Motion transformation by physically based spacetime optimization

Automatic generation of realistic human motion has been a long-standing problem in computer graphics. This thesis introduces a novel algorithm for transforming character animation sequences that preserves essential physical properties of the motion. The algorithm maintains realism of the original motion sequence without sacrificing the full user control of the editing process. We use the spacetime constraints dynamics formulation to manipulate the motion sequence. In contrast to most physically based animation techniques that synthesize motion from scratch, we take the approach of motion transformation as the underlying paradigm for generating computer animations. In doing so, we combine the expressive richness of the input animation sequence with the controllability of spacetime optimization to create a wide range of realistic character animations. The spacetime dynamics formulation also allows editing of intuitive high-level motion concepts such as the time and placement of footprints, length and mass of various extremities, joint arrangement and gravity. Our algorithm permits the reuse of highly-detailed captured motion animations. In addition, we describe a new methodology for mapping a motion to/from characters with drastically different number of degrees of freedom. We use this method to reduce the complexity of the spacetime optimization problems. Furthermore, our approach provides paradigm for controlling complex dynamic and kinematic systems with simpler ones.

[1]  C. Lanczos The variational principles of mechanics , 1949 .

[2]  L. S. Pontryagin,et al.  Mathematical Theory of Optimal Processes , 1962 .

[3]  A Seireg,et al.  The prediction of muscular lad sharing and joint forces in the lower extremities during walking. , 1975, Journal of biomechanics.

[4]  Antonio Pedotti,et al.  Optimization of muscle-force sequencing in human locomotion , 1978 .

[5]  R. Crowninshield,et al.  A physiologically based criterion of muscle force prediction in locomotion. , 1981, Journal of biomechanics.

[6]  K N An,et al.  Determination of muscle and joint forces: a new technique to solve the indeterminate problem. , 1984, Journal of biomechanical engineering.

[7]  M. A. Townsend,et al.  Muscular synergism--I. On criteria for load sharing between synergistic muscles. , 1984, Journal of biomechanics.

[8]  Kang G. Shin,et al.  Minimum-time control of robotic manipulators with geometric path constraints , 1985 .

[9]  J. Bobrow,et al.  Time-Optimal Control of Robotic Manipulators Along Specified Paths , 1985 .

[10]  Andrew P. Witkin,et al.  Spacetime constraints , 1988, SIGGRAPH.

[11]  Jane Wilhelms,et al.  Collision Detection and Response for Computer Animation , 1988, SIGGRAPH.

[12]  R. M. Alexander,et al.  Optimization and gaits in the locomotion of vertebrates. , 1989, Physiological reviews.

[13]  David Baraff,et al.  Analytical methods for dynamic simulation of non-penetrating rigid bodies , 1989, SIGGRAPH.

[14]  R. M. Alexander,et al.  Optimum take-off techniques for high and long jumps. , 1990, Philosophical transactions of the Royal Society of London. Series B, Biological sciences.

[15]  David Baraff,et al.  Curved surfaces and coherence for non-penetrating rigid body simulation , 1990, SIGGRAPH.

[16]  Jessica K. Hodgins,et al.  Animation of dynamic legged locomotion , 1991, SIGGRAPH.

[17]  Steven Dubowsky,et al.  On computing the global time-optimal motions of robotic manipulators in the presence of obstacles , 1991, IEEE Trans. Robotics Autom..

[18]  Jean-Claude Latombe,et al.  Robot motion planning , 1970, The Kluwer international series in engineering and computer science.

[19]  David Baraff,et al.  Coping with friction for non-penetrating rigid body simulation , 1991, SIGGRAPH.

[20]  R. M. Alexander Optimum timing of muscle activation for simple models of throwing. , 1991, Journal of theoretical biology.

[21]  M G Pandy,et al.  A parameter optimization approach for the optimal control of large-scale musculoskeletal systems. , 1992, Journal of biomechanical engineering.

[22]  Michael F. Cohen,et al.  Interactive spacetime control for animation , 1992, SIGGRAPH.

[23]  Jessica K. Hodgins,et al.  Generating natural-looking motion for computer animation , 1992 .

[24]  Patrick Gordon Xavier Provably-good approximation algorithms for optimal kinodynamic robot motion plans , 1992 .

[25]  Joe Marks,et al.  Spacetime constraints revisited , 1993, SIGGRAPH.

[26]  Zicheng Liu,et al.  Hierarchical spacetime control , 1994, SIGGRAPH.

[27]  Karl Sims,et al.  Evolving virtual creatures , 1994, SIGGRAPH.

[28]  Ken Shoemake Fiber Bundle Twist Reduction , 1994, Graphics Gems.

[29]  Zoran Popovic,et al.  Motion warping , 1995, SIGGRAPH.

[30]  Lance Williams,et al.  Motion signal processing , 1995, SIGGRAPH.

[31]  Zicheng Liu,et al.  Efficient animation techniques balancing both user control and physical realism , 1996 .

[32]  Michael F. Cohen,et al.  Efficient generation of motion transitions using spacetime constraints , 1996, SIGGRAPH.

[33]  Michael Gleicher,et al.  Motion editing with spacetime constraints , 1997, SI3D.

[34]  Michiel van de Panne,et al.  From Footprints to Animation , 1997, Comput. Graph. Forum.

[35]  Andy van Dam,et al.  Proceedings of the 1997 symposium on Interactive 3D graphics , 1997, SI3D.

[36]  Michael Gleicher,et al.  Retargetting motion to new characters , 1998, SIGGRAPH.

[37]  Tony DeRose,et al.  Subdivision surfaces in character animation , 1998, SIGGRAPH.

[38]  Andrew P. Witkin,et al.  Large steps in cloth simulation , 1998, SIGGRAPH.

[39]  Michael F. Cohen,et al.  Verbs and Adverbs: Multidimensional Motion Interpolation , 1998, IEEE Computer Graphics and Applications.

[40]  Michael Gleicher,et al.  Constraint-based motion adaptation , 1998, Comput. Animat. Virtual Worlds.