Motion Planning for Camera Movements in Virtual Environments - PowerPoint PPT Presentation

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Motion Planning for Camera Movements in Virtual Environments

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Title: Motion Planning for Camera Movements in Virtual Environments


1
Motion Planning for Camera Movements in Virtual
Environments
  • By Dennis Nieuwenhuisen and Mark H. Overmars
  • In Proc. IEEE Int. Conf. on Robotics and
    Automation 2004
  • Presented by Melvin Zhang

2
Overview
  • Motivation
  • Related work
  • Camera configurations
  • Good cinematography
  • Approach
  • Handling the constraints
  • Motion planning for camera movements
  • Creating a roadmap
  • Finding shortest path
  • Computing camera speed
  • Computing viewing direction
  • Applications and experiments
  • Summary

3
Motivation
  • Camera navigation in virtual environments
  • Computer games
  • Architectural walkthrough
  • Urban planning
  • CAD model inspection
  • Drawbacks of manual control
  • Difficult
  • Ugly motions
  • Requires attention of user
  • Solution Specify start and goal
  • Automatically generate smooth collision free
    motion

4
Related work
  • Support motion generated by user
  • Virtual sidewalk
  • Speed of motion adapted automatically
  • Computation of fixed camera positions
  • Following a target
  • Third person view
  • Trajectory may not be known beforehand
  • Similar to target tracking

5
Camera configurations
  • Camera position - point in 3D
  • Viewing direction - point in 3D
  • Amount of roll - 1 parameter

6
Good cinematography
  • Camera not too close to obstacles
  • Horizon should be straight
  • Lower speed when making sharp turns
  • Speed as high as possible
  • Visual cues to future movements

7
Approach
  • Create probabilistic roadmap
  • For each query, connect start and goal nodes
  • Compute shortest path
  • Smooth path
  • Compute trajectory
  • Shorten path
  • Reduce number of segments
  • Compute viewing direction

8
Handling the constraints
  • Camera should not pass to close to obstacles
  • Model camera as sphere
  • Horizon should be straight
  • Avoid rolling the camera
  • Lower speed when making sharp turns
  • Compute speed base on radius of turn
  • Speed as high as possible
  • Path should maximize speed of camera
  • Visual cues to future movements
  • Viewing direction of time t set to position in
    time td

9
Creating a roadmap
  • Consider camera as sphere
  • Generate collision free camera positions
  • Connect position c, c by checking if cylinder is
    collision free

10
Finding shortest path
  • Wide turns may be preferred over sharp turns
  • Use a penalty function, p(e,e), which depends on
    angle between e and e
  • Distance for e arriving from e is p(e,e)
    length(e)
  • Compute shortest path using Dijkstras algorithm
  • Complexity is O(VlogV)

11
Smoothing the path (I)
  • Path consist of straight line segments
  • Smooth path must be first order continuous
  • Replace vertices along path with largest
    collision free circular arc using binary search

12
Smoothing the path (II)
13
Computing camera speed
  • Smooth path is not sufficient for smooth motion
  • Speed should also change in a continuous way
  • Max speed determined by arc radius
  • Use max acceleration and deceleration to find
    actual speed
  • Backtrack deceleration to guarantee bottom corner
  • Accelerate maximally up to threshold or new edge
  • Complexity is linear in number of segments and
    arcs on path

14
Shortening the path
  • As roadmap is coarse, shortest path in graph may
    be shortened
  • Pick two random configurations
  • Check for collision free path between them
  • Compute camera speed
  • Accept if new time is lower
  • Remove nearby nodes to reduce number of segments

15
Computing viewing direction (I)
  • Viewing direction should also be first order
    continuous
  • Should indicate future motion
  • At time t, look at position at time ttd
  • Proved to be first order continuous
  • Nearer in sharp turns and further in wide turns

16
Computing viewing direction (II)
17
Applications and experiments
  • Implemented in CAVE C library
  • Figure on the left is scene of Rotterdam
  • Preprocessing in 2D (fixed height) took 5s
    (Pentium 4, 2.4 Ghz)
  • Query any pair of positions in 0.5s
  • Figure on the right is model of a building
  • Preprocessing in 3D took 8s
  • Query any pair of positions in 0.5s

18
Demo video 1
19
Demo video 2
20
Future work
  • Generating human path
  • Fixed height above ground
  • Possibility of climbing starts/ladders
  • Following target with known trajectory
  • Account for obstacle occlusions of target

21
Summary
  • Contributions
  • Novel application of PRM approach for planning
    camera motions
  • Formulated constraints imposed by theory of
    cinematography
  • Developed various smoothing techniques to achieve
    a smooth trajectory
  • Further improvements
  • Penalty function p(e,e) not defined, shortest
    path does not take into account camera speed
  • Collision check for circular arcs is time
    consuming, currently approximate arcs using
    number of short line segments
  • Path shortening needs to repeat adding of arcs
    and computing speed diagram
  • Approach base on iteratively applying several
    heuristics to improve the path, difficult to
    judge amount of improvement
  • Formulate path improvement as an optimization
    problem?
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