SCA 12: Eurographics/SIGGRAPH Symposium on Computer Animation
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Item Environment-aware Real-Time Crowd Control(The Eurographics Association, 2012) Henry, Joseph; Shum, Hubert P. H.; Komura, Taku; Jehee Lee and Paul KryReal-time crowd control has become an important research topic due to the recent advancement in console game quality and hardware processing capability. The degrees of freedom of a crowd is much higher than that provided by a standard user input device. As a result most crowd control systems require the user to design the crowd move- ments through multiple passes, such as first specifying the crowd's start and goal points, then providing the agent trajectories with streamlines. Such a multi-pass control would spoil the responsiveness and excitement of real- time games. In this paper, we propose a new, single-pass algorithm to control crowds using a deformable mesh. When controlling crowds, we observe that most of the low level details are related to passive interactions between the crowd and the environment, such as obstacle avoidance and diverging/merging at cross points. Therefore, we simplify the crowd control problem by representing the crowd with a deformable mesh that passively reacts to the environment. As a result, the user can focus on high level control that is more important for context delivery. Our algorithm provides an efficient crowd control framework while maintaining the quality of the simulation, which is useful for real-time applications such as strategy games.Item Quaternion Space Sparse Decomposition for Motion Compression and Retrieval(The Eurographics Association, 2012) Zhu, Mingyang; Sun, Huaijiang; Deng, Zhigang; Jehee Lee and Paul KryQuaternion has become one of the most widely used representations for rotational transformations in 3D graphics for decades. Due to the sparse nature of human motion in both the spatial domain and the temporal domain, an unexplored yet challenging research problem is how to directly represent intrinsically sparse human motion data in quaternion space. In this paper we propose a novel quaternion space sparse decomposition (QSSD) model that decomposes human rotational motion data into two meaningful parts (namely, the dictionary part and the weight part) with the sparseness constraint on the weight part. Specifically, a linear combination (addition) operation in Euclidean space is equivalently modeled as a quaternion multiplication operation, and the weight of linear combination is modeled as a power operation on quaternion. Besides validations of the robustness, convergence, and accuracy of the QSSD model, we also demonstrate its two selected applications: human motion data compression and content-based human motion retrieval. Through numerous experiments and quantitative comparisons, we demonstrate that the QSSD-based approaches can soundly outperform existing state-of-the-art human motion compression and retrieval approaches.Item Linear-Time Smoke Animation with Vortex Sheet Meshes(The Eurographics Association, 2012) Brochu, Tyson; Keeler, Todd; Bridson, Robert; Jehee Lee and Paul KryWe present the first quality physics-based smoke animation method which runs in time approximately linear in the size of the rendered two-dimensional visual detail. Our fundamental representation is a closed triangle mesh surface dividing space between clear air and a uniformly smoky region, on which we compute vortex sheet dynamics to accurately solve inviscid buoyant flow. We handle arbitrary moving no-stick solid boundaries and by default handle an infinite domain. The simulation itself runs in time linear to the number of triangles thanks to the use of a well-conditioned integral equation treatment together with a Fast Multipole Method for linear-time summations, providing excellent performance. Basic zero-albedo smoke rendering, with embedded solids, is easy to implement for interactive rates, and the mesh output can also serve as an extremely compact and detailed input to more sophisticated volume rendering.Item Smoke Sheets for Graph-Structured Vortex Filaments(The Eurographics Association, 2012) Barnat, Alfred; Pollard, Nancy S.; Jehee Lee and Paul KrySmoke is one of the core phenomena which fluid simulation techniques in computer graphics have attempted to capture. It is both well understood mathematically and important in lending realism to computer generated effects. In an attempt to overcome the diffusion inherent to Eulerian grid-based simulators, a technique has recently been developed which represents velocity using a sparse set of vortex filaments. This has the advantage of providing an easily understandable and controllable model for fluid velocity, but is computationally expensive because each filament affects the fluid velocity over an unbounded region of the simulation space. We present an alternative to existing techniques which merge adjacent filament rings, instead allowing filaments to form arbitrary structures, and we develop a new set of reconnection criteria to take advantage of this filament graph. To complement this technique, we also introduce a method for smoke surface tracking and rendering designed to minimize the number of sample points without introducing excessive diffusion or blurring. Though this representation lends itself to straightforward real-time rendering, we also present a method which renders the thin sheets and curls of smoke as diffuse volumes using any GPU capable of supporting geometry shaders.Item Contact-Invariant Optimization for Hand Manipulation(The Eurographics Association, 2012) Mordatch, Igor; Popovic, Zoran; Todorov, Emanuel; Jehee Lee and Paul KryWe present a method for automatic synthesis of dexterous hand movements, given only high-level goals specifying what should happen to the object being manipulated. Results are presented on a wide range of tasks including grasping and picking up objects, twirling them between the fingers, tossing and catching, drawing. This work is an extension of the recent contact-invariant optimization (CIO) method, which introduced auxiliary decision variables directly specifying when and where contacts should occur, and optimized these variables together with the movement trajectory. Our contribution here is extending the unique contact model used in CIO which was specific to locomotion tasks, as well as applying the extended method systematically to hand manipulation.Item The Intersection Contour Minimization Method for Untangling Oriented Deformable Surfaces(The Eurographics Association, 2012) Ye, Juntao; Zhao, Jing; Jehee Lee and Paul KryThe Intersection Contour Minimization (ICM) method [VM06] has been proven to be an effective history-free algorithm for resolving collisions between non-oriented deformable surfaces. In many circumstances, however, surface orientation information are often implied in the context. Being completely blind to such information in the ICM method often leads to unexpected result: either failure or slow convergence in certain intersection config- urations. By introducing the concept of ''repulsive normal'' into ICM, many of those once-failure configurations can be resolved successfully. Even for those once-successful configurations, repulsive normals usually speed-up the convergence. Moreover, the ICM method that was originally designed for polygonal meshes can actually be adapted to resolve collisions between a polygon mesh and an analytical surface. This paper presents one such extension collisions between a polygon mesh and a capsule.Item Interactive Steering of Mesh Animations(The Eurographics Association, 2012) Vögele, Anna; Hermann, Max; Krüger, Björn; Klein, Reinhard; Jehee Lee and Paul KryCreating geometrically detailed mesh animations is an involved and resource-intensive process in digital content creation. In this work we present a method to rapidly combine available sparse motion capture data with existing mesh sequences to produce a large variety of new animations. The key idea is to model shape changes correlated to the pose of the animated object via a part-based statistical shape model. We observe that compact linear models suffice for a segmentation into nearly rigid parts. The same segmentation further guides the parameterization of the pose which is learned in conjunction with the marker movement. Besides the inherent high geometric detail, further benefits of the presented method arise from its robustness against errors in segmentation and pose parameterization. Due to efficiency of both learning and synthesis phase, our model allows to interactively steer virtual avatars based on few markers extracted from video data or input devices like the Kinect sensor.Item Evaluating the Plausibility of Edited Throwing Animations(The Eurographics Association, 2012) Vicovaro, Michele; Hoyet, Ludovic; Burigana, Luigi; O'Sullivan, Carol; Jehee Lee and Paul KryAnimation budget constraints during the development of a game often call for the use of a limited set of generic motions. Editing operations are thus generally required to animate virtual characters with a sufficient level of variety. Evaluating the perceptual plausibility of edited animations can therefore contribute greatly towards producing visually plausible animations. In this paper we study observers' sensitivity to manipulations of overarm and underarm biological throwing animations. In our first experiment, we used Dynamic Time Warping to edit the biological throwing motions, and modified the release velocity of the ball accordingly. We found that observers are more tolerant to speeding up of the original throwing motion than to slowing down, and that slowed down underarm throws are perceived as particularly unnatural. In our second experiment, we modified separately horizontal and vertical components of the release velocity of the ball, while leaving the motion of the thrower unchanged. We found that observers are more sensitive to manipulations of the horizontal component in overarm throws, and of the vertical component in underarm throws. As in the first experiment, we found that observers are most disturbed by decreases in the velocity of the ball in underarm throws. Our results provide valuable insights for developers of games and VR applications by specifying thresholds for the perceptual plausibility of throwing manipulations.Item Controlling Liquids Using Meshes(The Eurographics Association, 2012) Raveendran, Karthik; Thuerey, Nils; Wojtan, Chris; Turk, Greg; Jehee Lee and Paul KryWe present an approach for artist-directed animation of liquids using multiple levels of control over the simulation, ranging from the overall tracking of desired shapes to highly detailed secondary effects such as dripping streams, separating sheets of fluid, surface waves and ripples. The first portion of our technique is a volume preserving morph that allows the animator to produce a plausible fluid-like motion from a sparse set of control meshes. By rasterizing the resulting control meshes onto the simulation grid, the mesh velocities act as boundary conditions during the projection step of the fluid simulation. We can then blend this motion together with uncontrolled fluid velocities to achieve a more relaxed control over the fluid that captures natural inertial effects. Our method can produce highly detailed liquid surfaces with control over sub-grid details by using a mesh-based surface tracker on top of a coarse grid-based fluid simulation. We can create ripples and waves on the fluid surface attracting the surface mesh to the control mesh with spring-like forces and also by running a wave simulation over the surface mesh. Our video results demonstrate how our control scheme can be used to create animated characters and shapes that are made of water.Item Efficient Collision Detection for Brittle Fracture(The Eurographics Association, 2012) Glondu, Loeiz; Schvartzman, Sara C.; Marchal, Maud; Dumont, Georges; Otaduy, Miguel A.; Jehee Lee and Paul KryIn complex scenes with many objects, collision detection plays a key role in the simulation performance. This is particularly true for fracture simulation, where multiple new objects are dynamically created. In this paper, we present novel algorithms and data structures for collision detection in real-time brittle fracture simulations. We build on a combination of well-known efficient data structures, namely distance fields and sphere trees, making our algorithm easy to integrate on existing simulation engines. We propose novel methods to construct these data structures, such that they can be efficiently updated upon fracture events and integrated in a simple yet effective self-adapting contact selection algorithm. Altogether, we drastically reduce the cost of both collision detection and collision response. We have evaluated our global solution for collision detection on challenging scenarios, achieving high frame rates suited for hard real-time applications such as video games or haptics. Our solution opens promising perspectives for complex brittle fracture simulations involving many dynamically created objects.Item Efficient Simulation of Example-Based Materials(The Eurographics Association, 2012) Schumacher, Christian; Thomaszewski, Bernhard; Coros, Stelian; Martin, Sebastian; Sumner, Robert; Gross, Markus; Jehee Lee and Paul KryWe present a new method for efficiently simulating art-directable deformable materials. We use example poses to define subspaces of desirable deformations via linear interpolation. As a central aspect of our approach, we use an incompatible representation for input and interpolated poses that allows us to interpolate between elements individually. This enables us to bypass costly reconstruction steps and we thus achieve significant performance improvements compared to previous work. As a natural continuation, we furthermore present a formulation of example-based plasticity. Finally, we extend the directability of example-based materials and explore a number of powerful control mechanisms. We demonstrate these novel concepts on a number of solid and shell animations including artistic deformation behaviors, cartoon physics, and example-based pose space dynamics.Item Real-Time Example-Based Elastic Deformation(The Eurographics Association, 2012) Koyama, Yuki; Takayama, Kenshi; Umetani, Nobuyuki; Igarashi, Takeo; Jehee Lee and Paul KryWe present an example-based elastic deformation method that runs in real time. Example-based elastic deformation was originally presented by Martin et al. [MTGG11], where an artist can intuitively control elastic material behaviors by simply giving example poses. Their FEM-based approach is, however, computationally expensive requiring nonlinear optimization, which hinders its use in real-time applications such as games. Our contribution is to formulate an analogous concept using the shape matching framework, which is fast, robust, and easy to implement. The key observation is that each overlapping local region's right stretch tensor obtained by polar decomposition is a natural choice for a deformation descriptor. This descriptor allows us to represent the pose space as a linear blending of examples. At each time step, the current deformation descriptor is linearly projected onto the example manifold, and then used to modify the rest shape of each local region when computing goal positions. Our approach is two orders of magnitude faster than Martin et al.'s approach while producing comparable example-based elastic deformations.Item Faster Acceleration Noise for Multibody Animations using Precomputed Soundbanks(The Eurographics Association, 2012) Chadwick, Jeffrey N.; Zheng, Changxi; James, Doug L.; Jehee Lee and Paul KryWe introduce an efficient method for synthesizing rigid-body acceleration noise for complex multibody scenes. Existing acceleration noise synthesis methods for animation require object-specific precomputation, which is prohibitively expensive for scenes involving rigid-body fracture or other sources of small, procedurally generated debris. We avoid precomputation by introducing a proxy-based method for acceleration noise synthesis in which precomputed acceleration noise data is only generated for a small set of ellipsoidal proxies and stored in a proxy soundbank. Our proxy model is shown to be effective at approximating acceleration noise from scenes with lots of small debris (e.g., pieces produced by rigid-body fracture). This approach is not suitable for synthesizing acceleration noise from larger objects with complicated non-convex geometry; however, it has been shown in previous work that acceleration noise from objects such as these tends to be largely masked by modal vibration sound. We manage the cost of our proxy soundbank with a new wavelet-based compression scheme for acceleration noise and use our model to significantly improve sound synthesis results for several multibody animations.Item Tiling Motion Patches(The Eurographics Association, 2012) Kim, Manmyung; Hwang, Youngseok; Hyun, Kyunglyul; Lee, Jehee; Jehee Lee and Paul KrySimulating multiple character interaction is challenging because character actions must be carefully coordinated to align their spatial locations and synchronized with each other. We present an algorithm to create a dense crowd of virtual characters interacting with each other. The interaction may involve physical contacts, such as hand shaking, hugging, and carrying a heavy object collaboratively. We address the problem by collecting deformable motion patches, each of which describes an episode of multiple interacting characters, and tiling them spatially and temporally. The tiling of motion patches generates a seamless simulation of virtual characters interacting with each other in a non-trivial manner. Our tiling algorithm uses a combination of stochastic sampling and deterministic search to address the discrete and continuous aspects of the tiling problem. Our tiling algorithm made it possible to automatically generate highly-complex animation of multiple interacting characters. We achieved the level of complexity far beyond the current state-of-the-art animation techniques could generate, in terms of the diversity of human behaviors and the spatial/temporal density of interpersonal interactions.Item Simulating Free Surface Flow with Very Large Time Steps(The Eurographics Association, 2012) Lentine, Michael; Cong, Matthew; Patkar, Saket; Fedkiw, Ronald; Jehee Lee and Paul KryWe provide a novel simulation method for incompressible free surface flows that allows for large time steps on the order of 10-40 times bigger than the typical explicit time step restriction would allow. Although semi-Lagrangian advection allows for this from the standpoint of stability, large time steps typically produce significant visual errors. This was addressed in previous work for smoke simulation using a mass and momentum conserving version of semi-Lagrangian advection, and while its extension to water for momentum conservation for small time steps was addressed, pronounced issues remain when taking large time steps. The main difference between smoke and water is that smoke has a globally defined velocity field whereas water needs to move in a manner uninfluenced by the surrounding air flow, and this poses real issues in determining an appropriate extrapolated velocity field. We alleviate problems with the extrapolated velocity field by not using it when it is incorrect, which we determine via conservative advection of a color function which adds forwardly advected semi-Lagrangian rays to maintain conservation when mass is lost. We note that one might also use a more traditional volume-of-fluid method which is more explicitly focused on the geometry of the interface but can be less visually appealing it is also unclear how to extend volume-of-fluid methods to have larger time steps. Finally, we prefer the visual smoothness of a particle level set method coupled to a traditional backward tracing semi-Lagrangian advection where possible, only using our forward traced color function solution in areas of the flow where the particle level set method fails due to the extremely large time steps.Item Efficient Composition for Virtual Camera Control(The Eurographics Association, 2012) Lino, Christophe; Christie, Marc; Jehee Lee and Paul KryAutomatically positioning a virtual camera in a 3D environment given the specification of visual properties to be satisfied (on-screen layout of subjects, vantage angles, visibility) is a complex and challenging problem. Most approaches tackle the problem by expressing visual properties as constraints or functions to optimize, and rely on computationally expensive search techniques to explore the solution space. We show here how to express and solve the exact on-screen positioning of two or three subjects using a simple and very efficient technique. We express the solution space for each couple of subjects as a 2D manifold surface. We demonstrate how to use this manifold surface to solve Blinn's spacecraft problem with a straightforward algebraic approach. We extend the solution to three subjects and we show how to cast the complex 6D optimization problem tackled by most contributions in the field in a simple 2D optimization on the manifold surface by pruning large portions of the search space. The result is a robust and very efficient technique which finds a wide range of applications in virtual camera control and more generally in computer graphics.Item Mathematical Analysis on Affine Maps for 2D Shape Interpolation(The Eurographics Association, 2012) Kaji, Shizuo; Hirose, Sampei; Sakata, Shigehiro; Mizoguchi, Yoshihiro; Anjyo, Ken; Jehee Lee and Paul KryThis paper gives a simple mathematical framework for 2D shape interpolation methods that preserve rigidity. An interpolation technique in this framework works for given the source and target 2D shapes, which are compatibly triangulated. Focusing on the local affine maps between the corresponding triangles, we describe a global transformation as a piecewise affine map. Several existing rigid shape interpolation techniques are discussed and mathematically analyzed through this framework. This gives us not only a useful comprehensive understanding of existing approaches, but also new algorithms and a few improvements of previous approaches.Item Combining Marker-based Mocap and RGB-D Camera for Acquiring High-fidelity Hand Motion Data(The Eurographics Association, 2012) Zhao, Wenping; Chai, Jinxiang; Xu, Ying-Qing; Jehee Lee and Paul KryMotion capture data has been pivotal to the success of creating realistic animation for human characters. There are a number of public full-body motion databases available, but large and heterogeneous databases for hand articulations are not available. In this paper, we introduce a novel acquisition framework for acquiring a wide range of high-fidelity hand motion data. Our key idea is to leverage marker position data recorded by a twelvecamera optical motion capture system and RGB/Depth data obtained from a single Microsoft Kinect camera. We formulate the hand motion capture problem in a nonlinear optimization framework by maximizing consistency between the reconstructed motion and observed measurement. We introduce an efficient optimization technique to estimate the optimal hand pose that best matches observed data.We have demonstrated the power and effectiveness of our system by capturing a wide variety of delicate hand articulations, even in case of significant self-occlusion.Item Simple Data-Driven Control for Simulated Bipeds(The Eurographics Association, 2012) Geijtenbeek, T.; Pronost, Nicolas; Stappen, A. F. van der; Jehee Lee and Paul KryWe present a framework for controlling physics-based bipeds in a simulated environment, based on a variety of reference motions. Unlike existing methods for control based on reference motions, our framework does not require preprocessing of the reference motion, nor does it rely on inverse dynamics or on-line optimization methods for torque computation. It consists of three components: Proportional-Derivative Control to mimic motion characteristics, a specific form of Jacobian Transpose Control for balance control, and Covariance Matrix Adaption for off-line parameter optimization, based on a novel high-level reward function. The framework can easily be implemented using common off-the-shelf physics engines, and generates simulations at approximately 4x realtime on a single core of a modern PC. Our framework advances the state-of-the-art by demonstrating motions of a diversity and dynamic nature previously unseen in comparable methods, including squatting, bowing, kicking, and dancing motions. We also demonstrate its ability to withstand external perturbations and adapt to changes in character morphology.Item Cloning Crowd Motions(The Eurographics Association, 2012) Li, Yi; Christie, Marc; Siret, Orianne; Kulpa, Richard; Pettré, Julien; Jehee Lee and Paul KryThis paper introduces a method to clone crowd motion data. Our goal is to efficiently animate large crowds from existing examples of motions of groups of characters by applying an enhanced copy and paste technique on them. Specifically, we address spatial and temporal continuity problems to enable animation of significantly larger crowds than our initial data. We animate many characters from the few examples with no limitation on duration. Moreover, our animation technique answers the needs of real-time applications through a technique of linear complexity. Therefore, it is significantly more efficient than any existing crowd simulation-based technique, and in addition, we ensure a predictable level of realism for animations. We provide virtual population designers and animators with a powerful framework which (i) enables them to clone crowd motion examples while preserving the complexity and the aspect of group motion and (ii) is able to animate large-scale crowds in real-time. Our contribution is the formulation of the cloning problem as a double search problem. Firstly, we search for almost periodic portions of crowd motion data through the available examples. Secondly, we search for almost symmetries between the conditions at the limits of these portions in order to interconnect them. The result of our searches is a set of crowd patches that contain portions of example data that can be used to compose large and endless animations. Through several examples prepared from real crowd motion data, we demonstrate the advantageous properties of our approach as well as identify its potential for future developments.