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Human Figure - Overview. Layered Construction Bone Muscle Skin. Tasks Reaching & Grasping Walking Talking Motor Skills. Intelligent behavior. Other Motions Facial Expression Gestures Idiosyncratic Secondary Motion. Reactionary Motions Clothes Hair. Modeling the Human Form.
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Human Figure - Overview • Layered Construction • Bone • Muscle • Skin • Tasks • Reaching & Grasping • Walking • Talking • Motor Skills Intelligent behavior • Other Motions • Facial Expression • Gestures • Idiosyncratic • Secondary Motion • Reactionary Motions • Clothes • Hair
Modeling the Human Form • Artistic Anatomy • Anatomy related to surface appearance • versus Medical Anatomy • Well-developed literature • Forensic Science • Facial Reconstruction • Plastic Surgery • Surface Appearance Reconstruction
Layered: Bone-Muscle-Skin Muscle &Tendons Fatty Tissue Bone Skin
Modeling - • Layered FFD muslces John Chadwick, ABD
Modeling - Thalmann, EPFL Implicit surfaces From http://ligwww.epfl.ch/
Modeling • Embed polyhedra in implicit surface • Implicits used for approx. collision detect & respond • Polyhedra used for display Use M.-P. Cani technique to distort implicits based on collisions Karan Singh, PhD
Human Figure Ferdi Scheepers, PhD Use artistic anatomy to design muscles
Figures - Wilhelms, UCSB http://www.cse.ucsc.edu/~wilhelms/fauna/Monkeys/5monk_parts.gif
Reaching & Grasping Inverse Kinematics What is ‘human-like’ motion? Path planning Holding and manipulating tools
Reaching Arm - 7 DoF Or 2 at elbow, 2 at wrist Or 1 at elbow, 2 at wrist, add one at mid-forearm Shoulder: 3 DoF Wrist: 3 DoF Elbow: 1 DoF
Reaching - heuristic Decide on ‘reasonable’ plane for arm based on task Reduce problem to 2D arm position + hand configuration
Reaching Joint limits are a function of joint position Collision avoidance with body, other limbs Strength a function of joint position
What’s ‘human-like’ ? Depends on orientation and task straight-line path Minimize total torque Minimize maximum velocity, acceleration, jerk Maximize ‘comfort’
In obstacle-filled environment Dave Miller PhD
Grasping Standard methods of grasping By handle Two finger Wrap around Two hand
Walking Gravity • Simplify dynamics • Decouple • reduce DoFs Maintain balance (static) Hip: 3 DoF Knee: 1 DoF Ankle: 3 DoF Toes: 1 ‘DoF’ but usually not independent (free)
Facial Animation Complex surface Very familiar structure Deformable surface Very important - Principal means of communication Facial expressions, lip-synch, prosodic facial animation
Facial Animation by Texture Maps Ebert - from Getting Into Art
Facial Animation http://mambo.ucsc.edu/psl/sig97/siggraph97-panel.html
Facial Action Units (FACs) From Eckman and Friesen
Facial Animation Fred Parke model http://mambo.ucsc.edu/psl/sig97/siggraph97-panel.html
Facial Animation Terzopolous, NYU http://mambo.ucsc.edu/psl/sig97/siggraph97-panel.html
Facial Animation www.cis.ohio-state.edu/research/graphics/research/FacialAnimation/ Scott King, PhD
Behavior AI, Spatial reasoning, human-like reaction Intelligent interaction with user Engage in conversation w/gestures Cooperation w/ other agents
Behavior Daniel Thalmann, LIG, EPFL
Cloth and Clothes Texture maps draping flowing Full collision detection and response
Simulate at what level? Fold level - catenary curves between points of support Patch level - triangles or higher order patches Weave level - warp and weft Thread level - property and structure of thread
Tight Fitting Clothes Daniel Thalmann, EPFL
Cloth Nadia Magnenat-Thalmann, MIRALab
Clothes http://cs-people.bu.edu/jingbinw/Clothsim_Submit.PDF
Hair Texture map Rigid object Model each strand Model by clumps Rigid underlayment w/ strands over top
Standards & Resources H-anim - human animation working group http://www.h-anim.org/ MPEG-4 - Moving Pictures Expert Group http://mpeg.telecomitalialab.com/standards/mpeg-4/mpeg-4.htm http://ligwww.epfl.ch/mpeg4/ The Visible Human Project http://plum.ia.polsl.gliwice.pl/~DIP/visible/visible_human.html
The Major Players Daniel Thalmann - The Computer Graphics Lab (LIG) at the Swiss Federal Institute of Technology (EPFL) in Lausanne: http://ligwww.epfl.ch/ Nadia Thalmann - MIRALab research group at the University of Geneva http://www.miralab.unige.ch/MIRAhtml/mirahome.htm Norm Badler - Center for Human Modeling and Simulation athe University of Pennsylvania http://www.cis.upenn.edu/~hms/