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1.
We propose 2D stick figures as a unified medium for visualizing and searching for human motion data. The stick figures can express a wide range or human motion, and they are easy to be drawn by people without any professional training. In our interface, the user can browse overall motion by viewing the stick figure images generated from the database and retrieve them directly by using sketched stick figures as an input query. We started with a preliminary survey to observe how people draw stick figures. Based on the rules observed from the user study, we developed an algorithm converting motion data to a sequence of stick figures. The feature‐based comparison method between the stick figures provides an interactive and progressive search for the users. They assist the user's sketching by showing the current retrieval result at each stroke. We demonstrate the utility of the system with a user study, in which the participants retrieved example motion segments from the database with 102 motion files by using our interface.  相似文献   

2.
Renderings of animation sequences with physics‐based Monte Carlo light transport simulations are exceedingly costly to generate frame‐by‐frame, yet much of this computation is highly redundant due to the strong coherence in space, time and among samples. A promising approach pursued in prior work entails subsampling the sequence in space, time, and number of samples, followed by image‐based spatio‐temporal upsampling and denoising. These methods can provide significant performance gains, though major issues remain: firstly, in a multiple scattering simulation, the final pixel color is the composite of many different light transport phenomena, and this conflicting information causes artifacts in image‐based methods. Secondly, motion vectors are needed to establish correspondence between the pixels in different frames, but it is unclear how to obtain them for most kinds of light paths (e.g. an object seen through a curved glass panel). To reduce these ambiguities, we propose a general decomposition framework, where the final pixel color is separated into components corresponding to disjoint subsets of the space of light paths. Each component is accompanied by motion vectors and other auxiliary features such as reflectance and surface normals. The motion vectors of specular paths are computed using a temporal extension of manifold exploration and the remaining components use a specialized variant of optical flow. Our experiments show that this decomposition leads to significant improvements in three image‐based applications: denoising, spatial upsampling, and temporal interpolation.  相似文献   

3.
Motion Compression using Principal Geodesics Analysis   总被引:1,自引:0,他引:1  
Due to the growing need for large quantities of human animation data in the entertainment industry, it has become a necessity to compress motion capture sequences in order to ease their storage and transmission. We present a novel, lossy compression method for human motion data that exploits both temporal and spatial coherence. Given one motion, we first approximate the poses manifold using Principal Geodesics Analysis (PGA) in the configuration space of the skeleton. We then search this approximate manifold for poses matching end-effectors constraints using an iterative minimization algorithm that allows for real-time, data-driven inverse kinematics. The compression is achieved by only storing the approximate manifold parametrization along with the end-effectors and root joint trajectories, also compressed, in the output data. We recover poses using the IK algorithm given the end-effectors trajectories. Our experimental results show that considerable compression rates can be obtained using our method, with few reconstruction and perceptual errors.  相似文献   

4.
Light transport is often characterized within a high‐dimensional space although practitioners have long known that it commonly behaves as a much lower‐dimensional phenomenon. We study the effective dimension of light transport over a neighborhood on the scene manifold and show that under plausible assumptions the dimensionality is characterized by the spectrum of the spatio‐spectral concentration problem. This allows us to improve existing estimates for the dimension in computer graphics using a more insightful derivation and for the first time we obtain optimal representations. The relevance of our results for existing rendering applications is discussed.  相似文献   

5.
Segmenting a moving foreground (fg) from its background (bg) is a fundamental step in many Machine Vision and Computer Graphics applications. Nevertheless, hardly any attempts have been made to tackle this problem in dynamic 3D scanned scenes. Scanned dynamic scenes are typically challenging due to noise and large missing parts. Here, we present a novel approach for motion segmentation in dynamic point‐cloud scenes designed to cater to the unique properties of such data. Our key idea is to augment fg/bg classification with an active learning framework by refining the segmentation process in an adaptive manner. Our method initially classifies the scene points as either fg or bg in an un‐supervised manner. This, by training discriminative RBF‐SVM classifiers on automatically labeled, high‐certainty fg/bg points. Next, we adaptively detect unreliable classification regions (i.e. where fg/bg separation is uncertain), locally add more training examples to better capture the motion in these areas, and re‐train the classifiers to fine‐tune the segmentation. This not only improves segmentation accuracy, but also allows our method to perform in a coarse‐to‐fine manner, thereby efficiently process high‐density point‐clouds. Additionally, we present a unique interactive paradigm for enhancing this learning process, by using a manual editing tool. The user explicitly edits the RBF‐SVM decision borders in unreliable regions in order to refine and correct the classification. We provide extensive qualitative and quantitative experiments on both real (scanned) and synthetic dynamic scenes.  相似文献   

6.
Skinning is a simple yet popular deformation technique combining compact storage with efficient hardware accelerated rendering. While skinned meshes (such as virtual characters) are traditionally created by artists, previous work proposes algorithms to construct skinning automatically from a given vertex animation. However, these methods typically perform well only for a certain class of input sequences and often require long pre‐processing times. We present an algorithm based on iterative coordinate descent optimization which handles arbitrary animations and produces more accurate approximations than previous techniques, while using only standard linear skinning without any modifications or extensions. To overcome the computational complexity associated with the iterative optimization, we work in a suitable linear subspace (obtained by quick approximate dimensionality reduction) and take advantage of the typically very sparse vertex weights. As a result, our method requires about one or two orders of magnitude less pre‐processing time than previous methods.  相似文献   

7.
We present an approach to improve the search efficiency for near‐optimal motion synthesis using motion graphs. An optimal or near‐optimal path through a motion graph often leads to the most intuitive result. However, finding such a path can be computationally expensive. Our main contribution is a bidirectional search algorithm. We dynamically divide the search space evenly and merge two search trees to obtain the final solution. This cuts the maximum search depth almost in half and leads to significant speedup. To illustrate the benefits of our approach, we present an interactive sketching interface that allows users to specify complex motions quickly and intuitively.  相似文献   

8.
Morphing is an important technique for the generation of special effects in computer animation. However, an analogous technique has not yet been applied to the increasingly prevalent animation representation, i.e. 3D mesh sequences. In this paper, a technique for morphing between two mesh sequences is proposed to simultaneously blend motions and interpolate shapes. Based on all possible combinations of the motions and geometries, a universal framework is proposed to recreate various plausible mesh sequences. To enable a universal framework, we design a skeleton‐driven cage‐based deformation transfer scheme which can account for motion blending and geometry interpolation. To establish one‐to‐one correspondence for interpolating between two mesh sequences, a hybrid cross‐parameterization scheme that fully utilizes the skeleton‐driven cage control structure and adapts user‐specified joint‐like markers, is introduced. The experimental results demonstrate that the framework, not only accomplishes mesh sequence morphing, but also is suitable for a wide range of applications such as deformation transfer, motion blending or transition and dynamic shape interpolation.  相似文献   

9.
We present a novel method for retargeting human motion to arbitrary 3D mesh models with as little user interaction as possible. Traditional motion‐retargeting systems try to preserve the original motion, while satisfying several motion constraints. Our method uses a few pose‐to‐pose examples provided by the user to extract the desired semantics behind the retargeting process while not limiting the transfer to being only literal. Thus, mesh models with different structures and/or motion semantics from humanoid skeletons become possible targets. Also considering the fact that most publicly available mesh models lack additional structure (e.g. skeleton), our method dispenses with the need for such a structure by means of a built‐in surface‐based deformation system. As deformation for animation purposes may require non‐rigid behaviour, we augment existing rigid deformation approaches to provide volume‐preserving and squash‐and‐stretch deformations. We demonstrate our approach on well‐known mesh models along with several publicly available motion‐capture sequences.  相似文献   

10.
Creating long motion sequences is a time‐consuming task even when motion capture equipment or motion editing tools are used. In this paper, we propose a system for creating a long motion sequence by combining elementary motion clips. The user is asked to first input motions on a timeline. The system then automatically generates a continuous and natural motion. Our system employs four motion synthesis methods: motion transition, motion connection, motion adaptation, and motion composition. Based on the constraints between the feet of the animated character and the ground, and the timing of the input motions, the appropriate method is determined for each pair of overlapped or sequential motions. As the user changes the arrangement of the motion clips, the system interactively changes the output motion. Alternatively, the user can make the system execute an input motion as soon as possible so that it follows the previous motion smoothly. Using our system, users can make use of existing motion clips. Because the entire process is automatic, even novices can easily use our system. A prototype system demonstrates the effectiveness of our approach.  相似文献   

11.
Signed distance functions (SDF) to explicit or implicit surface representations are intensively used in various computer graphics and visualization algorithms. Among others, they are applied to optimize collision detection, are used to reconstruct data fields or surfaces, and, in particular, are an obligatory ingredient for most level set methods. Level set methods are common in scientific visualization to extract surfaces from scalar or vector fields. Usual approaches for the construction of an SDF to a surface are either based on iterative solutions of a special partial differential equation or on marching algorithms involving a polygonization of the surface. We propose a novel method for a non‐iterative approximation of an SDF and its derivatives in a vicinity of a manifold. We use a second‐order algebraic fitting scheme to ensure high accuracy of the approximation. The manifold is defined (explicitly or implicitly) as an isosurface of a given volumetric scalar field. The field may be given at a set of irregular and unstructured samples. Stability and reliability of the SDF generation is achieved by a proper scaling of weights for the Moving Least Squares approximation, accurate choice of neighbors, and appropriate handling of degenerate cases. We obtain the solution in an explicit form, such that no iterative solving is necessary, which makes our approach fast.  相似文献   

12.
Automatic camera control for scenes depicting human motion is an imperative topic in motion capture base animation, computer games, and other animation based fields. This challenging control problem is complex and combines both geometric constraints, visibility requirements, and aesthetic elements. Therefore, existing optimization‐based approaches for human action overview are often too demanding for online computation. In this paper, we introduce an effective automatic camera control which is extremely efficient and allows online performance. Rather than optimizing a complex quality measurement, at each time it selects one active camera from a multitude of cameras that render the dynamic scene. The selection is based on the correlation between each view stream and the human motion in the scene. Two factors allow for rapid selection among tens of candidate views in real‐time, even for complex multi‐character scenes: the efficient rendering of the multitude of view streams, and optimized calculations of the correlations using modified CCA. In addition to the method's simplicity and speed, it exhibits good agreement with both cinematic idioms and previous human motion camera control work. Our evaluations show that the method is able to cope with the challenges put forth by severe occlusions, multiple characters and complex scenes.  相似文献   

13.
Consistent segmentation is to the center of many applications based on dynamic geometric data. Directly segmenting a raw 3D point cloud sequence is a challenging task due to the low data quality and large inter‐frame variation across the whole sequence. We propose a local‐to‐global approach to co‐segment point cloud sequences of articulated objects into near‐rigid moving parts. Our method starts from a per‐frame point clustering, derived from a robust voting‐based trajectory analysis. The local segments are then progressively propagated to the neighboring frames with a cut propagation operation, and further merged through all frames using a novel space‐time segment grouping technqiue, leading to a globally consistent and compact segmentation of the entire articulated point cloud sequence. Such progressive propagating and merging, in both space and time dimensions, makes our co‐segmentation algorithm especially robust in handling noise, occlusions and pose/view variations that are usually associated with raw scan data.  相似文献   

14.
We present an interactive method that allows animated characters to navigate through cluttered environments. Our characters are equipped with a variety of motion skills to clear obstacles, narrow passages, and highly constrained environment features. Our control method incorporates a behavior model into well‐known, standard path planning algorithms. Our behavior model, called deformable motion, consists of a graph of motion capture fragments. The key idea of our approach is to add flexibility on motion fragments such that we can situate them into a cluttered environment via constraint‐based formulation. We demonstrate our deformable motion for realtime interactive navigation and global path planning in highly constrained virtual environments.  相似文献   

15.
Generating a visually appealing human motion sequence using low‐dimensional control signals is a major line of study in the motion research area in computer graphics. We propose a novel approach that allows us to reconstruct full body human locomotion using a single inertial sensing device, a smartphone. Smartphones are among the most widely used devices and incorporate inertial sensors such as an accelerometer and a gyroscope. To find a mapping between a full body pose and smartphone sensor data, we perform low dimensional embedding of full body motion capture data, based on a Gaussian Process Latent Variable Model. Our system ensures temporal coherence between the reconstructed poses by using a state decomposition model for automatic phase segmentation. Finally, application of the proposed nonlinear regression algorithm finds a proper mapping between the latent space and the sensor data. Our framework effectively reconstructs plausible 3D locomotion sequences. We compare the generated animation to ground truth data obtained using a commercial motion capture system.  相似文献   

16.
This paper presents an efficient technique for synthesizing motions by stitching, or splicing, an upper‐body motion retrieved from a motion space on top of an existing lower‐body locomotion of another motion. Compared to the standard motion splicing problem, motion space splicing imposes new challenges as both the upper and lower body motions might not be known in advance. Our technique is the first motion (space) splicing technique that propagates temporal and spatial properties of the lower‐body locomotion to the newly generated upper‐body motion and vice versa. Whereas existing techniques only adapt the upper‐body motion to fit the lower‐body motion, our technique also adapts the lower‐body locomotion based on the upper body task for a more coherent full‐body motion. In this paper, we will show that our decoupled approach is able to generate high‐fidelity full‐body motion for interactive applications such as games.  相似文献   

17.
Temporal coherence is an important problem in Non‐Photorealistic Rendering for videos. In this paper, we present a novel approach to enhance temporal coherence in video painting. Instead of painting on video frame, our approach first partitions the video into multiple motion layers, and then places the brush strokes on the layers to generate the painted imagery. The extracted motion layers consist of one background layer and several object layers in each frame. Then, background layers from all the frames are aligned into a panoramic image, on which brush strokes are placed to paint the background in one‐shot. The strokes used to paint object layers are propagated frame by frame using smooth transformations defined by thin plate splines. Once the background and object layers are painted, they are projected back to each frame and blent to form the final painting results. Thanks to painting a single image, our approach can completely eliminate the flickering in background, and temporal coherence on object layers is also significantly enhanced due to the smooth transformation over frames. Additionally, by controlling the painting strokes on different layers, our approach is easy to generate painted video with multi‐style. Experimental results show that our approach is both robust and efficient to generate plausible video painting.  相似文献   

18.
We present a new approach to motion rearrangement that preserves the syntactic structures of an input motion automatically by learning a context‐free grammar from the motion data. For grammatical analysis, we reduce an input motion into a string of terminal symbols by segmenting the motion into a series of subsequences, and then associating a group of similar subsequences with the same symbol. To obtain the most repetitive and precise set of terminals, we search for an optimial segmentation such that a large number of subsequences can be clustered into groups with little error. Once the input motion has been encoded as a string, a grammar induction algorithm is employed to build up a context‐free grammar so that the grammar can reconstruct the original string accurately as well as generate novel strings sharing their syntactic structures with the original string. Given any new strings from the learned grammar, it is straightforward to synthesize motion sequences by replacing each terminal symbol with its associated motion segment, and stitching every motion segment sequentially. We demonstrate the usefulness and flexibility of our approach by learning grammars from a large diversity of human motions, and reproducing their syntactic structures in new motion sequences.  相似文献   

19.
In this paper we present a hybrid approach to reconstruct hair dynamics from multi‐view video sequences, captured under uncontrolled lighting conditions. The key of this method is a refinement approach that combines image‐based reconstruction techniques with physically based hair simulation. Given an initially reconstructed sequence of hair fiber models, we develop a hair dynamics refinement system using particle‐based simulation and incompressible fluid simulation. The system allows us to improve reconstructed hair fiber motions and complete missing fibers caused by occlusion or tracking failure. The refined space‐time hair dynamics are consistent with video inputs and can be also used to generate novel hair animations of different hair styles. We validate this method through various real hair examples.  相似文献   

20.
A central topic in scientific visualization is the transfer function (TF) for volume rendering. The TF serves a fundamental role in translating scalar and multivariate data into color and opacity to express and reveal the relevant features present in the data studied. Beyond this core functionality, TFs also serve as a tool for encoding and utilizing domain knowledge and as an expression for visual design of material appearances. TFs also enable interactive volumetric exploration of complex data. The purpose of this state‐of‐the‐art report (STAR) is to provide an overview of research into the various aspects of TFs, which lead to interpretation of the underlying data through the use of meaningful visual representations. The STAR classifies TF research into the following aspects: dimensionality, derived attributes, aggregated attributes, rendering aspects, automation, and user interfaces. The STAR concludes with some interesting research challenges that form the basis of an agenda for the development of next generation TF tools and methodologies.  相似文献   

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