BiomechanicallyInspired Motion Path Editing Noah Lockwood and Karan
Biomechanically-Inspired Motion Path Editing Noah Lockwood and Karan Singh University of Toronto
Goals • Fast editing of single motions • High-level spatial direction • Flexible to motion content
Related Work • Path-based approaches – Motion graphs, motion doodles, deformable models • Path-based motion editing – Kinematic, limited to walking or simple locomotion – Multi-character synchronized motion [Kim 2009]
Algorithm • • Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping
Terminology • Keys: full body pose, position, and time • Path: sequence of skeleton root positions
Algorithm • • Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping
Motion Preprocessing • Real motion changes are constrained • Identify deformation handles • Must correspond to potential motion changes
Motion Preprocessing • • Real motion changes are constrained Identify deformation handles Must correspond to potential motion changes Character exertion at path vertical minima
Motion Preprocessing • • • Real motion changes are constrained Identify deformation handles Must correspond to potential motion changes Character exertion at path vertical minima Many local minima though:
Motion Preprocessing • • • Real motion changes are constrained Identify deformation handles Must correspond to potential motion changes Character exertion at path vertical minima Many local minima though:
Path Deformation Handles • Filter based on locally maximal # of contacts:
Algorithm • • Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping
Interactive Path Deformation • As-rigid-as-possible-deformation [Igarashi 2005] – Adjustments for curves instead of triangle meshes • Sharpness artifacts in large deformations:
ARAP Modifications • Automatic pre-scaling factor:
Algorithm • • Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping
Pose Adjustment • Body rotation with path tangent • Foot path deformation and IK
Algorithm • • Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping
Timewarping • Unmodified timing can look unnatural:
Froude Number • Used to evaluate dynamic similarity
Froude Number • Used to evaluate dynamic similarity • Relative stride length vs. Froude number:
Froude Timewarping • Velocity and stride length ratios:
Froude Timewarping • Velocity and stride length ratios: • Target velocities and deformed path overconstrain new key times
Timewarping results
Algorithm • • Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping
Algorithm • • Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping • Limited to simple edits of simple motion
Algorithm • • Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping • Limited to simple edits of simple motion • Each stage modified based on components of motion
Vertical Motion • ARAP deformation is 2 D – Apply twice, from top and side
Vertical Motion • ARAP deformation is 2 D – Apply twice, from top and side • Local coordinate system produces rotations:
Vertical Motion • ARAP deformation is 2 D – Apply twice, from top and side • Local/global coordinate system produces shears:
Vertical Motion Editing Results
Vertical Motion Editing Results
Ballistic Motion • Unrealistic deformation of airborne motion:
Ballistic Motion • Unrealistic deformation of airborne motion: • Constrained to stretch only, no bending:
Ballistic Motion Editing Results • Acceleration-based timewarping:
Ballistic Motion Editing Variety
Turns • Realistic turning paths, but motion is too fast:
Curvature and Velocity • One-third power law which relates curvature and velocity:
Curvature and Velocity • One-third power law which relates curvature and velocity: • Path curvature from curvature-continuous overall path
Path Curvature • Overall path: handle-interpolating cubic spline
Path Curvature • Overall path: handle-interpolating cubic spline
Turn Timewarping • Curvature and velocity ratios:
Combined Timewarping • Two target velocities from Froude and curvature rules:
Combined Timewarping • Two target velocities from Froude and curvature rules: • Multiplicative combination:
Combined Timewarp Results
Mixed Motion Editing
Non-human Characters
Simulation Editing
Conclusion and Discussion • Our system: –Uses biomechanical models and observations –Accommodates many motion types –Automatically adjusts motion timing • Limitations: –Acrobatic maneuvers –Range of plausible timings –Full-body editing
Thanks! • Questions? • Acknowledgements: – Jacobo Bibliowicz, Patrick Coleman, Martin de Lasa, John Hancock, Ryan Schmidt, Patricio Simari – – SCA 2011 reviewers CMU Motion Capture Database Centroid Motion Capture Autodesk
Pose Adjustment • Rigid transformation of footsteps:
Pose Adjustment • Rigid transformation of footsteps:
- Slides: 52