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94
SCAPE: shape completion and animation of people
- ACM Trans. Graph
, 2005
"... Figure 1: Animation of a motion capture sequence taken for a subject, of whom we have a single body scan. The muscle deformations are synthesized automatically from the space of pose and body shape deformations. We introduce the SCAPE method (Shape Completion and Animation for PEople) — a data-driv ..."
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Cited by 114 (3 self)
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Figure 1: Animation of a motion capture sequence taken for a subject, of whom we have a single body scan. The muscle deformations are synthesized automatically from the space of pose and body shape deformations. We introduce the SCAPE method (Shape Completion and Animation for PEople) — a data-driven method for building a human shape model that spans variation in both subject shape and pose. The method is based on a representation that incorporates both articulated and non-rigid deformations. We learn a pose deformation model that derives the non-rigid surface deformation as a function of the pose of the articulated skeleton. We also learn a separate model of variation based on body shape. Our two models can be combined to produce 3D surface models with realistic muscle deformation for different people in different poses, when neither appear in the training set. We show how the model can be used for shape completion — generating a complete surface mesh given a limited set of markers specifying the target shape. We present applications of shape completion to partial view completion and motion capture animation. In particular, our method is capable of constructing a high-quality animated surface model of a moving person, with realistic muscle deformation, using just a single static scan and a marker motion capture sequence of the person.
Automated Extraction and Parameterization of Motions in Large Data Sets
- ACM Transactions on Graphics
, 2004
"... Large motion data sets often contain many variants of the same kind of motion, but without appropriate tools it is difficult to fully exploit this fact. This paper provides automated methods for identifying logically similar motions in a data set and using them to build a continuous and intuitively ..."
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Cited by 91 (2 self)
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Large motion data sets often contain many variants of the same kind of motion, but without appropriate tools it is difficult to fully exploit this fact. This paper provides automated methods for identifying logically similar motions in a data set and using them to build a continuous and intuitively parameterized space of motions. To find logically similar motions that are numerically dissimilar, our search method employs a novel distance metric to find “close ” motions and then uses them as intermediaries to find more distant motions. Search queries are answered at interactive speeds through a precomputation that compactly represents all possibly similar motion segments. Once a set of related motions has been extracted, we automatically register them and apply blending techniques to create a continuous space of motions. Given a function that defines relevant motion parameters, we present a method for extracting motions from this space that accurately possess new parameters requested by the user. Our algorithm extends previous work by explicitly constraining blend weights to reasonable values and having a run-time cost that is nearly independent of the number of example motions. We present experimental results on a test data set of 37,000 frames, or about ten minutes of motion sampled at 60 Hz.
Learning Physics-Based Motion Style with Nonlinear Inverse Optimization
- ACM Trans. Graph
, 2005
"... This paper presents a novel physics-based representation of realistic character motion. The dynamical model incorporates several factors of locomotion derived from the biomechanical literature, including relative preferences for using some muscles more than others, elastic mechanisms at joints due t ..."
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Cited by 75 (12 self)
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This paper presents a novel physics-based representation of realistic character motion. The dynamical model incorporates several factors of locomotion derived from the biomechanical literature, including relative preferences for using some muscles more than others, elastic mechanisms at joints due to the mechanical properties of tendons, ligaments, and muscles, and variable stiffness at joints depending on the task. When used in a spacetime optimization framework, the parameters of this model define a wide range of styles of natural human movement.
Probabilistic non-linear principal component analysis with Gaussian process latent variable models
- Journal of Machine Learning Research
, 2005
"... Summarising a high dimensional data set with a low dimensional embedding is a standard approach for exploring its structure. In this paper we provide an overview of some existing techniques for discovering such embeddings. We then introduce a novel probabilistic interpretation of principal component ..."
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Cited by 71 (10 self)
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Summarising a high dimensional data set with a low dimensional embedding is a standard approach for exploring its structure. In this paper we provide an overview of some existing techniques for discovering such embeddings. We then introduce a novel probabilistic interpretation of principal component analysis (PCA) that we term dual probabilistic PCA (DPPCA). The DPPCA model has the additional advantage that the linear mappings from the embedded space can easily be nonlinearised through Gaussian processes. We refer to this model as a Gaussian process latent variable model (GP-LVM). Through analysis of the GP-LVM objective function, we relate the model to popular spectral techniques such as kernel PCA and multidimensional scaling. We then review a practical algorithm for GP-LVMs in the context of large data sets and develop it to also handle discrete valued data and missing attributes. We demonstrate the model on a range of real-world and artificially generated data sets.
Performance Animation from Low-dimensional Control Signals
- ACM Transactions on Graphics
, 2005
"... This paper introduces an approach to performance animation that employs video cameras and a small set of retro-reflective markers to create a low-cost, easy-to-use system that might someday be practical for home use. The low-dimensional control signals from the user's performance are supplemented by ..."
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Cited by 55 (11 self)
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This paper introduces an approach to performance animation that employs video cameras and a small set of retro-reflective markers to create a low-cost, easy-to-use system that might someday be practical for home use. The low-dimensional control signals from the user's performance are supplemented by a database of pre-recorded human motion. At run time, the system automatically learns a series of local models from a set of motion capture examples that are a close match to the marker locations captured by the cameras. These local models are then used to reconstruct the motion of the user as a full-body animation. We demonstrate the power of this approach with real-time control of six different behaviors using two video cameras and a small set of retro-reflective markers. We compare the resulting animation to animation from commercial motion capture equipment with a full set of markers.
Gaussian process dynamical models
- In NIPS
, 2006
"... This paper introduces Gaussian Process Dynamical Models (GPDM) for nonlinear time series analysis. A GPDM comprises a low-dimensional latent space with associated dynamics, and a map from the latent space to an observation space. We marginalize out the model parameters in closed-form, using Gaussian ..."
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Cited by 52 (5 self)
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This paper introduces Gaussian Process Dynamical Models (GPDM) for nonlinear time series analysis. A GPDM comprises a low-dimensional latent space with associated dynamics, and a map from the latent space to an observation space. We marginalize out the model parameters in closed-form, using Gaussian Process (GP) priors for both the dynamics and the observation mappings. This results in a nonparametric model for dynamical systems that accounts for uncertainty in the model. We demonstrate the approach on human motion capture data in which each pose is 62-dimensional. Despite the use of small data sets, the GPDM learns an effective representation of the nonlinear dynamics in these spaces. Webpage:
Mesh-Based Inverse Kinematics
, 2005
"... The ability to position a small subset of mesh vertices and produce a meaningful overall deformation of the entire mesh is a fundamental task in mesh editing and animation. However, the class of meaningful deformations varies from mesh to mesh and depends on mesh kinematics, which prescribes valid m ..."
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Cited by 51 (7 self)
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The ability to position a small subset of mesh vertices and produce a meaningful overall deformation of the entire mesh is a fundamental task in mesh editing and animation. However, the class of meaningful deformations varies from mesh to mesh and depends on mesh kinematics, which prescribes valid mesh configurations, and a selection mechanism for choosing among them. Drawing an analogy to the traditional use of skeleton-based inverse kinematics for posing skeletons, we define mesh-based inverse kinematics as the problem of finding meaningful mesh deformations that meet specified vertex constraints.
Style translation for human motion
- ACM Transactions on Graphics
, 2005
"... Figure 1: Our style translation system transforms a normal walk (TOP) into a sneaky crouch (MIDDLE) and a sideways shuffle (BOTTOM). Style translation is the process of transforming an input motion into a new style while preserving its original content. This problem is motivated by the needs of inte ..."
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Cited by 43 (0 self)
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Figure 1: Our style translation system transforms a normal walk (TOP) into a sneaky crouch (MIDDLE) and a sideways shuffle (BOTTOM). Style translation is the process of transforming an input motion into a new style while preserving its original content. This problem is motivated by the needs of interactive applications which require rapid processing of captured performances. Our solution learns to translate by analyzing differences between performances of the same content in input and output styles. It relies on a novel correspondence algorithm to align motions and a linear time-invariant model to represent stylistic differences. Once the model is estimated with system identification, the system is capable of translating streaming input with simple linear operations at each frame.
Geostatistical Motion Interpolation
- ACM Transactions on Graphics
, 2005
"... Figure 1: Animations synthesized by our motion interpolation in a 5D parametric space. One parameter changes the style of motion from rough to delicate as shown by the bar indicator. The other four parameters are the heights and widths of two successive steps of stairs for gait motions, and the 2D s ..."
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Cited by 29 (2 self)
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Figure 1: Animations synthesized by our motion interpolation in a 5D parametric space. One parameter changes the style of motion from rough to delicate as shown by the bar indicator. The other four parameters are the heights and widths of two successive steps of stairs for gait motions, and the 2D start and end locations of the box for lifting motions. None of the motions required post-cleaning of foot- or hand-sliding. A common motion interpolation technique for realistic human animation is to blend similar motion samples with weighting functions whose parameters are embedded in an abstract space. Existing methods, however, are insensitive to statistical properties, such as correlations between motions. In addition, they lack the capability to quantitatively evaluate the reliability of synthesized motions. This paper proposes a method that treats motion interpolations as statistical predictions of missing data in an arbitrarily definable parametric space. A practical technique of geostatistics, called universal kriging, is then introduced for statistically estimating the correlations between the dissimilarity of motions and the distance
Dynamic imitation in a humanoid robot through nonparametric probabilistic inference
- In Proceedings of Robotics: Science and Systems (RSS’06
, 2006
"... Abstract — We tackle the problem of learning imitative wholebody motions in a humanoid robot using probabilistic inference in Bayesian networks. Our inference-based approach affords a straightforward method to exploit rich yet uncertain prior information obtained from human motion capture data. Dyna ..."
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Cited by 25 (4 self)
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Abstract — We tackle the problem of learning imitative wholebody motions in a humanoid robot using probabilistic inference in Bayesian networks. Our inference-based approach affords a straightforward method to exploit rich yet uncertain prior information obtained from human motion capture data. Dynamic imitation implies that the robot must interact with its environment and account for forces such as gravity and inertia during imitation. Rather than explicitly modeling these forces and the body of the humanoid as in traditional approaches, we show that stable imitative motion can be achieved by learning a sensorbased representation of dynamic balance. Bayesian networks provide a sound theoretical framework for combining prior kinematic information (from observing a human demonstrator) with prior dynamic information (based on previous experience) to model and subsequently infer motions which, with high probability, will be dynamically stable. By posing the problem as one of inference in a Bayesian network, we show that methods developed for approximate inference can be leveraged to efficiently perform inference of actions. Additionally, by using nonparametric inference and a nonparametric (Gaussian process) forward model, our approach does not make any strong assumptions about the physical environment or the mass and inertial properties of the humanoid robot. We propose an iterative, probabilistically constrained algorithm for exploring the space of motor commands and show that the algorithm can quickly discover dynamically stable actions for whole-body imitation of human motion. Experimental results based on simulation and subsequent execution by a HOAP-2 humanoid robot demonstrate that our algorithm is able to imitate a human performing actions such as squatting and a one-legged balance. I.

