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681 - Introduction to Computer Graphics

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Title: 681 - Introduction to Computer Graphics


1
Human Figure - Overview
Tasks Reaching Grasping Walking Talking Motor
Skills
Layered Construction Bone Muscle Skin
Intelligent behavior
Other Motions Facial Expression Gestures Idiosyncr
atic Secondary Motion
Reactionary Motions Clothes Hair
2
Modeling the Human Form
Artistic Anatomy Anatomy related to surface
appearance versus Medical Anatomy Well-developed
literature
Forensic Science Facial Reconstruction
Plastic Surgery Surface Appearance Reconstruction
3
Layered Bone-Muscle-Skin
Muscle Tendons
Fatty Tissue
Bone
Skin
4
Modeling - Layered
FFD muslces
John Chadwick, ABD
5
Modeling - Thalmann, EPFL
Implicit surfaces
From http//ligwww.epfl.ch/
6
Modeling
Embed polyhedra in implicit surface Implicits
used for approx. collision detect
respond Polyhedra used for display
Use M.-P. Cani technique to distort implicits
based on collisions
Karan Singh, PhD
7
Human Figure
Ferdi Scheepers, PhD
Use artistic anatomy to design muscles
8
Human Figure
9
Human Figure
10
Figures - Wilhelms, UCSB
http//www.cse.ucsc.edu/wilhelms/fauna/Monkeys/5m
onk_parts.gif
11
Reaching Grasping
Inverse Kinematics
What is human-like motion?
Path planning
Holding and manipulating tools
12
Reaching
Arm - 7 DoF
Or 2 at elbow, 2 at wrist
Or 1 at elbow, 2 at wrist, add one at mid-forearm
Shoulder 3 DoF
Wrist 3 DoF
Elbow 1 DoF
13
Reaching - heuristic
Decide on reasonable plane for arm based on task
Reduce problem to 2D arm position hand
configuration
14
Reaching
Joint limits are a function of joint position
Collision avoidance with body, other limbs
Strength a function of joint position
15
Whats human-like ?
Depends on orientation and task
straight-line path
Minimize total torque
Minimize maximum velocity, acceleration, jerk
Maximize comfort
16
In obstacle-filled environment
Dave Miller PhD
17
Grasping
Standard methods of grasping
By handle
Two finger
Wrap around
Two hand
18
Walking
Gravity
Simplify dynamics Decouple reduce DoFs
Maintain balance (static)
Hip 3 DoF
Knee 1 DoF
Ankle 3 DoF
Toes 1 DoF
but usually not independent (free)
19
Walking
20
Walk Cycle
21
Run Cycle
22
Walking - Hip Angles v. Time
23
Walking - Jessica Hodgins, CMU
24
Facial Animation
Complex surface
Very familiar structure
Deformable surface
Very important - Principal means of communication
Facial expressions, lip-synch, prosodic facial
animation
25
Facial Animation by Texture Maps
Ebert - from Getting Into Art
26
Facial Animation
http//mambo.ucsc.edu/psl/sig97/siggraph97-panel.h
tml
27
Facial Action Units (FACs)
From Eckman and Friesen
28
Facial Animation
Fred Parke model
http//mambo.ucsc.edu/psl/sig97/siggraph97-panel.h
tml
29
Digitizing Faces
30
Facial Modeling - Surface Springs
31
Facial Animation - Structural
32
Facial Animation
Terzopolous, NYU
http//mambo.ucsc.edu/psl/sig97/siggraph97-panel.h
tml
33
Facial Animation
www.cis.ohio-state.edu/research/graphics/research/
FacialAnimation/
Scott King, PhD
34
Behavior
AI, Spatial reasoning, human-like reaction
Intelligent interaction with user
Engage in conversation w/gestures
Cooperation w/ other agents
35
Behavior
Daniel Thalmann, LIG, EPFL
36
Cloth and Clothes
Texture maps
draping
flowing
Full collision detection and response
37
Simulate at what level?
Fold level - catenary curves between points of
support
Patch level - triangles or higher order patches
Weave level - warp and weft
Thread level - property and structure of thread
38
Tight Fitting Clothes
Daniel Thalmann, EPFL
39
Cloth
40
Cloth
41
Cloth
42
Cloth
43
Cloth
44
Cloth
45
Cloth
Nadia Magnenat-Thalmann, MIRALab
46
Clothes
http//cs-people.bu.edu/jingbinw/Clothsim_Submit.P
DF
47
Hair
Texture map
Rigid object
Model each strand
Model by clumps
Rigid underlayment w/ strands over top
48
Hair
49
Standards Resources
H-anim - human animation working group
http//www.h-anim.org/
MPEG-4 - Moving Pictures Expert Group
http//mpeg.telecomitalialab.com/standards/mpeg-4/
mpeg-4.htm http//ligwww.epfl.ch/mpeg4/
The Visible Human Project http//plum.ia.polsl.gli
wice.pl/DIP/visible/visible_human.html
50
The Major Players
Daniel Thalmann - The Computer Graphics Lab (LIG)
at the Swiss Federal Institute of Technology
(EPFL) in Lausanne http//ligwww.epfl.ch/
Nadia Thalmann - MIRALab research group at the
University of Geneva http//www.miralab.unige.ch/
MIRAhtml/mirahome.htm
Norm Badler - Center for Human Modeling and
Simulation athe University of Pennsylvania http//
www.cis.upenn.edu/hms/
51
The Major Players
Jane Wilhelms - UCSC www.cse.ucsc.edu/wilhelms/
Demitri Terzopolous - NYU mrl.nyu.edu/dt/
Michiel van de Panne - Vancouver,
B.C. www.dgp.utoronto.ca/people/van/van.html
52
The Major Players
Tom Calvert - Simon Fraser www.cs.sfu.ca/people/Fa
culty/Calvert/index.html
Marie-Paule Cani - iMAGIS www-imagis.imag.fr/Membr
es/Marie-Paule.Cani/index.gb.html
Michael Cohen - MicroSoft Research www.research.m
icrosoft.com/cohen/
53
The Major Players
Michael Gleicher - Wisconsin www.cs.wisc.edu/gle
icher/
Jessica Hodgins - CMU www.ri.cmu.edu/people/hodgin
s_jessica.html www.cc.gatech.edu/gvu/animation/Are
as/humanMotion/humanMotion.html
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