data-driven bird simulation - seoul national...

1
Data-driven Bird Simulation Eunjung Ju 1 Byungkuk Choi 2 Junyong Noh 2 Jehee Lee 1 Seoul National University 1 Korea Advanced Institute of Science and Technology 2 Figure 1: A sequence of a pigeon’s flying motion 1 Introduction Natural motion of living creatures such as human and animals has generated widespread interest in computer animation field. Many film and game industries want to present these virtual creatures on their products and exhibit natural and realistic motions as much as possible. Among them, flying animals such as birds have been par- ticularly focused on because of their special condition moving in flight. Because they move in the sky with its wings and their mo- tions are affected by subtle air flow, the principle for generating flying behavior has to be completely different from that for creating biped human’s or quadruped animal’s locomotion behavior. Wu and Popovi´ c [2003] generated a bird character flying along a given path. They manually formulated and parameterized wingbeat motions of a bird by naive observations and simulated its flight in physically plausible manner. Although the result motions seemed to be physically correct, they could not guarantee reality of those motions due to its manual parameterization. In the case of biped behavior’s simulation, there are some efforts to make a physically simulated controller based on motion capture data [Sok et al. 2007; Lee et al. 2010]. The data-driven controller took real human’s mo- tion as a reference data and made it possible to generate both nat- ural and physically plausible locomotion without cumbersome pro- cedure. In this work, we propose a novel method to physically simulate flying motions imitating real bird flight. For reproducing realis- tic flight, we capture a pigeon’s flying and parameterize a wing- beat motion from acquired data. Because we parameterize a bird’s wingbeat using real motion automatically, we can get a convincing formulation representing wingbeat motion easily. Our flight con- troller based on real wingbeat data allows us to generate physically plausible as well as apparently realistic bird behaviors. 2 Our Approach To acquire realistic bird flight data, we captured a pigeon’s behav- iors using both a Vicon optical motion capture system and high speed cameras. We attached 14 markers on wing joints and body parts including a head, a trunk and a tail, and a Vicon optical system with 28 cameras tracked these markers at 240 frames/second. This marker-based capture system played a role of recording wingbeat motions expressed by each joint mainly. Also we used four high speed cameras with a frame rate of 1000 fps for observing subtle motion of feathers closely. Our bird character has one root joint and four kinds of control- lable joints (shoulder, elbow, wrist, and tail). After acquiring three- dimensional marker positions from motion capture system, the cap- tured data is analyzed to each DOF’s angles of controllable joints. As a wingbeat motion is a cyclic behavior, the analyzed angle val- ues also exhibit cyclic patterns. The wingbeat is represented by a kind of sinusoidal curve, however, each DOF has a different ampli- tude, phase and distinct details which are difficult to design manu- ally. By using these captured data, we can formulate more realis- tic wingbeat motions easily. When we simulate bird flights, a nat- ural deformation of feathers functions as reflecting aerodynamics correctly as well as demonstrating bird motions more realistically. However, because feathers have extremely light and soft property, it is hard to capture a feather’s deformation using a marker-based capture system. High speed cameras with higher frame rates than a Vicon capture system record detail motions of feathers and al- low us to observe and then reflect its deformations in aerodynamics simulation phase. In our experiments, a simulation system consists of two parts; track- ing the reference wingbeat motions using Proportional Derivative (PD) control approach and applying air resistance using simpli- fied aerodynamics [Wu and Popovi´ c 2003]. The simple PD control method works well for tracking cyclic wingbeats on-the-fly at run- time. Simplified aerodynamics represents drag and lift forces ap- plied to a flying bird properly and enables its feathers to exhibit de- formations such as bending and twisting naturally. We can generate an animation of flight motion which is simulated at runtime without a complicated formulation process and a time-consuming optimiza- tion phase. Despite simulating regular and symmetry wingbeats repetitively, a bird character sometimes loses a balance by accumu- lation of physical simulation errors. Our simple feedback controller allows the bird to maintain its balance in real-time and go straight ahead consistently. Currently we are working on designing a dy- namic controller which enables us to control speed and directions of flight motions and create various bird behaviors such as taking off, landing and an aerobatic flight. References LEE, Y., KIM, S., AND LEE, J. 2010. Data-driven biped control. ACM Trans. Graph. 29 (July), 129:1–129:8. SOK, K. W., KIM, M., AND LEE, J. 2007. Simulating biped be- haviors from human motion data. ACM Trans. Graph. 26 (July). WU, J.- C., AND POPOVI ´ C, Z. 2003. Realistic modeling of bird flight animations. ACM Transactions on Graphics 22, 3, 888– 895.

Upload: others

Post on 18-Jul-2020

0 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Data-driven Bird Simulation - Seoul National Universitymrl.snu.ac.kr/~ejjoo/PP_BirdSimulation/data_driven_bird... · 2016-08-24 · Data-driven Bird Simulation Eunjung Ju1 Byungkuk

Data-driven Bird Simulation

Eunjung Ju1 Byungkuk Choi2 Junyong Noh2 Jehee Lee1

Seoul National University1 Korea Advanced Institute of Science and Technology2

Figure 1: A sequence of a pigeon’s flying motion

1 Introduction

Natural motion of living creatures such as human and animals hasgenerated widespread interest in computer animation field. Manyfilm and game industries want to present these virtual creatures ontheir products and exhibit natural and realistic motions as much aspossible. Among them, flying animals such as birds have been par-ticularly focused on because of their special condition moving inflight. Because they move in the sky with its wings and their mo-tions are affected by subtle air flow, the principle for generatingflying behavior has to be completely different from that for creatingbiped human’s or quadruped animal’s locomotion behavior.

Wu and Popovic [2003] generated a bird character flying along agiven path. They manually formulated and parameterized wingbeatmotions of a bird by naive observations and simulated its flight inphysically plausible manner. Although the result motions seemedto be physically correct, they could not guarantee reality of thosemotions due to its manual parameterization. In the case of bipedbehavior’s simulation, there are some efforts to make a physicallysimulated controller based on motion capture data [Sok et al. 2007;Lee et al. 2010]. The data-driven controller took real human’s mo-tion as a reference data and made it possible to generate both nat-ural and physically plausible locomotion without cumbersome pro-cedure.

In this work, we propose a novel method to physically simulateflying motions imitating real bird flight. For reproducing realis-tic flight, we capture a pigeon’s flying and parameterize a wing-beat motion from acquired data. Because we parameterize a bird’swingbeat using real motion automatically, we can get a convincingformulation representing wingbeat motion easily. Our flight con-troller based on real wingbeat data allows us to generate physicallyplausible as well as apparently realistic bird behaviors.

2 Our Approach

To acquire realistic bird flight data, we captured a pigeon’s behav-iors using both a Vicon optical motion capture system and highspeed cameras. We attached 14 markers on wing joints and bodyparts including a head, a trunk and a tail, and a Vicon optical systemwith 28 cameras tracked these markers at 240 frames/second. Thismarker-based capture system played a role of recording wingbeatmotions expressed by each joint mainly. Also we used four highspeed cameras with a frame rate of 1000 fps for observing subtlemotion of feathers closely.

Our bird character has one root joint and four kinds of control-

lable joints (shoulder, elbow, wrist, and tail). After acquiring three-dimensional marker positions from motion capture system, the cap-tured data is analyzed to each DOF’s angles of controllable joints.As a wingbeat motion is a cyclic behavior, the analyzed angle val-ues also exhibit cyclic patterns. The wingbeat is represented by akind of sinusoidal curve, however, each DOF has a different ampli-tude, phase and distinct details which are difficult to design manu-ally. By using these captured data, we can formulate more realis-tic wingbeat motions easily. When we simulate bird flights, a nat-ural deformation of feathers functions as reflecting aerodynamicscorrectly as well as demonstrating bird motions more realistically.However, because feathers have extremely light and soft property,it is hard to capture a feather’s deformation using a marker-basedcapture system. High speed cameras with higher frame rates thana Vicon capture system record detail motions of feathers and al-low us to observe and then reflect its deformations in aerodynamicssimulation phase.

In our experiments, a simulation system consists of two parts; track-ing the reference wingbeat motions using Proportional Derivative(PD) control approach and applying air resistance using simpli-fied aerodynamics [Wu and Popovic 2003]. The simple PD controlmethod works well for tracking cyclic wingbeats on-the-fly at run-time. Simplified aerodynamics represents drag and lift forces ap-plied to a flying bird properly and enables its feathers to exhibit de-formations such as bending and twisting naturally. We can generatean animation of flight motion which is simulated at runtime withouta complicated formulation process and a time-consuming optimiza-tion phase. Despite simulating regular and symmetry wingbeatsrepetitively, a bird character sometimes loses a balance by accumu-lation of physical simulation errors. Our simple feedback controllerallows the bird to maintain its balance in real-time and go straightahead consistently. Currently we are working on designing a dy-namic controller which enables us to control speed and directionsof flight motions and create various bird behaviors such as takingoff, landing and an aerobatic flight.

References

LEE, Y., KIM, S., AND LEE, J. 2010. Data-driven biped control.ACM Trans. Graph. 29 (July), 129:1–129:8.

SOK, K. W., KIM, M., AND LEE, J. 2007. Simulating biped be-haviors from human motion data. ACM Trans. Graph. 26 (July).

WU, J.-C., AND POPOVIC, Z. 2003. Realistic modeling of birdflight animations. ACM Transactions on Graphics 22, 3, 888–895.