Paper2: Augmenting Hand Animation with Three-Dimensional Secondary Motion

by csv on January 23, 2011

in Assignment 1

1. Sentence: ( 3rd Paragraph 1st Line)
In this paper, we propose a technique to add secondary motion onto
a hand-animated character. Our goal is to preserve the animator’s
original lines, add secondary motion via existing simulation methods
and integrate well into the standard animator’s pipeline.

2. Problem:

Secondary motion is a powerful mechanism to augment realism in character animation, Presently, these effects are added after the character motion is finalized either as separate layer  or as a simulation. These passive effects have many degrees of freedom, are involved in frequent collisions and have complex interaction with the characters. These properties make them hard to animate by hand either on paper of via computer software.

3. Key Idea:

1)  Resolve 2D-3D ambiguity using Z-depth information from motion capture data.
2)  Create plausible collision volumes in 3D that interact with the desired physical simulation.
3)  To add realism, composite the rendered effects with the hand-drawn frames while maintaining the relative depth ordering.

4. What this paper lets us do:
It allows users to add secondary motion to the characters ( such as clothes motions, hairs movements etc ) to augment realism.

5. Additional resources:

Slides and video available at:
http://graphics.cs.cmu.edu/projects/augmenting2d3d/

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