4th february 2003 animating scanned human models joão fradinho oliveira* animating scanned human...

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4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang* * Department of Computer Science, University College London ** CAD/CAM Center Hong Kong University of Science & Technology

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Page 1: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

João Fradinho Oliveira*Animating Scanned Human Models

Dongliang Zhang** Bernard Buxton*Bernhard Spanlang*

* Department of Computer Science, University College London

** CAD/CAM CenterHong Kong University of Science & Technology

Page 2: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

1 - Feature extraction/segmentation

2 - Building the skeleton

3 - LOD to reduce computation

4 - Mapping skin to skeleton/surface growing

5 - Motion capture DEMO & Acknowledgements

Overview

Background

Conclusion

Page 3: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

1 - Feature extraction/segmentation

2 - Building the skeleton

3 - LOD to reduce computation

4 - Mapping skin to skeleton/surface growing

5 - Motion capture DEMO & Acknowledgements

Overview

Background

Conclusion

Page 4: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

• Standard layered approach Control skeleton + skin e.g. [Sun W et al.] Layered Animation of Captured Data, Animation and Simulation’99

• Control skeleton has BVH hierarchy• Motivation to create skeleton automatically

Background

Medial axis,Convex Hull Library

Control skeleton

Page 5: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

1 - Feature extraction/segmentation

[Dekker et al.] Building Symbolic Information for 3D Human Body Modelling Range DataProceedings of the 2nd International Conference on 3-D Digital Imaging and modelling, IEEE Computer Society

Octree/horizontal slices

Page 6: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

1 - Feature extraction/segmentation

Projected contour approach/local maxima

Slice approach(binning, changes inDepth)

6 groups of centroids2 levels/phases of featureextraction

Page 7: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

2 - Building the skeleton

centroids centroids +landmarks

closest centroidsto landmarks

skeleton

Page 8: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

3 - LOD to reduce computation

135 099 triangles ---------------------------- 4999 triangles

67595 vertices -------------------------------- 2535 vertices

Page 9: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

4 – Mapping skin to skeleton/surface growing

• Use skeleton + bisector planes, for skin mapping

• Volume queries, user placement of separation planes

A - Select triangle closest to endpoints of skeleton

B - Select connected triangles that are behind separation planes

Page 10: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

4 – Mapping skin to skeleton/surface growing

Page 11: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

4 – Mapping skin to skeleton/surface growing

Bi-sector separation plane

Landmark constrained separation plane

Page 12: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

4 – Mapping skin to skeleton/surface growing

STEP 1 – select connected triangles after plane & below small vertical offset of landmarke.g. smallest edge length of model /will also work with a zero offset in all models

Page 13: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

4 – Mapping skin to skeleton/surface growing

STEP 2 – select connected triangles above the vertical offset of the landmark &behind the landmark constrained plane

Page 14: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

4 – Mapping skin to skeleton/surface growing

mapped skin result

Page 15: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

4 – Mapping skin to skeleton/surface growing

W = u

Rigid transformation vs Soft transformation

Mapping parameters/ vertex attributes

Page 16: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

4 – Mapping skin to skeleton/surface growing

Two-link structure

Multi-link structure[Weber J.] Run-Time Skin deformation, Game Developers Conference 2000

More on deformation constraints:

Page 17: 4th February 2003 Animating Scanned Human Models João Fradinho Oliveira* Animating Scanned Human Models Dongliang Zhang** Bernard Buxton* Bernhard Spanlang*

4th February 2003

Animating Scanned Human Models

5 - Motion capture DEMO & Acknowledgements

• Hamamatsu Photonics UK• Prof. Mel Slater, EPSRC grant GR/M46082/01 (UK)• Fundacao Calouste Gulbenkian (Portugal)• Ministerio da Ciencia e Tecnologia (Portugal), JNICT/PRAXIS XXI