SCA 12: Eurographics/SIGGRAPH Symposium on Computer Animation
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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.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 Component-based Locomotion Composition(The Eurographics Association, 2012) Kim, Yejin; Neff, Michael; Jehee Lee and Paul KryWhen generating locomotion, it is particularly challenging to adjust the motion's style. This paper introduces a component-based system for human locomotion composition that drives off a set of example locomotion clips. The distinctive style of each example is analyzed in the form of sub-motion components decomposed from separate body parts via independent component analysis (ICA). During the synthesis process, we use these components as combinatorial ingredients to generate new locomotion sequences that are stylistically different from the example set. Our system is designed for novice users who do not have much knowledge of important locomotion properties, such as the correlations throughout the body. Thus, the proposed system analyzes the examples in a unsupervised manner and synthesizes an output locomotion from a small number of control parameters. Our experimental results show that the system can generate physically plausible locomotion in a desired style at interactive speed.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 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 Dynamic Units of Visual Speech(The Eurographics Association, 2012) Taylor, Sarah L.; Mahler, Moshe; Theobald, Barry-John; Matthews, Iain; Jehee Lee and Paul KryWe present a new method for generating a dynamic, concatenative, unit of visual speech that can generate realistic visual speech animation. We redefine visemes as temporal units that describe distinctive speech movements of the visual speech articulators. Traditionally visemes have been surmized as the set of static mouth shapes representing clusters of contrastive phonemes (e.g. /p, b, m/, and /f, v/). In this work, the motion of the visual speech articulators are used to generate discrete, dynamic visual speech gestures. These gestures are clustered, providing a finite set of movements that describe visual speech, the visemes. Dynamic visemes are applied to speech animation by simply concatenating viseme units. We compare to static visemes using subjective evaluation. We find that dynamic visemes are able to produce more accurate and visually pleasing speech animation given phonetically annotated audio, reducing the amount of time that an animator needs to spend manually refining the animation.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 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 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 Energetically Consistent Invertible Elasticity(The Eurographics Association, 2012) Stomakhin, Alexey; Howes, Russell; Schroeder, Craig; Teran, Joseph M.; Jehee Lee and Paul KryWe provide a smooth extension of arbitrary isotropic hyperelastic energy density functions to inverted configurations. This extension is designed to improve robustness for elasticity simulations with ex- tremely large deformations and is analogous to the extension given to the first Piola-Kirchoff stress in [ITF04]. We show that our energy-based approach is significantly more robust to large deformations than the first Piola-Kirchoff fix. Furthermore, we show that the robustness and stability of a hyper- elastic model can be predicted from a characteristic contour, which we call its primary contour. The extension to inverted configurations is defined via extrapolation from a convex threshold surface that lies in the uninverted portion of the principal stretches space. The extended hyperelastic energy den- sity yields continuous stress and unambiguous stress derivatives in all inverted configurations, unlike in [TSIF05]. We show that our invertible energy-density-based approach outperforms the popular hy- perelastic corotated model, and we also show how to use the primary contour methodology to improve the robustness of this model to large deformations.Item Enriching Coarse Interactive Elastic Objects with High-Resolution Data-Driven Deformations(The Eurographics Association, 2012) Seiler, Martin; Spillmann, Jonas; Harders, Matthias; Jehee Lee and Paul KryEfficient approximate deformation models allow to interactively simulate elastic objects. However, these approaches usually cannot reproduce the complex deformation behavior governed by geometric and material nonlinearities. In addition, objects having slender shapes require dense simulation meshes, which necessitates additional computational effort. We propose an approach where a dynamic interactive coarse simulation is enriched with details stemming from a more accurate quasi-static simulation in a data-driven way. While the coarse simulation is based on a low-resolution (low-res) mesh and a fast linear deformation model the accurate simulation employs a quasi-static non-linear deformation model at a higher mesh resolution (high-res). We pre-compute pairs of low-res mesh deformations and corresponding high-res details by applying a series of training interactions on both the coarse and the accurate model. At run-time, we only run the coarse simulation and correlate the current state to the training states. Subsequently, we blend detail data in order to obtain a spatio-temporally smooth displacement field that we super-impose on the surface skin, resulting in a plausible display of the non-linearly deformed object at real-time rates. We present examples from both computer animation and medical simulation.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 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 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 Finger Walking: Motion Editing with Contact-Based Hand Performance(The Eurographics Association, 2012) Lockwood, Noah; Singh, Karan; Jehee Lee and Paul KryWe present a system for generating full-body animations from the performance on a touch-sensitive tabletop of ''finger walking'', where two fingers are used to pantomime leg movements. A user study was conducted to explore how users can communicate full-body motion using their hands, which concluded that finger walking is a naturally-chosen and comfortable performance method. Based on contact data recorded during this study, the properties of a variety of performed locomotion types were analyzed to determine which motion parameters are most reliable and expressive for the purpose of generating corresponding full-body animations. Based on this analysis, a compact set of motion features was developed for classifying the locomotion type of a finger performance. A prototype interactive animation system was implemented to generate full-body animations of a known locomotion type from finger walking by estimating the motion path of a finger performance, and editing the path of a corresponding animation to match. The classification accuracy and output animation quality of this system was evaluated in a second user study, demonstrating that satisfying full-body animations can be reliably generated from finger performances.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 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 Learning Motion Controllers with Adaptive Depth Perception(The Eurographics Association, 2012) Lo, Wan-Yen; Knaus, Claude; Zwicker, Matthias; Jehee Lee and Paul KryWe present a novel approach to real-time character animation that allows a character to move autonomously based on vision input. By allowing the character to ''see'' the environment directly using depth perception, we can skip the manual design phase of parameterizing the state space in a reinforcement learning framework. In previous work, this is done manually since finding a minimal set of parameters for describing a character's environment is crucial for efficient learning. Learning from raw vision input, however, suffers from the ''curse of dimensionality'', which we avoid by introducing a hierarchical state model and a novel regression algorithm. We demonstrate that our controllers allow a character to navigate and survive in environments containing arbitrarily shaped obstacles, which is hard to achieve with existing reinforcement learning frameworks.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 Long Range Attachments - A Method to Simulate Inextensible Clothing in Computer Games(The Eurographics Association, 2012) Kim, Tae-Yong; Chentanez, Nuttapong; Müller-Fischer, Matthias; Jehee Lee and Paul KryInextensibility is one of the most fundamental properties of cloth. Existing approaches to handle inextensibility often require solving global non-linear systems and remain computationally expensive for computer game uses. Real time performance can be achieved by allowing damping or stretching at reduced solver costs, but these compromise visual realism - the cloth either looks stretchy or fine wrinkles get lost. Our long range attachment (LRA) method exploits that typical game character clothing tends to be attached to some kinematic parts of the character. LRA method applies unilateral distance constraint between free particles of the cloth to distant attachment point on the character, preventing them from stretching away from the kinematically driven attachments (e.g. shoulder for a cape). This simple step provides an efficient shortcut for enforcing global inextensibility that can be readily implemented into existing game physics methods such as PBD.