Attaching physiological effects to motion-captured data

Today, using motion capture devices is the most common way to create realistic human motion data. In addition to that, various methods have been proposed to edit, morph and retarget such kind of motion. However, there are still few methods to add physiological effects to motion which are caused by fatigue, injuries, muscle training and muscle shrinking. This is because the innate structure of the human body, such as the musculoskeletal system, has been mostly neglected when handling human motion in computer graphics. In this paper, we propose a method to use the musculoskeletal system of the human body for editing and retargeting human motion which were captured using a motion-capture device. Using our method, not only physiological effects such as fatigue, or injuries but also physical effects caused by external force can be added to human motion. By changing the muscular parameters and size of the body, it is also possible to retarget the motion to different bodies such as a very trained muscular body, weak and narrow body, or a small childish body.

[1]  R. Jensen Changes in segment inertia proportions between 4 and 20 years. , 1989, Journal of biomechanics.

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

[3]  Eugene Fiume,et al.  Limit cycle control and its application to the animation of balancing and walking , 1996, SIGGRAPH.

[4]  J. Winters Hill-Based Muscle Models: A Systems Engineering Perspective , 1990 .

[5]  F.E. Zajac,et al.  An interactive graphics-based model of the lower extremity to study orthopaedic surgical procedures , 1990, IEEE Transactions on Biomedical Engineering.

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

[7]  David Zeltzer,et al.  Pump it up: computer animation of a biomechanically based model of muscle using the finite element method , 1992, SIGGRAPH.

[8]  Taku Komura,et al.  A Muscle‐based Feed‐forward Controller of the Human Body , 1997, Comput. Graph. Forum.

[9]  F. V. D. van der Helm,et al.  Geometry parameters for musculoskeletal modelling of the shoulder system. , 1992, Journal of biomechanics.

[10]  J. Mizrahi,et al.  A musculotendon model of the fatigue profiles of paralyzed quadriceps muscle under FES , 1993, IEEE Transactions on Biomedical Engineering.

[11]  Zoran Popovic,et al.  Physically based motion transformation , 1999, SIGGRAPH.

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

[13]  H. Rosenberg Skeletal Muscle Structure and Function , 1977 .

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

[15]  Michiel van de Panne,et al.  Parameterized gait synthesis , 1996, IEEE Computer Graphics and Applications.

[16]  幸村 琢 Creating and Retargetting Motion by the Musculoskeletal Human Body Model , 2000 .

[17]  M. Vukobratovic,et al.  Biped Locomotion , 1990 .

[18]  K. An,et al.  Parameters for modeling the upper extremity. , 1997, Journal of biomechanics.

[19]  David C. Brogan,et al.  Animating human athletics , 1995, SIGGRAPH.

[20]  W S Levine,et al.  An optimal control model for maximum-height human jumping. , 1990, Journal of biomechanics.

[21]  Taku Komura,et al.  Calculation and visualization of the dynamic ability of the human body , 1999 .