Resources
Motion Editing, Retargeting and Computer Puppetry
Papers
Motion Warping.
Proceedings of SIGGRAPH '95.
1995.
Captured motion is considered as a set of time-dependent parameter
curves that are altered. The original curve is scaled, time-stretched or
added with another displacement curve. In every case the motion details
(e.g. high frequencies), which are responsible for "aliveness" of
captured motion are preserved in the original motion curve. Displacement
and scaling curves and time-stretching is defined friendly by altered a
few keyframes in the original motion and interpolated by a spline.
Fairly wide variety of useful motion modifications can be achieved so,
however a possible violation of constraints implicit in motion is not
considered.
Motion Signal Processing.
Proceedings of SIGGRAPH '95.
1995.
Several techniques of signal processing are applied to motion as a
signal. Multiresolution filtering – decomposing the signal to
several frequency bands filtered separately. Adjusting low, middle or
high frequencies different effects are obtained. Interpolation –
blending of several motions with different weight to one result. The
most interesting there is an automatic time-alignment and non-linear
stretching of motions similar to image registration called "dynamic
timewarping". Finally a waveshaping technique and motion displacement
are presented.
Motion Path Editing.
Symposium on Interactive 3D Graphics.
2001.
Path of an existing (captured) motion is altered. The path is extracted
from the original motion of the root automatically, smoothed by
filtering and interactively edited to satisfy user demands. Character
pose in each frame is expressed relative to the path then, in local
coordinate frame moving along the original path. The motion details are
decoupled from then the motion path so. The motion along the new path is
generated then by transforming details by moving coordinate frame of the
new path. Finally, violated constraints are re-established by modifying
the motion, not the path.
This technique is useful for adjusting basic motions stored in a motion library.
This technique is useful for adjusting basic motions stored in a motion library.
Retargetting Motion to New Characters.
Proceedings of SIGGRAPH '98.
1998.
BibTeX entry
Fundamental paper about motion retargeting. The proposed method
retargets a motion as a whole in spacetime, not in individual frames
independently. The motion is rescaled to a new character first,
necessary constraints (defined by an animator, e.g. on end-effectors
interacting with environment) are re-established then by numerical
optimization minimizing the changes of the original motion. The size of
target character can even vary within the motion, but the structure must
be always identical to original character.
The global nature of the approach results in hundreds or thousands of constraints for numerical solver even for simple figures and motions a few seconds long. Retargeting requires still several seconds in that case, but it can be a real drawback for more complex figures or longer motions. A pose of the target in a particular frame actually doesn't depend on the whole motion; rather on a certain interval of time before and after the frame, maybe with decreasing weight with the distance in a time sense. The method of sliding window could be used.
The global nature of the approach results in hundreds or thousands of constraints for numerical solver even for simple figures and motions a few seconds long. Retargeting requires still several seconds in that case, but it can be a real drawback for more complex figures or longer motions. A pose of the target in a particular frame actually doesn't depend on the whole motion; rather on a certain interval of time before and after the frame, maybe with decreasing weight with the distance in a time sense. The method of sliding window could be used.
Computer Puppetry: An Importance-Based
Approach.
ACM Transactions on Graphics.
2001.
A complete approach to realtime (or online) computer puppetry. Computer
puppetry is realtime retargeting of captured motion to a virtual
character. Since proportions of the virtual character may be different
from the real actor's, the joint angles and end-effector positions
cannot be preserved both. An importance based approach determines how
much the joint angles should be preserved and how much the end effector
positions. Importance of an end effector is based on its distance to the
nearest object (useful for grasping). A simple analytic solution of
inverse kinematics is developed for the realtime purpose, working on
human-like characters.
An Introduction to the Kalman Filter.
2001.
BibTeX entry
A tutorial about Kalman filter. Kalman filter is used to online filter
noisy data of a dynamical process in time. It is based on
predictor-corrector principle – new state of the process is
predicted from the actual state and corrected by a measurement of the
new (noisy) state. Varying filter constants affects influence of the
prediction and influence of the measured noisy data to the resultant new
state. Very clearly written, with illustrative examples, still not
absolutely clear to me.
Using an Intermediate Skeleton and Inverse Kinematics
for Motion Retargeting.
Computer Graphics Forum.
2000.
Retargeting of motion to a different character. A correspondence between
performer and (possibly topologically different) target skeleton is
specified manually. An intermediate skeleton with target topology but
performer pose is constructed. Copying only the local values
(differences to a rest pose) of joint rotation matrices in the
intermediate skeleton to local values of the target character allows the
target to have a different rest pose. That (and the topological
difference) is the purpose of the intermediate skeleton. The retargeted
motion can be adjusted then by IK due to manually given constraints and
their duration (eased-in and eased-out).
Motion Abstraction and Mapping with Spatial
Constraints.
Lecture Notes in Computer Science.
1998.
Automatic identification of spacetime constraints in a motion
interacting with its environment. A constraint for an end-effector
is set in each frame where acceleration of the end-effector is
crossing zero and the end-effector is close to an object or a body
part. The constraints are re-established by inverse kinematics
and interpolation when the motion is applied to a different sized
actor. Hence a correct interaction with environment is achieved
for the motion mapped to an actors with any proportions.
Motion Cyclification by Time × Frequency
Warping.
Proceedings of SIBGRAPI.
1999.
Update:
15. 10. 2004
Using time × frequency representation of a signal (similar
to wavelets) it is possible to warp the signal (i.e. to expand
its duration) while its frequency characteristics are preserved.
Cyclification of a signal is the just the signal warped to a
desired duration. Autocorrelation is used to find a period (the
lowest frequency) of the signal.