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Geometric Deformation of Virtual Character Animation Using Cascaded Spacetime Constraints

Fields Institute via YouTube

Overview

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Explore geometric deformation techniques for virtual character animation in this 47-minute lecture from the Fields Institute's Mini-symposium on Sensor Network Localization and Dynamical Distance Geometry. Delve into Tomohiko Mukai's research on motion adaptation using spacetime optimization, focusing on representing character motion as a spatiotemporal graph and deforming it to satisfy constraints while minimizing errors. Learn about optical motion capture systems, adaptation of MOCAP data, pose deformation, and optimization-based retargeting. Examine various applications including reaching motions, tennis backhand strokes, walking on stairs, and multi-character interactions. Gain insights into the pros and cons of this approach and explore the concept of egocentric constraint mapping for motion editing.

Syllabus

Geometric Deformation of Virtual Character Animation Using Cascaded Spacetime Constraints
Optical Motion Capture System MOCAPS
Adaptation of MOCAP data
Pose Deformation - Inverse Kinematics
Mocap based Animation Creation - Retarget
Optimization-based Retargeting Gleicher, 1998
Spatial Relationship Preserving Adaptation
"Distance" in motion
Past research - Human Skill Map (2007)
Priorities of Adaptation Tasks
Related Work - Adaptation, Prioritized IK
Overview
Iterative QP
Style Preservation Layer
Per-frame Task
Spatiotemporal Relation
Combinational Tasks
Reaching Motion - Avoidance Goal
Reaching Motion - Weighting strategy
Tennis Backhand Stroke
Walking on Stairs
Multi-character Interaction
Pros and Cons
Egocentric Constraint Mapping Molla et al, 2018
Distance Information in Motion Editing
Our approach for motion adaptation

Taught by

Fields Institute

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