On Monday, February 25th, we’ll talk about the basic building blocks of motion processing. For this, you should read (parts of) an old draft of a book chapter that I wrote, one of the survey articles (that you should have looked over for last time), and preferably an optional reading to see what you can do with these basic techniques. There will be a question to answer on Moodle.
Sadly, the very most-basic building blocks are not well documented anywhere (and the original sources are a little hard to read). It’s probably best to look at a chapter from that never-written book. Remember, this was 2000, and I didn’t understand Quaternions at all. Also, spacetime constraints were my thing at the time (skip that section). In fact, just give it a quick skim to get a sense of what’s there. And ignore my discussion of quaternions (you’ve already learned about rotations).
- Techniques for Motion Editing pages 1-54 by Mike Gleicher, for an unfinished book. Section 1.6 is really the important part. The sections before that might help provide context.
http://www.cs.wisc.edu/graphics/Courses/777-s2006/MocapBook/02-Editing.pdf
The “original” sources where these ideas were introduced. These are mainly historical references – and are optional.
- Motion Signal Processing
by Armin Brudelin and Lance Williams, SIGGRAPH ’95 - Motion Warping
by Zoran Popovic and Andrew Witkin, SIGGRAPH ’95
Two historically significant systems that used blending techniques before they were really made widely known. These are optional, but may be useful for project ideas.
- Real Time Responsive Animation with Personality
by Ken Perlin, IEEE TVCG (Trans on Visualization and Comp Graphics), 1995 (Vol 1, Issue 1)
Note: there are newer papers on the evolution of this work. - Verbs and Adverbs: Multidimensional Motion Interpolation
by Charles Rose, Michael F. Cohen, and Bobby Bodenheimer, IEEE Computer Graphics and Applications (CG&A), September 1998.
Two other optional readings (because they will be helpful for possible project ideas, and are quite simple, and easy for you to try):
- Wang, Jue, Steven M. Drucker, Maneesh Agrawala, and Michael F. Cohen. “The Cartoon Animation Filter.” ACM Transactions on Graphics 25, no. 3 (July 1, 2006): 1169. http://dl.acm.org/citation.cfm?id=1141911.1142010. (pdf)
- Motion Path Editing. Michael Gleicher Proceedings of the 2001 ACM Symposium on Interactive 3D Graphics – mar 2001 (pdf)
Additionally, I would like you to actually read one of the survey papers mentioned in the last reading. Both go through a lot of methods quickly, but you should see the building blocks.
- VAN WELBERGEN H., VAN BASTEN B. J. H., EGGES A., RUTTKAY Z. M., OVERMARS M. H.: Real time animation of virtual humans: A trade-off between naturalness and control. Computer Graphics Forum 29, 8 (2010), 2530–2554. http://people.cs.uu.nl/basten/publication/CGF2010.pdf (local version)
- T. Pejsa, I.S. Pandzic. State of the Art in Example-Based Motion Synthesis for Virtual Characters in Interactive Applications. Computer Graphics Forum Volume 29, Issue 1, pages 202–226, March 2010. (local version)