Performance of Physics-Driven Procedural Animation of Character Locomotion for Bipedal and Quadrupedal Gait
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Motion Enriching Using Humanoide Captured Motions
MASTER THESIS: MOTION ENRICHING USING HUMANOIDE CAPTURED MOTIONS STUDENT: SINAN MUTLU ADVISOR : A NTONIO SUSÌN SÀNCHEZ SEPTEMBER, 8TH 2010 COURSE: MASTER IN COMPUTING LSI DEPERTMANT POLYTECNIC UNIVERSITY OF CATALUNYA 1 Abstract Animated humanoid characters are a delight to watch. Nowadays they are extensively used in simulators. In military applications animated characters are used for training soldiers, in medical they are used for studying to detect the problems in the joints of a patient, moreover they can be used for instructing people for an event(such as weather forecasts or giving a lecture in virtual environment). In addition to these environments computer games and 3D animation movies are taking the benefit of animated characters to be more realistic. For all of these mediums motion capture data has a great impact because of its speed and robustness and the ability to capture various motions. Motion capture method can be reused to blend various motion styles. Furthermore we can generate more motions from a single motion data by processing each joint data individually if a motion is cyclic. If the motion is cyclic it is highly probable that each joint is defined by combinations of different signals. On the other hand, irrespective of method selected, creating animation by hand is a time consuming and costly process for people who are working in the art side. For these reasons we can use the databases which are open to everyone such as Computer Graphics Laboratory of Carnegie Mellon University. Creating a new motion from scratch by hand by using some spatial tools (such as 3DS Max, Maya, Natural Motion Endorphin or Blender) or by reusing motion captured data has some difficulties. -
Automated Staging for Virtual Cinematography Amaury Louarn, Marc Christie, Fabrice Lamarche
Automated Staging for Virtual Cinematography Amaury Louarn, Marc Christie, Fabrice Lamarche To cite this version: Amaury Louarn, Marc Christie, Fabrice Lamarche. Automated Staging for Virtual Cinematography. MIG 2018 - 11th annual conference on Motion, Interaction and Games, Nov 2018, Limassol, Cyprus. pp.1-10, 10.1145/3274247.3274500. hal-01883808 HAL Id: hal-01883808 https://hal.inria.fr/hal-01883808 Submitted on 28 Sep 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Automated Staging for Virtual Cinematography Amaury Louarn Marc Christie Fabrice Lamarche IRISA / INRIA IRISA / INRIA IRISA / INRIA Rennes, France Rennes, France Rennes, France [email protected] [email protected] [email protected] Scene 1: Camera 1, CU on George front screencenter and Marty 3/4 backright screenleft. George and Marty are in chair and near bar. (a) Scene specification (b) Automated placement of camera and characters (c) Resulting shot enforcing the scene specification Figure 1: Automated staging for a simple scene, from a high-level language specification (a) to the resulting shot (c). Our system places both actors and camera in the scene. Three constraints are displayed in (b): Close-up on George (green), George seen from the front (blue), and George screencenter, Marty screenleft (red). -
Lightweight Procedural Animation with Believable Physical Interactions
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference Lightweight Procedural Animation with Believable Physical Interactions Ian Horswill Northwestern University, Departments of EECS and Radio/Television/Film 2133 Sheridan Road, Evanston IL 60208 [email protected] Abstract matics system. Posture control is performed by applying I describe a procedural animation system that uses tech- simulated forces and torques to the torso and pelvis. niques from behavior-based robot control, combined with a Interestingly, the use of a dynamic simulation actually minimalist physical simulation, to produce believable cha- simplifies control, allowing the use of relatively crude con- racter motions in a dynamic world. Although less realistic trol signals, which are then smoothed by the passive dy- than motion capture or full biomechanical simulation, the namics of the character body and body-environment inte- system produces compelling, responsive character behavior. raction; similar results have been found in both human and It is also fast, supports believable physical interactions be- robot motor control (Williamson, 2003). tween characters such as hugging, and makes it easy to au- Twig shows that surprisingly simple techniques can gen- thor new behaviors. erate believable2 motions and interactions. Much of the focus of this paper will be on ways in which Twig is able to Overview1 cheat to avoid doing complicated modeling or control, while still maintaining believability. This work is indebted Versatile procedural animation is a necessary component to the work of Jakobsen (Jakobsen, 2001) and Perlin (Per- for applications such as interactive drama, in which charac- lin, 1995, 2003; Perlin & Goldberg, 1996), both for their ters participate in complex interactions that cannot be pre- general approaches of using simple techniques to generate planned at authoring time. -
Inverse Kinematics Last Time? Today Keyframing Procedural Animation Physically-Based Animation
Last Time? • Navier-Stokes Equations • Conservation of Inverse Kinematics Momentum & Mass • Incompressible Flow Today Keyframing • How do we animate? • Use spline curves to automate the in betweening – Keyframing – Good control – Less tedious than drawing every frame – Procedural Animation • Creating a good animation still requires considerable – Physically-Based Animation skill and talent – Forward and Inverse Kinematics – Motion Capture • Rigid Body Dynamics • Finite Element Method ACM © 1987 “Principles of traditional animation applied to 3D computer animation” Procedural Animation Physically-Based Animation • Describes the motion algorithmically, • Assign physical properties to objects as a function of small number of (masses, forces, inertial properties) parameters • Example: a clock with second, minute • Simulate physics by solving equations and hour hands • Realistic but difficult to control – express the clock motions in terms of a “seconds” variable – the clock is animated by varying the v0 seconds parameter mg • Example: A bouncing ball -kt –Abs(sin(ωt+θ0))*e 1 Articulated Models Skeleton Hierarchy • Articulated models: • Each bone transformation – rigid parts described relative xyzhhhhhh,,,,,qf s – connected by joints to the parent in hips the hierarchy: qfttt,, s • They can be animated by specifying the joint left-leg ... angles as functions of time. r-thigh qc qi qi ()t r-calf y vs qfff, x r-foot z t1 t2 t1 t2 1 DOF: knee 2 DOF: wrist 3 DOF: arm Forward Kinematics Inverse Kinematics (IK) • Given skeleton xyzhhhhhh,,,,,qf -
Procedural Animation
Procedural Animation Computer Graphics Seminar 2017 Spring Andreas Sepp Coming up today ● Keyframe animation ● Procedural animation for basic character animation ○ Procedural animation with keyframe animation ○ Inverse kinematics ● Procedural animation as a broader field ○ Artificial life animation ○ Physics based modelling and animation Basic keyframe animation ● Animator draws or models the starting and ending points of a transition, called keyframes, and sets their position in time ● The remaining frames inbetween 2 keyframes are interpolated from them ● The animator is in control of everything at every point in time key key key Basic keyframe animation problems ● Transitions in interactive setting ○ Blend walking and running animation? ○ Create a walk ↔ run transition animation? ■ 15 animations - 105 blends required ● Unrealistic movement ○ No proper feedback from the environment ○ Not acceptable anymore Procedural Animation ● a type of computer animation, used to automatically generate animation in real-time to allow for a more diverse series of actions than could otherwise be created using predefined animations ● Animator not in control of everything anymore ● a) Integrated with keyframe animation ○ Roughly follows keyframes ○ Change dynamically ■ e.g. getting hit while running, going up the stairs ● b) Fully procedural animation ○ Initial parameters and some sort of input parameters are provided to control the animation ■ Initial position; forces, torques in time Keyframe + procedural animation ● Dynamic combining of multiple animations ○ Lower body running ○ Upper body swinging a sword ○ Body recoiling to a blow ● What you can achieve with just 14 keyframes and procedural animation: ○ http://www.gamasutra.com/view/news/216973/Video_An_indie_a pproach_to_procedural_animation.php [4:00-10:00] To actually feel connected to the world.. -
Slicing (Draft)
Handling Parallelism in a Concurrency Model Mischael Schill, Sebastian Nanz, and Bertrand Meyer ETH Zurich, Switzerland [email protected] Abstract. Programming models for concurrency are optimized for deal- ing with nondeterminism, for example to handle asynchronously arriving events. To shield the developer from data race errors effectively, such models may prevent shared access to data altogether. However, this re- striction also makes them unsuitable for applications that require data parallelism. We present a library-based approach for permitting parallel access to arrays while preserving the safety guarantees of the original model. When applied to SCOOP, an object-oriented concurrency model, the approach exhibits a negligible performance overhead compared to or- dinary threaded implementations of two parallel benchmark programs. 1 Introduction Writing a multithreaded program can have a variety of very different motiva- tions [1]. Oftentimes, multithreading is a functional requirement: it enables ap- plications to remain responsive to input, for example when using a graphical user interface. Furthermore, it is also an effective program structuring technique that makes it possible to handle nondeterministic events in a modular way; develop- ers take advantage of this fact when designing reactive and event-based systems. In all these cases, multithreading is said to provide concurrency. In contrast to this, the multicore revolution has accentuated the use of multithreading for im- proving performance when executing programs on a multicore machine. In this case, multithreading is said to provide parallelism. Programming models for multithreaded programming generally support ei- ther concurrency or parallelism. For example, the Actor model [2] or Simple Con- current Object-Oriented Programming (SCOOP) [3,4] are typical concurrency models: they are optimized for coordination and event handling, and provide safety guarantees such as absence of data races. -
Assessing Gains from Parallel Computation on a Supercomputer
Volume 35, Issue 1 Assessing gains from parallel computation on a supercomputer Lilia Maliar Stanford University Abstract We assess gains from parallel computation on Backlight supercomputer. The information transfers are expensive. We find that to make parallel computation efficient, a task per core must be sufficiently large, ranging from few seconds to one minute depending on the number of cores employed. For small problems, the shared memory programming (OpenMP) and a hybrid of shared and distributive memory programming (OpenMP&MPI) leads to a higher efficiency of parallelization than the distributive memory programming (MPI) alone. I acknowledge XSEDE grant TG-ASC120048, and I thank Roberto Gomez, Phillip Blood and Rick Costa, scientific specialists from the Pittsburgh Supercomputing Center, for technical support. I also acknowledge support from the Hoover Institution and Department of Economics at Stanford University, University of Alicante, Ivie, and the Spanish Ministry of Science and Innovation under the grant ECO2012- 36719. I thank the editor, two anonymous referees, and Eric Aldrich, Yongyang Cai, Kenneth L. Judd, Serguei Maliar and Rafael Valero for useful comments. Citation: Lilia Maliar, (2015) ''Assessing gains from parallel computation on a supercomputer'', Economics Bulletin, Volume 35, Issue 1, pages 159-167 Contact: Lilia Maliar - [email protected]. Submitted: September 17, 2014. Published: March 11, 2015. 1 Introduction The speed of processors was steadily growing over the last few decades. However, this growth has a natural limit (because the speed of electricity along the conducting material is limited and because a thickness and length of the conducting material is limited). The recent progress in solving computationally intense problems is related to parallel computation. -
Use Style: Paper Title
INTERNATIONAL CONFERENCE ON INFORMATICS AND CREATIVE MULTIMEDIA 2013 (ICICM’13) UTM, KUALA LUMPUR. SEPTEMBER 3-6, 2013, pp.104,109, 4-6 Sept. 2013 doi:10.1109/ICICM.2013.25 IEEEXplore Expression driven Trignometric based Procedural Animation of Quadrupeds Zeeshan Bhatti, Asadullah Shah, Mustafa Karabasi and Waheed Mahesar Khulliyyah of Information and Communication Technology International Islamic University Malaysia, Kuala Lumpur e-mail: [email protected], [email protected], [email protected], [email protected] Abstract— This research paper addresses the problem of riggers need [3]. So a character animator normally ends up generating involuntary and precise animation of quadrupeds building a custom skeletal rig for the ease of animation with automatic rigging system of various character types. The [3][4]. The process is also known as Character Rigging. We technique proposed through this research is based on a two have used MAYA as the basic development and simulation tier animation control curve with base simulation being driven tool with motion equations implemented as Maya Embedded through dynamic mathematical model using procedural Language (MEL) code written as expressions that gets algorithm and the top layer with a custom user controlled executed at every frame controlling and driving the various animation provided with intuitive Graphical User Interface body part of the character rig. (GUI). The character rig is based on forward and inverse kinematics driven through trigonometric based motion II. LITERATURE REVIEW equations. The User is provided with various manipulators and Quadruped motion has always been an integral part of attributes to control and handle the locomotion gaits of the characters and choose between various types of simulated character animation and simulation. -
Instruction Level Parallelism Example
Instruction Level Parallelism Example Is Jule peaty or weak-minded when highlighting some heckles foreground thenceforth? Homoerotic and commendatory Shelby still pinks his pronephros inly. Overneat Kermit never beams so quaveringly or fecundated any academicians effectively. Summary of parallelism create readable and as with a bit says if we currently being considered to resolve these two machine of a pretty cool explanation. Once plug, it book the parallel grammatical structure which creates a truly memorable phrase. In order to accomplish whereas, a hybrid approach is designed to whatever advantage of streaming SIMD instructions for each faction the awful that executes in parallel on independent cores. For the ILPA, there is one more type of instruction possible, which is the special instruction type for the dedicated hardware units. Advantages and high for example? Two which is already present data is, to process includes comprehensive career related services that instruction level parallelism example how many diverse influences on. Simple uses of parallelism create readable and understandable passages. Also note that a data dependent elements that has to be imported from another core in another processor is much higher than either of the previous two costs. Why the charge of the proton does not transfer to the neutron in the nuclei? The OPENMP code is implemented in advance way leaving each thread can climb up an element from first vector and compare after all the elements in you second vector and forth thread will appear able to execute simultaneously in parallel. To be ready to instruction level parallelism in this allows enormous reduction in memory. -
Animation De Personnages 3D Par Le Sketching 2D Martin Guay
Animation de personnages 3D par le sketching 2D Martin Guay To cite this version: Martin Guay. Animation de personnages 3D par le sketching 2D. Mathématiques générales [math.GM]. Université Grenoble Alpes, 2015. Français. NNT : 2015GREAM016. tel-01178839 HAL Id: tel-01178839 https://tel.archives-ouvertes.fr/tel-01178839 Submitted on 22 Dec 2015 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. THÈSE Pour obtenir le grade de DOCTEUR DE L’UNIVERSITÉ DE GRENOBLE Spécialité : Mathématiques-Informatique Arrêté ministériel : 7 août 2006 Présentée par Martin Guay Thèse dirigée par Marie-Paule Cani & Rémi Ronfard préparée au sein du Laboratoire Jean Kuntzmann (LJK) et de l’École doctorale EDMSTII Sketching free-form poses and movements for expressive character animation Thèse soutenue publiquement le 2 juillet 2015, devant le jury composé de : Michiel van de Panne Professor, University of British Columbia, Rapporteur Robert W. Sumner Adjunct Professor, ETH Zurich & Director, Disney Research Zurich, Rapporteur Marie-Paule Cani Professeure, Grenoble INP, Directrice de thèse Rémi Ronfard Chargé de recherche, INRIA, Co-Directeur de thèse Frank Multon Professeur, Université Rennes 2, Examinateur Paul Kry Professor, McGill University, Examinateur Joëlle Thollot Prefesseure, Grenoble INP, Présidente 2 Abstract Free-form animation allows for exaggerated and artistic styles of motions such as stretch- ing character limbs and animating imaginary creatures such as dragons. -
Minimizing Startup Costs for Performance-Critical Threading
Minimizing Startup Costs for Performance-Critical Threading Anthony M. Castaldo R. Clint Whaley Department of Computer Science Department of Computer Science University of Texas at San Antonio University of Texas at San Antonio San Antonio, TX 78249 San Antonio, TX 78249 Email : [email protected] Email : [email protected] Abstract—Using the well-known ATLAS and LAPACK dense on several eight core systems running a standard Linux OS, linear algebra libraries, we demonstrate that the parallel manage- ATLAS produced alarmingly poor parallel performance even ment overhead (PMO) can grow with problem size on even stati- on compute bound, highly parallelizable problems such as cally scheduled parallel programs with minimal task interaction. Therefore, the widely held view that these thread management matrix multiply. issues can be ignored in such computationally intensive libraries is wrong, and leads to substantial slowdown on today’s machines. Dense linear algebra libraries like ATLAS and LAPACK [2] We survey several methods for reducing this overhead, the are almost ideal targets for parallelism: the problems are best of which we have not seen in the literature. Finally, we regular and often easily decomposed into subproblems of equal demonstrate that by applying these techniques at the kernel level, performance in applications such as LU and QR factorizations complexity, minimizing any need for dynamic task scheduling, can be improved by almost 40% for small problems, and as load balancing or coordination. Many have high data reuse much as 15% for large O(N 3) computations. These techniques and therefore require relatively modest data movement. Until are completely general, and should yield significant speedup in recently, ATLAS achieved good parallel speedup using simple almost any performance-critical operation. -
Introduction and Animation Basics
Lecture 1: introduction PhD in Computer Science, MIRALab, University of Geneva, 2006-2011 Second post-doc, Institute for Media First post-doc, HCI Group, Innovation, Nanyang Technological EPFL, Lausanne, 2012-2013 University, 2013-2015 (Expressive) Character animation Facial animation Body gestures/emotions Gaze behavior Motion synthesis Multi-character interactions Virtual humans in VR and (Serious) Games Social robots and AI Florian Gaeremynck (GMT Student) [email protected] Ask questions for practical assignments Introduction to basic techniques in Computer Animation ▪ Motion synthesis, facial & body animation, … Introduction to research topics ▪ Giving presentations ▪ Reading and evaluating research papers ▪ Writing an essay about an animation topic Hands-on experience ▪ Short animation movie production or programming exercise Grading: ▪ Research papers (R) ▪ Project (P) ▪ Essay (E) ▪ Final grade = 0.3*R + 0.3*P + 0.4*E ▪ Condition: E >= 5 *Pay attention that R is based on your presentations but also involves paper summaries. You will not a get a separate grade for the summaries but it is part of the overall grade R. Attendance is overall not mandatory, but.. ▪ You are required to attend the lectures with student presentations you wrote a review for. You will send a one A4 page review for each paper. In total, you should have 6 reviews . ▪ Similar to peer-review process of conferences and journals Deadline for submitting these reviews is one day before the lecture until 23:59 You are not limited to 6 papers though, read as much as you can, participate the presentations and ask questions! Note: In all your emails to the teacher or the TA, you must include [INFOMCANIM 2021] in the subject line of your email.