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This study explores techniques for adapting motion capture data, allowing avatars to follow arbitrary paths while maintaining realism. The method involves defining motion paths and utilizing motion capture data, primarily organized in BVH files. Concepts such as residuals and arc-length reparameterization are employed to ensure that the adapted motion mirrors the intended path. The presentation includes visual demonstrations, outlines challenges like foot skate, and suggests future improvements, including implementing constraints and supporting multiple avatars with path assignments.
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Adapting Motion Capture Data to Follow an Arbitrary Path Presented by Mark Whitfield Supervisors: Shaun Bangay and Adele Lobb
Problem • Avatar must follow an arbitrary path in a realistic fashion • Why use motion capture? • Motion capture expensive
Overview • Schools of thought • BVH files • Motion path editing • Paths • Residuals • Arc-length Reparameterization • Results • Demonstration • Questions
3 Schools of Thought • Alter a base motion • Synthesize a new motion • Cyclic Motions
Motion Path Editing • Altering a base motion • Path is an abstraction of the motion • Motion represented relative to the path • Alter path → alter motion
Creating the Initial Path • Initial path is created using a least squares fit of the root node translation data • InitialPath(t) = point (x(t), y(t), z(t)) x t
Residuals • Original path (left) • Adapted path (right)
Residuals • Original path and motion (left) • Adapted path and motion when residuals represented absolutely (centre) • Adapted path and motion when residuals represented relative to the path (right)
Moving Co-Ordinate System • Y-Up moving co-ordinate system • Z axis points in the direction of the tangent projected on the horizontal • X axis is their cross product • Transform using the residuals in the moving co-ordinate system • Then place this co-ordinate system in the world co-ordinate system
Moving Co-Ordinate System • Apply residuals in the moving co-ordinate system
Tangent Vector Projected on Horizontal • Adapted path with motion represented relative to the tangent projected on the horizontal • Original path and motion • Adapted path with motion represented relative to the tangent
Arc-Length Reparameterization • Altering the path may also alter the speed of the avatar. • The arc-length of frame f is the distance along the path from the start of the path to the position on the path at frame f. • Frame f in the new path must have the same arc-length as frame f in the original path.
Arc-Length Reparameterization • Original path on the left • Adapted path on the right • Not using arc-length reparameterization • Original path on the left • Adapted path on the right • Using arc-length reparameterization
Shorter and Longer Paths • End of path handling • Cycling
Results • This technique is successful adapting motion capture data to follow an arbitrary path • The adapted motion does not look 100% realistic • Footskate • Constraints were not implemented
Future Work • Implement constraints • Adapt the motion for avatars of different size • Multiple avatars which all have paths assigned to them. Implement collision detection and resolution for the avatars