animation
Deformable Object Animation Using Reduced Optimal Control
Keyframe animation is a common technique to generate animations
of deformable characters and other soft bodies. With spline interpolation,
however, it can be difficult to achieve secondary motion
effects such as plausible dynamics when there are thousands of degrees
of freedom to animate. Physical methods can provide more
realism with less user effort, but it is challenging to apply them
to quickly create specific animations that closely follow prescribed
animator goals. We present a fast space-time optimization method
to author physically based deformable object simulations that conform
to animator-specified keyframes.
Articulated Mesh Animation from Multi-view Silhouettes
Details in mesh animations are difficult to generate but they have
great impact on visual quality. In this work, we demonstrate a practical
software system for capturing such details from multi-view
video recordings. Given a stream of synchronized video images
that record a human performance from multiple viewpoints and an
articulated template of the performer, our system captures the motion
of both the skeleton and the shape. The output mesh animation
is enhanced with the details observed in the image silhouettes. For
example, a performance in casual loose-fitting clothes will generate
mesh animations with flowing garment motions. We accomplish
this with a fast pose tracking method followed by nonrigid deformation
of the template to fit the silhouettes.
Practical Motion Capture in Everyday Surroundings
Commercial motion-capture systems produce excellent in-studio
reconstructions, but offer no comparable solution for acquisition
in everyday environments. We present a system for acquiring motions
almost anywhere. This wearable system gathers ultrasonic
time-of-flight and inertial measurements with a set of inexpensive
miniature sensors worn on the garment. After recording, the information
is combined using an Extended Kalman Filter to reconstruct
joint configurations of a body. Experimental results show that even
motions that are traditionally difficult to acquire are recorded with
ease within their natural settings.
Pinocchio: Automatic Rigging and Animation of 3D Characters
Animating an articulated 3D character currently requires manual
rigging to specify its internal skeletal structure and to define how
the input motion deforms its surface. We present a method for animating
characters automatically. Given a static character mesh and
a generic skeleton, our method adapts the skeleton to the character
and attaches it to the surface, allowing skeletal motion data to animate
the character. Because a single skeleton can be used with a
wide range of characters, our method, in conjunction with a library
of motions for a few skeletons, enables a user-friendly animation
system for novices and children. Our prototype implementation,
called Pinocchio, typically takes under a minute to rig a character
on a modern midrange PC.
Real-Time Enveloping with Rotational Regression
Enveloping, or the mapping of skeletal controls to the deformations
of a surface, is key to driving realistic animated characters. Despite
its widespread use, enveloping still relies on slow or inaccurate deformation methods. We propose a method that is both fast, accurate
and example-based. Our technique introduces a rotational regression
model that captures common skinning deformations such as
muscle bulging, twisting, and challenging areas such as the shoulders.
Our improved treatment of rotational quantities is made practical
by model reduction that ensures real-time solution of leastsquares
problems, independent of the mesh size.
Multiobjective Control with Frictional Contacts
Standing is a fundamental skill mastered by humans and animals alike. Although easy for adults, it requires careful and deliberate manipulation of contact forces. The variation in contact confguration (e.g., standing on one foot, on uneven ground, or while holding on for support) presents a diffcult challenge for interactive simulation of humans and animals, especially while performing tasks in the presence of external disturbances. We describe an analytic approach for control of standing in three-dimensional simulations based upon local optimization. At any
point in time, the control system solves a quadratic program to compute actuation by maximizing the performance of multiple motion objectives subject to constraints imposed by actuation limits and contact configuration.
Guided Time Warping for Motion Editing
Time warping allows users to modify timing without affecting poses. It has many applications in animation systems for motion editing, such as refining motions to meet new timing constraints or modifying the acting of animated characters. However, time warping typically requires many manual adjustments to achieve the desired results. We present a technique which simplifies this process by allowing time warps to be guided by a provided reference motion. Given few timing constraints, it computes a warp that both satisfies these constraints and maximizes local timing similarities to the reference. The algorithm is fast enough to incorporate into standard animation workflows.
Inverse Kinematics for Reduced Deformable Models
Articulated shapes are aptly described by reduced deformable models
that express required shape deformations using a compact set of
control parameters. Although sufficient to describe most shape deformations,
these control parameters can be ill-suited for animation
tasks, particularly when reduced deformable models are inferred
automatically from example shapes.
Interactive Animation of Dynamic Manipulation
Lifelike animation of object manipulation requires dynamic interaction between animated characters, objects,
and their environment. These interactions can be animated automatically with physically based simulations but
proper controls are needed to animate characters that move realistically and that accomplish tasks in spite of
unexpected disturbances. This paper describes an effcient control algorithm that generates realistic animations
by incorporating motion data into task execution. The end result is a versatile system for interactive animation of
dynamic manipulation tasks such as lifting, catching, and throwing.
Face Transfer with Multilinear Models
Face Transfer is a method for mapping videorecorded performances
of one individual to facial animations of another. It extracts
visemes (speech-related mouth articulations), expressions,
and three-dimensional (3D) pose from monocular video or film
footage. These parameters are then used to generate and drive a
detailed 3D textured face mesh for a target identity, which can be
seamlessly rendered back into target footage. The underlying face
model automatically adjusts for how the target performs facial expressions
and visemes. The performance data can be easily edited
to change the visemes, expressions, pose, or even the identity of
the target—the attributes are separably controllable.







