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Artificial Intelligence for Computer Animation

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Virtual mannequins for clothing design (Example: MyVirtualModel) ... Surface models, which refer to models relying on two layers only a skeleton and the skin ... – PowerPoint PPT presentation

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Title: Artificial Intelligence for Computer Animation


1
Artificial Intelligence for Computer Animation
2
Outline
  • Virtual humans
  • Body motion control
  • Facial animation
  • Body animation
  • Behavioral animation

3
Acknowledgments
  • References
  • Handbook of virtual humans, Magnenat-Thalmann,
    N., and Thalmann, D., John Wiley Sons, 2004.

4
What are virtual humans?
  • Virtual humans
  • Human simulations for virtual environments
  • Virtual environments comprise 3D graphics, 3D
    sounds, images, and videos in a passive mode.
  • In interactive virtual environments, there is a
    need for virtual embodiments of the participant
    and the people.
  • Virtual humans represent the virtual presenters,
    actors, players evolving in these virtual
    environments.

5
What are virtual humans?
  • Virtual humans require
  • High-level behavior (decision-making,
    intelligence, motivation, social behavior)
  • Perception (virtual sensors in virtual worlds,
    real sensors in real worlds)
  • Animation (flexible motion control)
  • Graphics (realistic modeling and rendering of
    skin, hair, clothes, ).

6
What are virtual humans?
  • Some important milestones and projects
  • Early human modeling in the 50s (Boeings
    Landing Signal Officer), the 60s, and the 70s
    (Boeings First Man, Fourth Man and Woman) were
    developed for ergonomic studies.
  • Short films and movies in the 80s (3D scan of
    Peter Fondas head and Adam the Juggler by Triple
    I, Dream Flight by Nadine Magnenat-Thalmann,
    Daniel Thalmann, and Philippe Bergeron, Tony de
    Petrie movie, ). Tin Toy (1988) won the first
    Best Animated Short Film Oscar award.Geris Game
    (1990) by Pixar won the Academy Award for
    Animated Short.
  • Evolution towards real-time (Jack software from
    University of Pennsylvania).In the 90s
    evolution toward real-time animation and
    interaction in virtual worlds (Cybertennis with
    Marilyn as a referee, 1997, Nadine
    Magnenat-Thalmann, Daniel Thalmann).
  • Now hundreds of researchers work in this area.

7
What are virtual humans?
  • Applications of virtual humans are endless
  • Virtual people for simulation-based learning and
    training (Example Just, virtual teachers, ).
  • Virtual users for ergonomic analysis in work
    environments and vehicles, human factor analysis.
  • Virtual patients for surgery, orthopedics,
    prosthetics, ....
  • Virtual presenters for TV and the Web (Example
    SigningAvatar in schools).
  • Virtual individuals in crowd simulations for
    emergency training.
  • Virtual mannequins for clothing design (Example
    MyVirtualModel).
  • Virtual actors for movies (Star Wars, Jurassic
    Park, Terminator 2, Forrest Gump, Titanic, Lord
    of the Rings ).
  • Virtual patients for phobia treatment, virtual
    psychotherapies.
  • Virtual inhabitants for city design and
    landscaping.
  • Virtual ancient people for reconstructed cities,
    worlds, and cultural heritage (Example Namaz
    prayer).
  • Virtual characters for computer games and
    casinos, interactive drama titles.
  • Virtual athletes for sport simulation and
    teaching.
  • Virtual soldiers for military simulations,
    training, and studies.
  • Virtual participants in virtual conferences.
  • Virtual employees for equipment design and
    maintenance, workers for industrial applications
    (Example lab training).

8
What are virtual humans?
  • Challenges in virtual humans
  • Representation of faces and bodies
  • Reconstruction from 2-D photos
  • Reconstruction from video sequences
  • Construction base don laser technology
  • Flexible motion control
  • High-level behavior
  • Emotional behavior
  • Realistic appearance
  • Interaction with the virtual world
  • Interaction with the real world.

9
What are virtual humans?
  • Example The Sims (Will Wright, Maxis,
    2000)Basically I want the games I program to
    surprise me, and The Sims does that on a daily
    basis. I see these hilarious things happen that
    were not explicitly programmed, but they were
    just a function of these simple rules
    interacting. And that to me is like the core of
    artificial life. The really interesting part
    about it is the emergent behavior.

10
What are virtual humans?
  • From The Sims, Maxis

11
Outline
  • Virtual humans
  • Body motion control
  • Facial animation
  • Body animation
  • Behavioral animation

12
Body motion control
  • Body motion control has for goal to convey a
    sense of realism through the coordinated
    evolution of the character body.
  • Realism means that the body motion is
    subjectively believable by the audience
    although not experimented through experimental
    validation.
  • Other criteria user-friendliness, productivity,
    and performance.

13
Body motion control
  • State of the art in 3D character animation
  • The levels of abstraction of the musculo-skeletal
    system
  • Two levels of motion control
  • Primary motion is animation of the internal
    motion through a Multi-Body System (MBS)
  • Secondary motion is animation of the external
    envelope and cloth
  • Integrate the activity of all the muscles through
    their action lines.
  • Integrate the motion control problems with soft
    tissue deformation.
  • Solve the problem of bone surfaces contacts.
  • Model all the tissues, including the bones, with
    finite elements too computationally intensive
    for most applications.

14
Body motion control
  • Animation techniques and control of the
    Multi-Body system at the joint level
  • Joint model
  • Simplified joint models for motion control on the
    whole body.
  • Motion is allowed by joints through a degree
    between the two body parts it connects, called
    the range of motion.
  • Ideal kinematic models on the body provide useful
    data.
  • Strength model
  • Model the forces that the muscles apply on the
    bones.
  • Measure of torque due to the group of muscles
    acting on a joint.
  • Add the joint strength as well (velocity,
    position, adjacent joints).
  • Fatigue model
  • Model how strength decreases over time.
  • Partial models only exist.

15
Body motion control
  • Animation techniques and control of the
    Multi-Body system at the posture level
  • Relates postures to the forces that can be
    exerted by an end-effector.

16
Body motion control
  • Motion
  • Motion is the change in the position of an object
    with respect to a reference.
  • Mechanics is the part of physics that studies the
    motion of objects.
  • Kinematics studies the geometry of motion
    regardless of its physical realization position,
    velocity, and acceleration.
  • Dynamics studies the relation between the causes
    of motion (forces) and the acceleration of a body.

17
Body motion control
  • Motion
  • Two manipulation techniques
  • Kinematic manipulation techniques
  • Similar to manipulating am articulated doll
  • Adjust the joints angles to get the posture we
    want
  • Inverse kinematics problem deals with how to
    configure the joints in order to achieve the
    desired task (example to take an object).
  • Kinematic animation techniques
  • Generate believable motion, generally by skilled
    animators key frames for key postures, the others
    being interpolated.
  • Another technique is the motion capture
    technique. Gives natural-looking motions, and is
    used a lot in the entertainment industry.

18
Body motion control
  • Cybertennis (Magnenat-Thalmann Thalmann)

19
Body motion control
  • Motion
  • Balance control
  • Not well understood how humans keep their
    balance.
  • For static balance, the center of mass position
    is constrained by the angular values of the
    ankle, knee, and hip joints.
  • Other approaches

20
Outline
  • Virtual humans
  • Body motion control
  • Facial animation
  • Body animation
  • Behavioral animation

21
Facial deformation
  • Facial animation relies on deformation models.
  • Deformation model needs to give realistic and
    natural-looking faces.
  • Models are based on the anatomy of the face.

22
Facial deformation
  • Anatomy of the face
  • Skin comprises several layers (epidermis on the
    surface, with underneath dermis and then
    hypodermis made of connective tissue) can move
    freely on bones.Motion made possible by collagen
    and elastin fibers.
  • Muscles between the bone and skin, sometimes
    between skin only or bones only.Muscular
    contraction causes facial movement.All facial
    muscles have isotonic contractions, meaning that
    they cause shortening.Thin muscles, voluntary.
  • Bones determine the shape of the face and head.

23
Facial deformation
  • Face muscles from Sobotta, Atlas of Human Anatomy

24
Facial deformation
  • Control parametrization
  • Three main methods for parametrization
  • Interpolationfinding an intermediate value
    between given end values extreme values being
    the expressions of the face.
  • Facial action coding system (FACS)system
    describing all the possible visually
    distinguishable facial movements (Ekman), made of
    46 action units.
  • Facial animation parameters (FAP)model to encode
    animation of faces reproducing expressions,
    emotions, and speech pronunciation, made of 68
    parameters.Facial animation table (FAT)
    describes which vertices are affected by a
    particular FAP and how.

25
Facial deformation
  • Facial deformation models
  • Shape interpolationrunning an interpolation
    function between the vertices corresponding to
    extreme poses or expressions of
    faces.limitation range of expressions,
    data-intensive.

26
Facial deformation
  • Facial deformation models
  • Parametric modelappeared later as an improvement
    over interpolation method.a set of parameters
    permits to morph a set of polygons.small set of
    parameters for large range of faces.model
    dependent on facial topology.limitation set of
    parameters limited, not available for all facial
    expressions.

27
Facial deformation
  • Facial deformation models
  • Muscle-based modelsmodels based on simplified
    structures of bones, muscles, skin and connective
    tissue. simulate the characteristics of facial
    muscles.two main methods
  • Physics-based muscle modeling deformation
    mechanics.
  • Pseudo-muscle modeling visual muscle simulation.

28
Facial deformation
  • FAT-based deformationFAPs are defined as
    motions of feature points. Points are grouped
    in transform groups, to which geometrical
    transformations are applied.(from Ostermann,
    1998)

29
Facial deformation
  • MPEG-4 high-level expressions (from Ostermann,
    1998)

30
Outline
  • Virtual humans
  • Body motion control
  • Facial animation
  • Body animation
  • Behavioral animation

31
Body animation
  • Body animation can be achieved by three types of
    models
  • Surface models, which refer to models relying on
    two layers only a skeleton and the skin
  • Volumetric models, which refer to models composed
    of different geometric primitivves
  • Multi-layered models, which refer to models
    relying on more than two layers a skeleton,
    muscles, and the skin at minimum

32
Body animation
  • Surface models
  • Rely on two layers only
  • An articulated structure or skeleton
  • An external envelope or skin.
  • External envelope follows deformation of the
    skeleton
  • Skin model can be modeled as a set of independent
    polygonal meshes added on top of the skeleton and
    anchored to it so that joint motions also move
    the skin.
  • Surface deformation is achieved through several
    types of local surface operators.

33
Body animation
  • Surface models
  • Local surface operators mathematical continuous
    function that links the skin deformation to the
    joint values
  • Example Marilyn, Magnenat-Thalmann et al., 1988
  • Limitations
  • Each joint type needs a specific function
  • Mathematical functions cannot reproduce all the
    variability found in natural anatomy
  • Not easy to control by the animator.

34
Body animation
(from Marilyn, Magnenat-Thalmann et al., 1988)
35
Body animation
  • Surface models
  • Other surface models
  • Skinning an algorithm that is capable of
    adapting to all kinds of joints. Called Smooth
    binding in Maya.
  • Contour deformation approximate the different
    parts of the human body by cylinders, and deform
    the cylinders.
  • Deformation by example deform by blending
    predefined examples called key-shapes, which
    consist of triangle meshes in various skeletal
    poses.

36
Body animation
  • Volumetric models
  • Composed using different primitive shapes such as
    ellipsoids and spheres
  • Implicit surfaces have been used for organic
    and body modeling for a long time.An implicit
    surface is a surface defined by a function such
    as f(x, y, z) constant.Are advantageous for
    body modeling because they blend smoothly into
    one another, and because they require little
    storage on the computer. Can be mixed with
    surface deformation models.Limitations
  • Unwanted blending.

37
Body animation
  • Volumetric models
  • Collision models allow realistic handling of
    collisions between different models or their
    parts.

38
Body animation
  • Multi-layered models
  • Most widely used approach to body deformation
  • Composed of several layers
  • Skeleton layer
  • Muscle layer
  • Fat layer
  • Skin layer.

39
Body animation
  • Multi-layered models
  • Skeleton layer - an articulated structure
    composed of a hierarchy of segments or
    parallepipedes sometimes covered by bones
    represented by geometric primitives or triangle
    meshes.
  • Muscle layer modeled first through Free Form
    Deformations (FFD) , or implicit surfaces.
    Fusiform muscles are well represented by
    volume-preserving ellipsoids.More complicated
    muscles are represented by cylinders and their
    deformations, sets of centroid curves and
    vertex-based shapes, or B-spline volumes.

40
Body animation
  • Multi-layered models
  • Fat layer most often not represented or blended
    in the muscle layer. Some increase the thickness
    of the skin.
  • Skin layer has been modeled by many types of
    surfaces polygonal, parametric (B-spline
    piecewise parametric polynomial curve-, Bezier
    patches, ), and implicit.

41
Body animation
  • Multi-layered models
  • Three ways of deforming the skin
  • Surface deformation models deformation
    propagated from the skin to the other layers.
  • Skin deformation by a mechanical model and skin
    stays at a distance from the underlying layers.
  • Skin is the surface of a volume finite element
    model of the body.
  • Examplesarm bend (deforming metaballs)leg bend
    (deforming metaballs)muscle building
    (anatomically-based muscle deformation)muscle
    scaling (semi-automatic muscle scaling)

42
Body animation
(from muscle building, Aubel, 2002, each muscle
is parametrized and deformed by a set of
centroid curves)
43
Outline
  • Virtual humans
  • Body motion control
  • Facial animation
  • Body animation
  • Behavioral animation

44
Behavioral animation
  • Behavioral animation refers to modeling the
    behavior of characters in animations
  • Animation is a bottleneck in production of movies
    and video games.
  • Virtual humans are able to perceive their
    environment and able to react and take decisions.
  • Typical computer animation models only the shape
    and physical properties of the characters,
    whereas behavioral or character-based animation
    seeks to model the behavior pf the character
    (Reynolds, 1987)

45
Behavioral animation
  • Examples
  • Games
  • Game Creatures used a neural network to teach
    the fantasy creature how it should behave.
  • Game The Sims designed a simulation of virtual
    humans in their everyday life.
  • Game Black and white.
  • Animation platforms such as Improv system, Motion
    Factorys Motivate, Virtools NeMo.
  • Virtual reality
  • STEVE (Rickel and Johnson, 1997) an immersive VR
    application for peace-keeping in Bosnia.
  • Virtual storytelling
  • OZ project (Bates, 1994, Carnegie Mellon
    University).

46
Behavioral animation
  • Behavior refers to how an individual responds to
    the stimulations from the environment.
  • State-of-the-art
  • Perception
  • Synthetic vision (Renault et al. 1990) provides a
    technique for the virtual human to perceive
    objects. Objects are color-coded with a table of
    correspondence between objects and colors, for
    fast recognition in images, and memorization by
    the agent of the objects and the environment.
    Requires a lot of memory, not suitable for
    real-time animations.
  • Geometric vision (Bordeux et al. 1999) is less
    complex, and often used in real-time
    applications. A perception filter receives
    information from the objects in the scene and
    decides to let it in or not (considerations of
    distance for example). Several other filters
    screen different aspects of the input.

47
Behavioral animation
  • State-of-the-art
  • Defining behaviors
  • An agent goes through the steps of perception of
    the environment, selection of the next action,
    and reaction. Different action selection models
    have been proposed.
  • Planning - an agent possesses generic plans with
    preconditions to trigger them, and
    conclusions.Pattern-matching refers to
    determining which of these generic plans or rules
    are applicable in the current situation of the
    agent.
  • Machine learning an agent can learn new
    knowledge or information with machine learning
    (decision trees, artificial neural networks,
    genetic algorithms, ..).

48
Behavioral animation
  • State-of-the-art
  • Defining behaviors
  • Motivated action selection mechanism - agent has
    motivations (eat, drink, work, ), and chooses
    the best action for his/her survival in the
    environment. Apply different rules to select
    which action is best in the current situation,
    for example Prefer to choose physiological
    actions over locomotion actions (Tyrrel, 1992).
  • Hybrid approaches
  • Interactions represent non-verbal
    communication, such as walking sadly, so that the
    other agents perceive others feelings. Represent
    also verbal communication.
  • Animation represent the capability of the
    virtual agents to handle several tasks at the
    same time.

49
Behavioral animation
(from Agents Common Environment, each agent is
loaded in a thread.)
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