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Humanlike Avatar Navigation in Complex Environments

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Title: Humanlike Avatar Navigation in Complex Environments


1
Human-like Avatar Navigation in Complex
Environments
  • Sachin Patil

2
Avatar Navigation in Complex Environments
  • Adapted from A Grasp Based Motion Planning
    Algorithm for Character Animation M. Kalisiak,
    M.V. Panne, EG00

3
Why is this important?
  • Simulating Virtual Reality scenarios (urban,
    military, industrial) and virtual prototyping
  • SecondLife is a classical example
  • Avatar animation in the entertainment industry
  • Important from a robotics perspective as lots of
    recent research is focused on highly articulated
    humanoid robots

4
Why is this difficult?
  • Human beings have a very high number of DOFs
    (120) which makes planning using traditional
    techniques very difficult
  • Human beings have kinodynamic constraints, which
    are difficult to formulate
  • Most applications demand interactive real-time
    animation
  • Most VR simulation scenarios (or even the real
    world for that matter) are dynamic in nature

5
Why is this difficult?
  • Lastly, human avatar animation lies in the realm
    of the Uncanny Valley

( Source Wikipedia )
6
Limitations of standard motion planning approaches
  • C-space complexity blows up
  • Paths returned by randomized planners are jagged
    and unnatural
  • Quality of human motion is easily discernable by
    the naked eye
  • Kinodynamic planning, especially in dynamic
    environments, is a very new, active area of
    research in motion planning
  • Extending it to high DOF robots is non-trivial

7
Two ways to tackle the problem
  • Treat the navigation problem as one high
    dimensional path planning problem
  • Decompose the problem into two sub-problems
  • Path finding in the workspace
  • Refine path to satisfy motion constraints
  • When possible, make use of domain specific
    knowledge (such as biomechanics literature in
    this case) or/and use data-driven methods

8
Related work in robotics literature
  • Researchers have been trying to solve the problem
    of path planning for highly articulated robots
  • The decomposition-based planning approach was
    first suggested by O. Brock and L. Kavraki, ICRA
    2001
  • Compute a tunnel in the workspace to capture
    connectivity of free space
  • Navigate inside this tunnel using a
    potential-field based approach

9
Related work in robotics literature
  • This approach has been demonstrated for a
    free-flying 11 DOF robot
  • Motion quality is not a concern as long as an
    obstacle free path to the goal is guaranteed
  • Difficult to use in the case of human avatars
    since characterization of the forces acting on
    the avatar is not possible

10
Focus on human-like characters
  • Typical human avatar has 60-120 DOFs
  • Kinodynamic constraints on human motion in terms
    of velocity, acceleration, turning radius etc.
  • Constraints on by how much a joint can rotate in
    its local frame of reference
  • Most human motions are severely under-constrained
  • Despite extensive research, we are still far from
    producing an accurate biomechanical model of
    human motion

11
Typical character animation framework
(Source J. Kuffner, CMU)
12
Research literature
  • All previous approaches to tackling this problem
    can be primarily classified in three categories
  • Physically based modeling methods
  • Purely data driven methods (using motion capture
    data)
  • Use a combination of data-driven methods and
    inverse kinematics to satisfy constraints

13
Model based methods
  • Hand designed controllers for human motion,
    primarily locomotion
  • Based on the notion of comfort, balance and
    stability to generate plausible motion
  • The grasp-based planner, for instance
  • It takes a couple of years for a human to learn
    to balance and many more years of experience to
    make intelligent decisions while navigating
  • Controller design is daunting and does not work
    well in practice

14
Data-driven techniques
  • Motion capture data is very much like video (but
    in 3D)
  • Each frame encodes the root position and its
    orientation, and the joint angles in their
    respective local frame of references

15
Planning Biped Locomotion using Motion Capture
Data and PRMs
  • Build a PRM (Probability Roadmap) based on
    sampled foot-plant configurations
  • Given initial and target constraint, the PRM is
    searched to find a path that is able to connect
    with motion clips
  • Motions are adjusted to meet the constraints

Source Planning Biped Locomotion using
Motion Capture Data and PRMs M. Choi, J. Lee,
S.Y. Shin, SIGGRAPH 2003
16
Pipeline
  • Sample valid foot-plants randomly in the
    workspace
  • Align foot-plants to match start and end
    positions with a pre-recorded motion clip
  • Search for a path in an augmented roadmap by
    minimizing a cost function
  • Iteratively refine the path (straightening and
    smoothing)
  • Body trajectory estimation using Motion
    Retargeting

17
Limitations
  • Approach tightly coupled with the PRM constructed
  • Dynamic obstacles (such as other moving
    characters) not considered
  • Motion retargeting may prove to be expensive if a
    large number of characters are to be animated

18
Fast and accurate goal-directed motion synthesis
for crowds
  • Two level synthesis
  • Coarse search for global path planning using PRMs
  • Finer search for detailed motion synthesis
  • Incorporate continuous motion adjustment
  • Discrete search to roughly satisfy constraints
  • Additional displacements for precision

19
Approach
20
Limitations
  • Characters may deviate or wander somewhat from
    the intended goal
  • Cannot guarantee collision-free paths in a dense,
    dynamic environment
  • Expensive search limits it to offline use
  • Running cost directly linked to the number of
    characters being animated and the size and
    complexity of the environment

21
Behavior Planning for Character Animation
  • Motions abstracted as high-level behaviors and
    organized into a finite state machine (in
    contrast to motion graphs)
  • Build search tree of behavior states and perform
    global planning

Source Behavior Planning for Character
Animation M. Lau, J. Kuffner, SCA 05
22
Behavior Planning for Character Animation
Solution Path(Sequence of Behaviors)
Environment
  • Behavior Planner

FSM
Animation
23
Motivation for Pre-computing Search Trees
  • Complexity increases with the number of
    characters being animated and the complexity of
    the environment
  • Pre-compute possible paths for runtime efficiency
    and handling complex, dynamic environments

Expand all possible states of the FSM
24
Precomputed Search Trees
Runtime
Pre-compute
1) Map Obstacles
Environment
1) Search Tree
Prune and solve for goals by sub-division
FSM
2) Grid-maps
2) Path Finding
25
Discussion
  • Interactive synthesis achieved at the cost of
    memory usage
  • Planning is no longer A based, use a fast 2D
    bitmap planner
  • Re-use same tree in different environments
  • Does not guarantee globally optimal solutions
  • Size of the tree could be an issue with a varied
    set of motions
  • No notion of rules to govern the motion of
    character(s)

26
Motion Graphs
  • Dense graphs (unlike FSMs seen earlier) where
    each node is a pose (instead of a motion) and it
    is possible to transition between clips at
    intermediate frames as well
  • Transition from one node to the next based on a
    cost function heuristic to generate motion

(Source L. Kovar)
27
Using Motion Graphs for navigation
  • Overlay the motion graph onto the environment
    (4D), compute the SCC in the graph and compute
    valid path
  • Tightly coupled with the environment, cannot
    handle dynamic obstacles and rapidly becomes
    intractable

Source Evaluating Motion Graphs for Character
Navigation P.Reitsma, N.Pollard. SCA 2004
28
Synthesizing Animations of Human Manipulation
Tasks
  • Use a RRT planner to perform path planning for
    the object being manipulated (in 6D C-space)
  • Use inverse kinematics to position character and
    simultaneously satisfy all external constraints
  • Bias the IK procedure towards poses generated
    from pre-recorded motion capture data
  • Post process by path smoothing and computing
    velocity profiles

29
Discussion
  • Combines ideas from both model based methods and
    data-driven methods
  • Variations in character kinematics handled
  • Variations in the kind of manipulation task being
    performed is handled
  • Decoupling object position from character pose,
    may not yield a feasible solution (is no
    representative poses are available for
    interpolation)
  • Offline computation, cannot be used in
    interactive applications for large number of
    characters

30
Computer Games and other apps
  • Widely used in many interactive applications,
    such as SecondLife and computer games
  • Games perform navigation for NPCs (Non-player
    characters)
  • Discretize the environment into grids and use a
    path finding algorithm (A and its variants) to
    find a path to the goal
  • Use a library of carefully selected, either
    keyframed or motion captured moves for playback
    and solve for external constraints such as
    footholds on rough terrain etc. using IK

31
Take away lessons
  • The problem is not trivial and there is no
    right way to solve this
  • Different applications have different needs and
    require different degrees of correctness in
    synthesizing motion
  • Do not think of motion capture data as a panacea
    but use this in conjunction with other methods
    for motion synthesis

32
References
  • Precomputed Search Trees Planning for
    Interactive Goal Driven Animation M.Lau,
    J.Kuffner
  • Construction and optimal search of interpolated
    motion graphs A.Safonova, J.K.Hodgins
  • Planning biped locomotion using motion capture
    data and probabilistic roadmaps M.Choi, J.Lee,
    S.Y.Shin
  • Fast and accurate goal-directed motion synthesis
    for crowds M.Sung, L.Kovar, M.Gleicher
  • Behavior Planning for Character Animation M.Lau,
    J.Kuffner
  • Synthesizing Animations of Human Manipulation
    Tasks K.Yamane, J.Kuffner, J.K.Hodgins
  • Decomposition-based Motion Planning A Framework
    for Real-time Motion Planning in High-dimensional
    Configuration Spaces O.Brock, L.E.Kavraki

33
Appendix
Foot-plant transformation
34
Appendix
Augmented Roadmap
35
Appendix
Body Trajectory Estimation using Motion
Retargeting
36
Appendix
Coarse-Level Planner
Repeatedly select sub-goal and run each sub-case
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