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Rick Parent - CIS682
Human Figure - Overview
Reactionary MotionsClothesHair
TasksReaching & GraspingWalkingTalkingMotor Skills
Layered ConstructionBoneMuscleSkin
Other MotionsFacial ExpressionGesturesIdiosyncraticSecondary Motion
Intelligent behavior
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Modeling the Human Form
Artistic AnatomyAnatomy related to surface appearanceversus Medical AnatomyWell-developed literature
Forensic ScienceFacial Reconstruction
Plastic SurgerySurface Appearance Reconstruction
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Layered: Bone-Muscle-Skin
Bone
Muscle &Tendons
Skin
Fatty Tissue
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Modeling - Layered
FFD muslces
John Chadwick, ABD
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Modeling - Thalmann, EPFL
From http://ligwww.epfl.ch/
Implicit surfaces
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Modeling
Embed polyhedra in implicit surfaceImplicits used for approx. collision detect & respondPolyhedra used for display
Use M.-P. Cani technique to distort implicits based on collisions
Karan Singh, PhD
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Human Figure
Use artistic anatomy to design muscles
Ferdi Scheepers, PhD
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Human Figure
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Human Figure
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Figures - Wilhelms, UCSB
http://www.cse.ucsc.edu/~wilhelms/fauna/Monkeys/5monk_parts.gif
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Reaching & Grasping
Inverse Kinematics
What is ‘human-like’ motion?
Path planning
Holding and manipulating tools
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Reaching
Shoulder: 3 DoF
Elbow: 1 DoF
Wrist: 3 DoF
Arm - 7 DoF Or 2 at elbow, 2 at wrist
Or 1 at elbow, 2 at wrist,add one at mid-forearm
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Reaching - heuristic
Decide on ‘reasonable’ plane for arm based on task
Reduce problem to 2D arm position + hand configuration
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Reaching
Joint limits are a function of joint position
Collision avoidance with body, other limbs
Strength a function of joint position
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What’s ‘human-like’ ?
Depends on orientation and task
straight-line path
Minimize total torque
Minimize maximum velocity, acceleration, jerk
Maximize ‘comfort’
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In obstacle-filled environment
Dave Miller PhD
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Grasping
Standard methods of grasping
By handle
Two finger
Wrap around
Two hand
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Walking
Hip: 3 DoF
Knee: 1 DoF
Ankle: 3 DoF
Toes: 1 ‘DoF’
but usually not independent (free)
Gravity
Maintain balance (static)Simplify dynamicsDecouplereduce DoFs
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Walking
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Walk Cycle
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Run Cycle
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Walking - Hip Angles v. Time
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Walking - Jessica Hodgins, CMU
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Facial Animation
Complex surface
Very familiar structure
Deformable surface
Very important - Principal means of communication
Facial expressions, lip-synch, prosodic facial animation
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Facial Animation by Texture Maps
Ebert - from Getting Into Art
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Facial Animation
http://mambo.ucsc.edu/psl/sig97/siggraph97-panel.html
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Facial Action Units (FACs)
From Eckman and Friesen
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Facial Animation
http://mambo.ucsc.edu/psl/sig97/siggraph97-panel.html
Fred Parke model
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Digitizing Faces
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Facial Modeling - Surface Springs
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Facial Animation - Structural
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Facial Animation
http://mambo.ucsc.edu/psl/sig97/siggraph97-panel.html
Terzopolous, NYU
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Facial Animation
www.cis.ohio-state.edu/research/graphics/research/FacialAnimation/
Scott King, PhD
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Behavior
Intelligent interaction with user
Engage in conversation w/gestures
Cooperation w/ other agents
AI, Spatial reasoning, human-like reaction
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Behavior
Daniel Thalmann, LIG, EPFL
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Cloth and Clothes
Texture maps
Full collision detection and response
draping
flowing
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Simulate at what level?
Fold level - catenary curves between points of support
Weave level - warp and weft
Patch level - triangles or higher order patches
Thread level - property and structure of thread
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Tight Fitting Clothes
Daniel Thalmann, EPFL
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Cloth
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Cloth
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Cloth
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Cloth
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Cloth
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Cloth
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Cloth Nadia Magnenat-Thalmann, MIRALab
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Clothes
http://cs-people.bu.edu/jingbinw/Clothsim_Submit.PDF
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Hair
Rigid object
Model each strand
Model by clumps
Rigid underlayment w/ strands over top
Texture map
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Hair
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Standards & Resources
MPEG-4 - Moving Pictures Expert Group http://mpeg.telecomitalialab.com/standards/mpeg-4/mpeg-4.htmhttp://ligwww.epfl.ch/mpeg4/
H-anim - human animation working group http://www.h-anim.org/
The Visible Human Projecthttp://plum.ia.polsl.gliwice.pl/~DIP/visible/visible_human.html
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The Major Players
Nadia Thalmann - MIRALab research group at the University of Geneva http://www.miralab.unige.ch/MIRAhtml/mirahome.htm
Daniel Thalmann - The Computer Graphics Lab (LIG) at the Swiss Federal Institute of Technology (EPFL) in Lausanne: http://ligwww.epfl.ch/
Norm Badler - Center for Human Modeling and Simulation athe University of Pennsylvaniahttp://www.cis.upenn.edu/~hms/
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The Major Players
Demitri Terzopolous - NYUmrl.nyu.edu/~dt/
Michiel van de Panne - Vancouver, B.C.www.dgp.utoronto.ca/people/van/van.html
Jane Wilhelms - UCSCwww.cse.ucsc.edu/~wilhelms/
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Rick Parent - CIS682
The Major Players
Tom Calvert - Simon Fraserwww.cs.sfu.ca/people/Faculty/Calvert/index.html
Michael Cohen - MicroSoft Researchwww.research.microsoft.com/~cohen/
Marie-Paule Cani - iMAGISwww-imagis.imag.fr/Membres/Marie-Paule.Cani/index.gb.html
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The Major Players
Jessica Hodgins - CMUwww.ri.cmu.edu/people/hodgins_jessica.htmlwww.cc.gatech.edu/gvu/animation/Areas/humanMotion/humanMotion.html
Michael Gleicher - Wisconsinwww.cs.wisc.edu/~gleicher/