Nothing Special   »   [go: up one dir, main page]

skip to main content
research-article

Spatial relationship preserving character motion adaptation

Published: 26 July 2010 Publication History

Abstract

This paper presents a new method for editing and retargeting motions that involve close interactions between body parts of single or multiple articulated characters, such as dancing, wrestling, and sword fighting, or between characters and a restricted environment, such as getting into a car. In such motions, the implicit spatial relationships between body parts/objects are important for capturing the scene semantics. We introduce a simple structure called an interaction mesh to represent such spatial relationships. By minimizing the local deformation of the interaction meshes of animation frames, such relationships are preserved during motion editing while reducing the number of inappropriate interpenetrations. The interaction mesh representation is general and applicable to various kinds of close interactions. It also works well for interactions involving contacts and tangles as well as those without any contacts. The method is computationally efficient, allowing real-time character control. We demonstrate its effectiveness and versatility in synthesizing a wide variety of motions with close interactions.

Supplementary Material

JPG File (tp034-10.jpg)
Supplemental material. (033.zip)
MP4 File (tp034-10.mp4)

References

[1]
Alexa, M. 2003. Differential coordinates for local mesh morphing and deformation. The Visual Computer 19, 2--3, 105--114.
[2]
Allen, B., Curless, B., and Popović, Z. 2003. The space of human body shapes: reconstruction and parameterization from range scans. ACM Transactions on Graphics 22, 3 (Jul.), 587--594.
[3]
Badler, N. I., Palmer, M. S., and Bindiganavale, R. 1999. Animation control for real-time virtual humans. Communications of the ACM 42, 8, 64--73.
[4]
Bodenheimer, B., Rose, C., Rosenthal, S., and Pella., J. 1997. The process of motion capture: Dealing with the data. In Computer Animation and Simulation 97, 318.
[5]
Bolz, J., Farmer, I., Grinspun, E., and Schröoder, P. 2003. Sparse matrix solvers on the gpu: conjugate gradients and multigrid. ACM Transactions on Graphics 22, 3 (Jul.), 917--924.
[6]
Callennec, B. L., and Boulic, R. 2004. Interactive motion deformation with prioritized constraints. In Proceedings of ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 163--171.
[7]
Choi, K.-J., and Ko, H.-S. 2000. Online motion retargeting. Journal of Visualization and Computer and Animation 11, 5, 223--235.
[8]
da Silva, M., Abe, Y., and Popović, J. 2008. Interactive simulation of stylized human locomotion. ACM Transactions on Graphics 27, 3 (Aug.), 82:1--10.
[9]
Davis, T. A. 2004. Algorithm 832: Umfpack, an unsymmetric-pattern multifrontal method. ACM Transactions on Mathematical Software 30, 2 (Jun.), 196--199.
[10]
Fang, A. C., and Pollard, N. S. 2003. Efficient synthesis of physically valid human motion. ACM Transactions on Graphics 22, 3 (Jul.), 417--426.
[11]
Gleicher, M. 1997. Motion editing with spacetime constraints. In Proceedings of Symposium on Interactive 3D Graphics, 139--148.
[12]
Gleicher, M. 1998. Retargetting motion to new characters. In Proceedings of SIGGRAPH 98, ACM Press/ACM SIGGRAPH, M. Cohen, Ed., Computer Graphics Proceedings, Annual Conference Series, ACM, 33--42.
[13]
Goto, K., and Van De Geijn, R. 2008. High-performance implementation of the level-3 blas. ACM Transactions on Mathematical Software 35, 1 (Jul.), 1--14.
[14]
Ho, E. S. L., and Komura, T. 2009. Character motion synthesis by topology coordinates. Computer Graphics Forum 28, 2, 299--308.
[15]
Ho, E. S. L., and Komura, T. 2009. Indexing and retrieving motions of characters in close contact. IEEE Transactions on Visualization and Computer Graphics 15, 3 (May), 481--492.
[16]
Komura, T., Shinagawa, Y., and Kunii, T. L. 2000. Creating and retargetting motion by the musculoskeletal human body model. The Visual Computer, 5, 254--270.
[17]
Komura, T., Leung, H., and Kuffner, J. 2004. Animating reactive motions for biped locomotion. In Proceedings of ACM Virtual Reality Software and Technology, 32--40.
[18]
Kwon, T., Lee, K. H., Lee, J., and Takahashi, S. 2008. Group motion editing. ACM Transactions on Graphics 27, 3 (Aug.), 80:1--8.
[19]
LaValle, S., and Kuffner, J. 2001. Rapidly-exploring random trees: Progress and prospects. In Robotics: The Algorithmic Perspective. 4th Int'l Workshop on the Algorithmic Foundations of Robotics, 293--308.
[20]
Lee, J., and Shin, S. Y. 1999. A hierarchical approach to interactive motion editing for human-like figures. In Proceedings of SIGGRAPH 99, ACM Press/ACM SIGGRAPH, A. Rockwood, Ed., Computer Graphics Proceedings, Annual Conference Series, ACM, 39--48.
[21]
Liu, C. K., and Popović', Z. 2002. Synthesis of complex dynamic character motion from simple animations. ACM Transactions on Graphics 21, 3 (Jul.), 408--416.
[22]
Liu, C. K., Hertzmann, A., and Popovic, Z. 2006. Composition of complex optimal multi-character motions. In Proceedings of ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 215--222.
[23]
Lyard, E., and Magnenat-Thalmann, N. 2008. Motion adaptation based on character shape. Computer Animation and Virtual Worlds 19, 3--4, 189--198.
[24]
Macchietto, A., Zordan, V., and Shelton, C. R. 2009. Momentum control for balance. ACM Transactions on Graphics 28, 3 (Aug.), 80:1--8.
[25]
Popović, Z., and Witkin, A. 1999. Physically based motion transformation. In Proceedings of SIGGRAPH 99, ACM Press/ACM SIGGRAPH, A. Rockwood, Ed., Computer Graphics Proceedings, Annual Conference Series, ACM, 11--20.
[26]
Shapiro, A., Kallmann, M., and Faloutsos, P. 2007. Interactive motion correction and object manipulation. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D graphics and Games, 137--144.
[27]
Shi, X., Zhou, K., Tong, Y., Desbrun, M., Bao, H., and Guo, B. 2007. Mesh puppetry: Cascading optimization of mesh deformation with inverse kinematics. ACM Transactions on Graphics 26, 3 (Jul.), 81:1--9
[28]
Shum, H. P. H., Komura, T., and Yadav, P. 2009. Angular momentum guided motion concatenation. Computer Animation and Virtual Worlds 20, 2--3, 385--394.
[29]
Si, H., and Gaertner, K. 2005. Meshing piecewise linear complexes by constrained delaunay tetrahedralizations. In Proceedings of the 14th International Meshing Roundtable, 147--163.
[30]
Smith, R. 2005. Open dynamics engine. www.ode.org.
[31]
Sorkine, O., Lipman, Y., Cohen-Or, D., Alexa, M., Rössl, C., and Seidel, H.-P. 2004. Laplacian surface editing. In Proceedings of the Eurographics/ACM SIGGRAPH Symposium on Geometry Processing, 179--188.
[32]
Sumner, R. W., and Popovic, J. 2004. Deformation transfer for triangle meshes. ACM Transactions on Graphics 23, 3 (Aug.), 397--403.
[33]
Xu, W., Zhou, K., Yu, Y., Tan, Q., Peng, Q., and Guo, B. 2007. Gradient domain editing of deforming mesh sequences. ACM Transactions on Graphics, 26, 3 (Jul.), 84:1--10.
[34]
Yamane, K., Kuffner, J., and Hodgins, J. 2004. Synthesizing animations of human manipulation tasks. ACM Transactions on Graphics 23, 3 (Aug.), 532--539.
[35]
Zayer, R., Rössl, C., Karni, Z., and Seidel, H.-P. 2005. Harmonic guidance for surface deformation. Computer Graphics Forum 24, 3, 601--609.
[36]
Zhou, K., Huang, J., Snyder, J., Liu, X., Bao, H., Guo, B., and Shum, H.-Y. 2005. Large mesh deformation using the volumetric graph laplacian. ACM Transactions on Graphics 24, 3 (Jul.), 496--503.
[37]
Zhou, K., Xu, W., Tong, Y., and Desbrun, M. 2010. Deformation transfer to multi-component objects. Computer Graphics Forum 29, 2.

Cited By

View all
  • (2024)Real-Time Motion Adaptation with Spatial Perception for an Augmented Reality CharacterApplied Sciences10.3390/app1402065014:2(650)Online publication date: 12-Jan-2024
  • (2024)Two-Person Interaction Augmentation with Skeleton Priors2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops (CVPRW)10.1109/CVPRW63382.2024.00196(1900-1910)Online publication date: 17-Jun-2024
  • (2024)GRIP: Generating Interaction Poses Using Spatial Cues and Latent Consistency2024 International Conference on 3D Vision (3DV)10.1109/3DV62453.2024.00064(933-943)Online publication date: 18-Mar-2024
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Transactions on Graphics
ACM Transactions on Graphics  Volume 29, Issue 4
July 2010
942 pages
ISSN:0730-0301
EISSN:1557-7368
DOI:10.1145/1778765
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 July 2010
Published in TOG Volume 29, Issue 4

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. character animation
  2. close interaction
  3. motion editing
  4. motion retargeting
  5. spatial relationship

Qualifiers

  • Research-article

Funding Sources

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)38
  • Downloads (Last 6 weeks)5
Reflects downloads up to 24 Sep 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Real-Time Motion Adaptation with Spatial Perception for an Augmented Reality CharacterApplied Sciences10.3390/app1402065014:2(650)Online publication date: 12-Jan-2024
  • (2024)Two-Person Interaction Augmentation with Skeleton Priors2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops (CVPRW)10.1109/CVPRW63382.2024.00196(1900-1910)Online publication date: 17-Jun-2024
  • (2024)GRIP: Generating Interaction Poses Using Spatial Cues and Latent Consistency2024 International Conference on 3D Vision (3DV)10.1109/3DV62453.2024.00064(933-943)Online publication date: 18-Mar-2024
  • (2023)Simulation and Retargeting of Complex Multi-Character InteractionsACM SIGGRAPH 2023 Conference Proceedings10.1145/3588432.3591491(1-11)Online publication date: 23-Jul-2023
  • (2023)Interaction Mix and Match: Synthesizing Close Interaction using Conditional Hierarchical GAN with Multi‐Hot Class EmbeddingComputer Graphics Forum10.1111/cgf.1464741:8(327-338)Online publication date: 20-Mar-2023
  • (2023)Placing Human Animations into 3D Scenes by Learning Interaction- and Geometry-Driven Keyframes2023 IEEE/CVF Winter Conference on Applications of Computer Vision (WACV)10.1109/WACV56688.2023.00038(300-310)Online publication date: Jan-2023
  • (2023)PACE: Data-Driven Virtual Agent Interaction in Dense and Cluttered EnvironmentsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.324705429:5(2536-2546)Online publication date: 22-Feb-2023
  • (2023)Warping character animations using visual motion featuresComputers and Graphics10.1016/j.cag.2022.11.008110:C(38-48)Online publication date: 1-Feb-2023
  • (2023)3D mesh pose transfer based on skeletal deformationComputer Animation and Virtual Worlds10.1002/cav.215634:3-4Online publication date: 14-May-2023
  • (2022)Real-time Interactive Animation System for Low-Priced Motion Capture SensorsJournal of the Korea Computer Graphics Society10.15701/kcgs.2022.28.2.2928:2(29-41)Online publication date: 1-Jun-2022
  • Show More Cited By

View Options

Get Access

Login options

Full Access

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media