A multi-resolution approach for adapting close character interaction

Synthesizing close interactions such as dancing and fighting between characters is a challenging problem in computer animation. While encouraging results are presented in [Ho et al. 2010], the high computation cost makes the method unsuitable for interactive motion editing and synthesis. In this paper, we propose an efficient multiresolution approach in the temporal domain for editing and adapting close character interactions based on the Interaction Mesh framework. In particular, we divide the original large spacetime optimization problem into multiple smaller problems such that the user can observe the adapted motion while playing-back the movements during run-time. Our approach is highly parallelizable, and achieves high performance by making use of multi-core architectures. The method can be applied to a wide range of applications including motion editing systems for animators and motion retargeting systems for humanoid robots.

[1]  Taku Komura,et al.  Relationship descriptors for interactive motion adaptation , 2013, SCA '13.

[2]  Klaus Gärtner,et al.  Meshing Piecewise Linear Complexes by Constrained Delaunay Tetrahedralizations , 2005, IMR.

[3]  Taku Komura,et al.  Interactive partner control in close interactions for real-time applications , 2013, TOMCCAP.

[4]  C. Karen Liu,et al.  Composition of complex optimal multi-character motions , 2006, SCA '06.

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

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

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

[8]  C. Karen Liu,et al.  Synthesis of complex dynamic character motion from simple animations , 2002, ACM Trans. Graph..

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

[10]  Daniel Thalmann,et al.  Key-posture extraction out of human motion data , 2001, 2001 Conference Proceedings of the 23rd Annual International Conference of the IEEE Engineering in Medicine and Biology Society.

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

[12]  Taku Komura,et al.  Spatial relationship preserving character motion adaptation , 2010, SIGGRAPH 2010.

[13]  Kun Zhou,et al.  Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics , 2007, SIGGRAPH 2007.

[14]  Hubert P. H. Shum,et al.  Motion adaptation for humanoid robots in constrained environments , 2013, 2013 IEEE International Conference on Robotics and Automation.

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

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

[17]  Masahiro Okuda,et al.  Embedded Key-Frame Extraction for CG Animation by Frame Decimation , 2005, 2005 IEEE International Conference on Multimedia and Expo.

[18]  John Dingliana,et al.  Spacetime vertex constraints for dynamically-based adaptation of motion-captured animation , 2011, SCA '11.

[19]  Sung Yong Shin,et al.  A hierarchical approach to interactive motion editing for human-like figures , 1999, SIGGRAPH.

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