human animation. It is
    composed of several sub-languages DMML, FAML,
    BAML, SML, and EML.
  • STEP is a scripting language for human actions.
    It has a Prolog-like syntax, which makes it
    compatible with most standard logic programming
    languages.

9
VHML STEP examples
  • ltleft-calf-flex amountmediumgt
  • ltright-calf-flex amountmediumgt
  • ltleft-arm-front amountmedium"gt
  • ltright-arm-front amountmedium"gt
  • Standing on my knees I beg you pardon
  • lt/right-arm-frontgtlt/left-arm-frontgt
  • lt/right-calf-flexgtlt/left-calf-flexgt
  • A VHML example
  • script(walk_forward_step(Agent),ActionList)-
  • ActionListparallel( script_action(
  • walk_pose(Agent),
  • move(Agent,front,fast)
  • ).
  • B. A STEP example

10
Level 4 Natural language to animation
high level animation
Level 4 Natural language to animation
AnimNL
CONFUCIUS
Level 3 Human animation modelling
VHML (BAML) XML-based
STEP script-based
Level 2 3D human modelling
MPEG-4 SNHC
H-Anim
Level 1 3D object modelling
low level animation
VRML (X3D)
MPEG-4
  • High level animation applications converting
    natural language to virtual human animation.
    Little research on virtual human animation
    focuses on this level.
  • The AnimNL project aims to enable people to use
    natural language instructions to tell virtual
    humans what to do
  • CONFUCIUS also deals with language animation
  • Research on this level will lead to powerful
    web-based applications

11
Architecture of CONFUCIUS
Natural language sentences
Knowledge base
Surface transformer
Language knowledge (WordNet, LCS database, FDG
parser)
Natural Language Processing
3D authoring tools existing 3D models virtual
human models
Media allocator
mapping
semantic representation
Text-to-Speech
Animation engine (with nonspeech audio)
Presentation agent (Merlin the Narrator)
Visual/audio knowledge (3D models animations,
audio encapsulated in graphic models)
Synchronizing
3D virtual world with speech in VRML
Narration integration
Multimodal presentation
12
Humanoid animation in CONFUCIUS
Semantic Representation
Y
match basic motions in library?
If the event predicate matches basic human
motions in animation library
N
Either loading a precreated keyframe animation or
providing animation specification for animation
generation
User interaction
animation controller
Motion instantiation
Apply spatial info place OBJ/HUMAN into a
specified environment
environment placement
Automatic camera placement apply cinematic rules
Camera controller
VRML file of the virtual story world
13
Multiple animation channels
  • 3rd level human animation modeling languages
    (VHML, STEP) provide a facility to specify both
    sequential and parallel temporal relations
  • Simultaneous animations cause the Dining
    Philosopher's problem for higher level animation
    using predefined animation data (multiple
    animations may request to access same body parts
    at the same time)
  • Multiple animation channels allow characters to
    run multiple animations at the same time, e.g.
    walking with the lower body while waving with the
    upper body
  • Multiple animation channels often disable one
    channel when a specific animation is playing on
    another channel to avoid conflicts with another
    animation

Involved joints /Animations sacroiliac l_hip r_hip r_shoulder
walk 2 2 2 1
jump 2 2 2 1
wave 0 0 0 2
run 2 2 2 1
scratch head 0 0 0 2
sit 2 2 2 1

14
Space sites of virtual humans
  • Types of virtual objects
  • Small props, manipulated by hands or feet, e.g.
    cup, hat, ball
  • Big props, source or targets of actions, e.g.
    table, chair, tree
  • Stage props have internal structure, e.g. house,
    restaurant, chapel
  • Site tags of virtual humans
  • Manipulating small props, 6 sites on hands (three
    sites for each hand), one site on head
    (skull_tip), one site for each foot tip
  • For big props placement, 5 sites indicating five
    directions around the human body x_front,
    x_back, x_left, x_right, x_bottom. Big props like
    a table or chairs usually placed at these
    positions.
  • For stage props setting, 5 more space tags
    indicating further places far_front, far_back,
    far_left, far_right, far_top. Stage props (e.g. a
    house) often locate at these far sites.

grip, pincer grip pushing pointing
15
Virtual object manipulation
Two approaches to organize knowledge required for
successful grasping
4 stored hand postures for interacting with 3D
objects
  1. Store applicable objects in the animation file of
    an action and using lexical knowledge of nouns to
    infer hypernymy relations between objects
  2. Including the manipulation hand postures and
    movements within the object description, besides
    its intrinsic object properties. These objects
    have the ability to describe in details their
    functionality and their possible interactions
    with virtual humans.

grip (hold cup handle, knob, a bottle)
index pointing (press a button)
pincer grip (use thumb and index finger to pick
up small objects)
palm push (push a piece of furniture)
16
Conclusion
  • Classified virtual human representation languages
    into four levels of abstraction
  • CONFUCIUS is an overall framework of intelligent
    multimedia storytelling, using 3D
    modelling/animation techniques with natural
    language understanding technologies to achieve
    higher level virtual human animation
  • A number of projects are currently based on
    virtual human animation, working on various
    application domains. Few of them takes modern NLP
    approach that a high level human animation system
    should be based on.
  • The value of CONFUCIUS lies in generation of 3D
    animation from natural language by automating the
    processes of language parsing, semantic
    representation and animation production.
  • Potential application areas computer games,
    animation production and direction, multimedia
    presentation, shared virtual worlds
  • Future work coordination synchronization of
    multiple virtual humans
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