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ACM SIGGRAPH Symposium on Computer Animation 2006 Automatic Splicing for Hand and Body Animations

ACM SIGGRAPH Symposium on Computer Animation 2006 Automatic Splicing for Hand and Body Animations. Majkowska University of California. Los Angeles V. B. Zordan P. Faloutsos University of California, Riverside. Abstract.

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ACM SIGGRAPH Symposium on Computer Animation 2006 Automatic Splicing for Hand and Body Animations

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  1. ACM SIGGRAPH Symposium on Computer Animation 2006Automatic Splicing for Hand and Body Animations Majkowska University of California. Los Angeles V. B. Zordan P. Faloutsos University of California, Riverside

  2. Abstract • Create character motion with detailed hand gesticulation without the need for the simultaneous capture of hands and the full-body. • The algorithm relies on a novel distance metric derived from research on gestures and uses a two-pass dynamic time warping algorithm.

  3. Outline • Introduction • Related Work • DTW • Distance Metrics • Result

  4. Introduction • There are compelling reasons for recording hand moveme-nt separately: • Greater flexibility in the use and re-use of hand motions. • Increase accuracy and control over the hand capture. • DTW algorithm at two levels of refinement • 1. Using DTW at the coarse level to identify phase similarity. • 2. Perform a second DTW pass within each matched phase in order to fine tune timing correspondence.

  5. The distributions of this paper are: • A solution to a new problem of adding gesticulation into full-body animation. • A simple and effective technique for hand and body motion alignment. • A method for incorporating user-specified constraints direc-tly into the DTW algorithm.

  6. Related Work • [KR05] KEOGH E. J., RATANAMAHATANA C. A.: Exact indexing of dynamic time warping. Knowledge and Information Systems 2004. • [KvGvdH98] KITA S., VAN GIJN I., VAN DER HULST H.: Movement phase in signs and co-speech gestures, and their transcriptions by human coders.

  7. Dynamic Time Warping • Algorithm works in three stages: • Match movement phases based on the velocity and acc-eleration profile. • Modify the resulting match by adjusting the alignment of the frames within the phases. • Create the combined hand and body animation, smooth-ing the resulting motion.

  8. DTW:

  9. Distance Metrics • Phase Matching: • Use a distance function that evaluates the signs of the first and second derivatives over time for the two moti-on.

  10. Matching frames within phases: • Align the forearms of the hands in the two motions and minimize the angle differences between the palms of the hand in each frame.

  11. Merging and smoothing: • Choose the median position of each marker from the frames and use it in the method sequence. • Blend discontinuities over a window of frames to create a smooth animation.

  12. Results & Conclusion

  13. Hand motion was captured in a constrained area, roughly a 20” cube.

  14. Q & A Thank You

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