You are on page 1of 26

MOTION CAPTURE

CONTENTS
Introduction
Related Work
Motion Capture-Driven Simulations
Controllers and Tracking System
Evaluation
Pushing People Around
Physically Based Grasping
Conclusion
Reference
INTRODUCTION
The interactive approach of character animation
requires sophisticated motion synthesis
algorithms to generate poses and motion for
unpredictable events.Traditional animation
techniques used alone cannot produce the needed
degree of realism or the degree of controllability
required for virtual characters. Motion capture
techniques and the physical simulation of
characters, when combined offer the potential to
produce realistic motions while still maintaining a
high level of control.
Related Work
Complimenting motion capture and Physics is an
interdisciplinary field of research applying knowledge
of areas from robotics,biomechanics,computer
graphics and artificial intelligence.
The following sections give an overview of the related
work.

 Motion Capture Editing


 Physically Based Characters
 Combination of motion capture and Physics
Motion Capture
Editing
Editing motion capture data is a method,
which consists of modifying motions without
re-recording them. It allows to generalize the
data and reuse it effectively.
The method creates smooth
deformations that preserve the fine structure
of the original motion.Adapting the motions to
new characters is called retargeting.
Motion graphs clustering frames into groups
Physically Based
Characters
In the topic of animating human athletic is detailed and a
method presented to animate human athletics in respect to the
physically laws.Running, gymnastics, and diving motions are
generated by using hand-tuned, state machine-driven controllers.To
produce physically realistic, periodic walking and running motions
lazlo presented an approach with a limit cycle control.
Designing physically-based controllers for individual
behaviors is one solution, but combining several controllers is a
better approach to generate more complex motions.
Combination of Motion Capture and
Physics
To produce a variety of
modifications of motion data physical models
are used to constrain possible solutions.To
generate efficient motion transitions Rose
proposed a method using space-time
constraints they used an inverse dynamics
model to transition between motion sequences
by finding a minimum energy solution.A
response motion of a character is animated
reacting to a mass being dropped on the
characters back.
Motion Capture-Driven
Simulations
The following sections describes the
behaviour modeling approach of Motion
Capture-Driven Simulations.
Behavior modeling
Controllers and Tracking System
Evaluation
Behaviour Modeling
Several different animation methods exist,such
as hand-keyed animation, forward /inverse
kinamtics, human motion capturing, motion
graphs, or procedural animation, such as
physically-based simulation.
Motion capturing is a wide used technique but
has its limitations.Not everything is recordable
and some motions are dangerous for the
motion actors to perform.Motions such as
boxing where the impact would be too great to
be performed by an actor cannot be recorded.
Combination of different Animation Technique
The behavioral transition diagram
Controllers and Tracking
System

The tracking system uses raw motion data


and converts it to desired joint angles which
are then fed into the tracking controller that
computes the torques for the dynamic model.
Also the balancing controller feeds torques
into the dynamics simulation.
Overview over the system with tracking controller,
dynamic model, collision handler, task controller and
balance controller
Influence values control the mix of the different
techniques
Parellelism of controller threads
Evaluation
To evaluate the method it is important to
compared the synthesized motion side - by side
with recorded video material.The robustness of
the physical simulation must be reduces to
achieve time .
Dividing the character into two parts,i.e. The
upper and lower body ,is one way, and also
removing parts of the bodywith a low mass can
help to cut the computation cost and lower the
numerical stiffness of the overall system
Side-by-side comparison of recorded live video
footage
and the simulation
PUSHING PEOPLE AROUND
The pushing people around paper introduces
an oracle which is explained in this section.
The oracle recognizes visually realistic
motions.
Motion deformation with different parameters
yielding unrealistic poses
PHYSICALLY – BASED
GRASPING
When animating human characters it is
important to capture even small movements
for example, interactions with the
environment using the hands. Motion capture
techniques deliver realistic motions but when
contact with the environment or other subtle
interactions are involved it becomes difficult
to edit and retarget the motions.
The collision model for the hand and an example of a
generated handshake
State diagram of the hand actions
CONCLUSION
A higher-level behavioral graph is important
instead of more low –level approaches such as
motion graphs when it comes to realistic
character animation. Combining motion
capture techniques and dynamic simulation
offers an interesting solution to maintain
realism to ultimately achieve controllable
characters for interactive virtual
environments.
Reference
1. Witkin, A., Popovic, Z.: Motion Warping. In: Proceedings of
SIGGRAPH 95, ACM SIGGRAPH,pp. 105–108 (1995)

2. Gleicher, M.: Retargeting Motion to New Characters. In:


Proceedings of SIGGRAPH ’98,ACM SIGGRAPH, pp. 33–42. (1998)

3. Choi, K.J., Park, S.H., Ko, H.S.: Processing Motion Capture Data
to Achieve Positional Accuracy. Graphical models and image
processing: GMIP 61, 5, pp. 260–273 (1999)
THANK YOU

You might also like