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108
Motion Texture: A Two-Level Statistical Model for Character Motion Synthesis
- ACM Transactions on Graphics
, 2002
"... In this paper, we describe a novel technique, called motion texture, for synthesizing complex human-figure motion (e.g., dancing) that is statistically similar to the original motion captured data. We de- fine motion texture as a set of motion textons and their distribution, which characterize the s ..."
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Cited by 142 (1 self)
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In this paper, we describe a novel technique, called motion texture, for synthesizing complex human-figure motion (e.g., dancing) that is statistically similar to the original motion captured data. We de- fine motion texture as a set of motion textons and their distribution, which characterize the stochastic and dynamic nature of the captured motion. Specifically, a motion texton is modeled by a linear dynamic system (LDS) while the texton distribution is represented by a transition matrix indicating how likely each texton is switched to another. We have designed a maximum likelihood algorithm to learn the motion textons and their relationship from the captured dance motion. The learnt motion texture can then be used to generate new animations automatically and/or edit animation sequences interactively. Most interestingly, motion texture can be manipulated at different levels, either by changing the fine details of a specific motion at the texton level or by designing a new choreography at the distribution level. Our approach is demonstrated by many synthesized sequences of visually compelling dance motion.
Implicit Probabilistic Models of Human Motion for Synthesis and Tracking Hedvig Sidenblen
- In European Conference on Computer Vision
, 2002
"... This paper addresses the problem of probabilistically modeling 3D human motion for synthesis and tracking. Given the high dimensional nature of human motion, learning an explicit probabilistic model from available training data is currently impractical. Instead we exploit methods from texture synthe ..."
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Cited by 131 (3 self)
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This paper addresses the problem of probabilistically modeling 3D human motion for synthesis and tracking. Given the high dimensional nature of human motion, learning an explicit probabilistic model from available training data is currently impractical. Instead we exploit methods from texture synthesis that treat images as representing an implicit empirical distribution . These methods replace the problem of representing the probability of a texture pattern with that of searching the training data for similar instances of that pattern. We extend this idea to temporal data representing 3D human motion with a large database of example motions. To make the method useful in practice, we must address the problem of efficient search in a large training set
Synthesizing physically realistic human motion in low-dimensional, behaviorspecific spaces
- ACM Transactions on Graphics
, 2004
"... Optimization is an appealing way to compute the motion of an animated character because it allows the user to specify the desired motion in a sparse, intuitive way. The difficulty of solving this problem for complex characters such as humans is due in part to the high dimensionality of the search sp ..."
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Cited by 111 (11 self)
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Optimization is an appealing way to compute the motion of an animated character because it allows the user to specify the desired motion in a sparse, intuitive way. The difficulty of solving this problem for complex characters such as humans is due in part to the high dimensionality of the search space. The dimensionality is an artifact of the problem representation because most dynamic human behaviors are intrinsically low dimensional with, for example, legs and arms operating in a coordinated way. We describe a method that exploits this observation to create an optimization problem that is easier to solve. Our method utilizes an existing motion capture database to find a low-dimensional space that captures the properties of the desired behavior. We show that when the optimization problem is solved within this low-dimensional subspace, a sparse sketch can be used as an initial guess and full physics constraints can be enabled. We demonstrate the power of our approach with examples of forward, vertical, and turning jumps; with running and walking; and with several acrobatic flips.
Efficient Synthesis of Physically Valid Human Motion
, 2003
"... Optimization is a promising way to generate new animations from a minimal amount of input data. Physically based optimization techniques, however, are difficult to scale to complex animated characters, in part because evaluating and differentiating physical quantities becomes prohibitively slow. Tra ..."
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Cited by 76 (3 self)
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Optimization is a promising way to generate new animations from a minimal amount of input data. Physically based optimization techniques, however, are difficult to scale to complex animated characters, in part because evaluating and differentiating physical quantities becomes prohibitively slow. Traditional approaches often require optimizing or constraining parameters involving joint torques; obtaining first derivatives for these parameters is generally an O(D²) process, where D is the number of degrees of freedom of the character. In this paper, we describe a set of objective functions and constraints that lead to linear time analytical first derivatives. The surprising finding is that this set includes constraints on physical validity, such as ground contact constraints. Considering only constraints and objective functions that lead to linear time first derivatives results in fast per-iteration computation times and an optimization problem that appears to scale well to more complex characters. We show that qualities such as squash-and-stretch that are expected from physically based optimization result from our approach. Our animation system is particularly useful for synthesizing highly dynamic motions, and we show examples of swinging and leaping motions for characters having from 7 to 22 degrees of freedom.
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 76 (13 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.
Computer Puppetry: An Importance-Based Approach
- ACM Transactions on Graphics
, 2001
"... this article, we provide a comprehensive solution to the problem of transferring the observations of the motion capture sensors to an animated character whose size and proportion may be different from the performer's. Our goal is to map as many of the important aspects of the motion to the target ch ..."
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Cited by 68 (6 self)
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this article, we provide a comprehensive solution to the problem of transferring the observations of the motion capture sensors to an animated character whose size and proportion may be different from the performer's. Our goal is to map as many of the important aspects of the motion to the target character as possible, while meeting the online, real-time demands of computer puppetry. We adopt a Kalman filter scheme that addresses motion capture noise issues in this setting. We provide the notion of dynamic importance of an end-effector that allows us to determine what aspects of the performance must be kept in the resulting motion. We introduce a novel inverse kinematics solver that realizes these important aspects within tight real-time constraints. Our approach is demonstrated by its application to broadcast television performances
An Inverse Kinematic Architecture Enforcing an Arbitrary Number of Strict Priority Levels
- The Visual Computer
, 2004
"... An efficient Inverse Kinematics solver is a key element in applications targeting the on-line or off-line postural control of complex articulated figures. In the present paper we progressively describe the strategic components of a very general and robust IK architecture. We then present an efficien ..."
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Cited by 67 (9 self)
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An efficient Inverse Kinematics solver is a key element in applications targeting the on-line or off-line postural control of complex articulated figures. In the present paper we progressively describe the strategic components of a very general and robust IK architecture. We then present an efficient recursive algorithm enforcing an arbitrary number of strict priorities to arbitrate the fulfillment of conflicting constraints. Due to its local nature, the moderate cost of the solution allows this architecture to run within an interactive environment. The algorithm is illustrated on the postural control of complex articulated figures.
Interactive Manipulation of Rigid Body Simulations
- SIGGRAPH 2000
, 2000
"... Physical simulation of dynamic objects has become commonplace in computer graphics because it produces highly realistic animations. In this paradigm the animator provides few physical parameters such as the objects' initial positions and velocities, and the simulator automatically generates realisti ..."
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Cited by 58 (6 self)
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Physical simulation of dynamic objects has become commonplace in computer graphics because it produces highly realistic animations. In this paradigm the animator provides few physical parameters such as the objects' initial positions and velocities, and the simulator automatically generates realistic motions. The resulting motion, however, is difficult to control because even a small adjustment of the input parameters can drastically affect the subsequent motion. Furthermore, the animator often wishes to change the endresult of the motion instead of the initial physical parameters. We describe
Sampling Plausible Solutions to Multi-body Constraint Problems
, 2000
"... Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be multiple ways to achieve any one goal, and it may be difficult to codify a user's preferences before they have seen the avai ..."
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Cited by 51 (2 self)
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Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be multiple ways to achieve any one goal, and it may be difficult to codify a user's preferences before they have seen the available solutions. In this paper we extend simulation models to include plausible sources of uncertainty, and then use a Markov chain Monte Carlo algorithm to sample multiple animations that satisfy constraints. A user can choose the animation they prefer, or applications can take direct advantage of the multiple solutions. Our technique is applicable when a probability can be attached to each animation, with "good" animations having high probability, and for such cases we provide a definition of physical plausibility for animations. We demonstrate our approach with examples of multi-body rigid-body simulations that satisfy constraints of various kinds, for each case presenting animations that are true to a physical model, are significantly different from each other, and yet still satisfy the constraints. CR Descriptors: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Animation; I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling - Physically based modeling; I.6.5 [Simulation and Modeling]: Model Development - Modeling methodologies G.3 [Probability and Statistics]: Probabilistic algorithms; Keywords: plausible motion, Markov chain Monte Carlo, motion synthesis, spacetime constraints 1

