motionaugmented realityvisionvirtual reality
motionaugmented realityvisionvirtual reality
standardsbehaviorial animationmedical simulationmultimodal interaction
standardsbehaviorial animationmedical simulationmultimodal interaction

Motion Control Demos at VRlab

 

Motion Deformation with Prioritized Constraints


We present an interactive motion deformation method to modify animations so that they satisfy a set of prioritized constraints.
Our approach successfully handles the problem of retargetting, adjusting a motion, as well as adding significant changes to preexisting animations.
We introduce the concept of prioritized constraints to avoid tweaking issues for competing constraints.
Each frame is individually and smoothly adjusted to enforce a set of prioritized constraints.
The iterative construction of the solution channels the convergence through intermediate solutions, enforcing the highest prioritized constraints first.
In addition, we propose a new, simple formulation to control the position of the center of mass so that the resulting motions are physically plausible.

>top

mpeg 192x144 (4.8 Meg)
mpeg4 720x576 (11.5 Meg)
   

Gait Style Editor


The Gait style editor provides an H-ANIM compliant interface for the
interactive design of real-time gait styles. The user can select both a desired linear speed and a desired angular speed and tune the current gait style for numerous postural parameters. An integrated step frequency adjustement always ensures the correct realization of the desired linear speed.
The editor is built on top of the VHD++ platform which offers a flexible
initialization of the environment and numerous navigation metaphors.

>top

mpeg 192x144 (7.6 Meg)
   

Motion Editing with Prioritized Constraints


Our goal is to allow the end-user to transform an original motion by applying position constraints on freely selected locations of the character body. More importantly, it is possible to assign a priority level to each constraint. As a consequence the end-user can enforce a larger range of natural behaviors where conflicting constraints compete to control a common set of joints.

>top

mpeg 192x144 (4.1Meg)
mpeg4 720x576 (7.4Meg)
   

A GENERIC MODEL FOR GEOMETRIC CONSTRAINTS DETECTION


Constraints are widely used by motion editing techniques as a means to apply changes to existing motions. During this process, we may want to preserve some important features of the original motion. we proposed a generic method to achieve automatic detection of geometric constraints on existing animations. At each frame, elementary geometric constraints are computed with respect to a frame of reference. We then use constraint-related concepts of union and intersection to merge the elementary constraints together and to generate new ones. Finally, our algorithm provides an exhaustive list of geometric constraints on the motion itself as well as with moving objects of the scene.

>top

mpeg 192x144 (3.6Meg)
mpeg4 720x576 (8.9Meg)
   

Versatile Walk Engine


We propose an H-Anim compliant walk engine producing a realistic walking pattern with continuously evolving velocity. Apart from an intrinsic real-time requirement the described walking model addresses three issues: generalization (animation of a wide population of virtual humans for a wide range of the walking parameters), openness (user-defined personification of the gait style) and reactivity (changing the user defined context at any time while maintaining the coherence of the model).

>top

mpeg 192x144 (4.4Meg)
   

Collision-free reaching


Our main purpose is the automatic synthesis of collision-free reaching and grasping motions for both hands, with automatic column control, leg flexion and walking. In order to solve this difficult problem, we apply motion planning algorithms based on probabilistic roadmpas to interactively control a reduced set of DOFs of a human-like character.

>top

mpeg 192x144 (6.8Meg)
mpeg4 720x576 (19.2Meg)
   

Motion Capture


Demonstration of a Motion Capture technique that relies on the position/orientation measurement provided by magnetic sensors strapped on body segments. The real-time posture reconstruction algorithm exploits the position measurement of one sensor (at the spine base) and only the orientation measurement for the others. This guarantees the high robustness of the method.

>top

mpeg 192x144 (1.8Meg)
   
   

Motion Control System

Motion Control System
Demonstration of TRACK, an animation system that integrates the following techniques in a unified framework:
- direct kinematics (keyframing)
- inverse kinematics
- direct dynamics
- procedural animation: walking and grasping

>top

short: mpeg 192x144 (2.8Meg)
long: mpeg 192x144 (5.9Meg)