Virtual Lives' Animation
Overview
How to generate virtual lives' animation is an interesting and important topic in computer animation.
It includes how to create the geometry of the virtual lives,
how to edit or generate the motion of the virtual lives, and
how to specify the behavior of the virtual lives.
To edit the key-frame poses of a 3D model (of a virtual life), model deformation with a surface (MDS) is a new and efficient technique
which is proposed by borrowing the idea of texture-mapping for free-form surfaces.
By using MDS, the shape of the deformed model due to a given parametric surface can be predicted easily.
For the virtual lives which are hardly edited by MDS, free-form deformation (FFD) is a good choice.
Using auto-generated multiresolution lattices by refining a bounding box of the model and generating a set of finer lattices,
both global and local deformations of the model can be achieved easily. To extract the skeleton of a 3D model for editing the key-poses of it, domain connected graph (DCG) is presented.
For simulating human hair animation, we provide a practical approach at an interactive frame rate.
In this approach, the hair is modeled as a set of loosely connected particles (LCP) that serves as sampling points for the volume of the hair,
which covers the whole region where hair is present.
The dynamics of the hair, including hair-hair interactions, is simulated using the interacting particles.
To generate the geometry and motion of the character model together, character model creation from cel animation and
character animation creation using hand-drawn sketches are proposed,
which are easy-to-use approaches for creating a set of consistent 3D polygon models that correspond to the input frames of a cel animation or hand-drawn sketches.
The created models can be used in cel animation editing systems for adding shadowing effects or helping to make cel animations.
To duplicate the motion of the virtual lives, cloning skeleton-driven animation including skeleton, binding weights and key-frame poses, is an efficient technique.
With the proposed technique, users will only need to specify few common features between the source (animation) model and the target (static) ones,
and our system can transfer the animation data automatically, a new version is released based on consistent volume parameterization (CVP). To reduce the complexity of the animation mesh data, progressive deforming meshes is provided.
Conceptual farm provided a virtual reality platform for generating and observing the behaviors of different autonomous characters (virtual lives), a gesture-based behavior authoring method is also provided.
Personnel
Publications
- Progressive Deforming Meshes based on Deformation Oriented Decimation and Dynamic Connectivity Updating
- Fu-Chung Huang, Bing-Yu Chen, and Yung-Yu Chuang
- Proc. SCA 2006
- Progressive Deforming Meshes based on Deformation Oriented Decimation
- Fu-Chung Huang, Bing-Yu Chen, and Yung-Yu Chuang
- SIGGRAPH 2006 Posters - accepted for Student Research Competition
- Skeleton-driven Animation Transfer based on Consistent Volume Parameterization
- Yen-Tuo Chang, Bing-Yu Chen, Wan-Chi Luo, and Jian-Bin Huang
- Proc. CGI 2006
- Domain Connected Graph: the Skeleton of a Closed 3D Shape for Animation
- Fu-Che Wu, Wan-Chun Ma, Bing-Yu Chen, Rung-Huei Liang, and Ming Ouhyoung.
- The Visual Computer
- Motion Retargetting and Transition in Different Articulated Figures
- Ming-Kei Hsieh, Bing-Yu Chen, Ming Ouhyoung
- Proc. CAD/Graphics 2005
- Character Animation Creation using Hand-drawn Sketches
- Bing-Yu Chen, Yutaka Ono, Tomoyuki Nishita
- The Visual Computer (Proc. PG 2005)
- Toward Gesture-Based Behavior Authoring
- Edward Yu-Te Shen and Bing-Yu Chen
- Proc. CGI 2005
- Cloning Skeleton-driven Animation to Other Models
- Wan-Chi Luo, Jian-Bin Huang, Bing-Yu Chen, and Pin-Chou Liu
- Proc. ICS 2004
- 3D Character Model Creation from Cel Animation
- Yutaka Ono, Bing-Yu Chen, and Tomoyuki Nishita
- Proc. CW 2004
- Composite Mouse Gestures: Toward an Easier Tool for Behavior Authoring
- Edward Yu-Te Shen, Kuei-Yuan Zheng, and Bing-Yu Chen
- SIGGRAPH 2004 Posters - accepted for Student Research Competition
- Animating Hand-drawn Sketches
- Yutaka Ono, Bing-Yu Chen, and Tomoyuki Nishita
- SIGGRAPH 2004 Posters
- Prong Features Detection of a 3D Model Based on the Watershed Algorithm
- Fu-Che Wu, Bing-Yu Chen, Rung-Huei Liang, and Ming Ouhyoung
- SIGGRAPH 2004 Sketches
- Conceptual Farm
- Shuen-Huei Guan, Sheng-Yao Cho, Yu-Te Shen, Rung-Huei Liang, Bing-Yu Chen, and Ming Ouhyoung
- Proc. ICME 2004
- Automatic Animation Skeleton Construction Using Repulsive Force Field
- Pin-Chou Liu, Fu-Che Wu, Wan-Chun Ma, Rung-Huei Liang, Ming Ouhyoung
- Proc. PG 2003
- Animating Hair with Loosely Connected Particles
- Yosuke Bando, Bing-Yu Chen, and Tomoyuki Nishita
- Computer Graphics Forum (Proc. EG 2003) - Best Paper Award (3rd Prize)
- Skeleton Extraction of 3D Objects with Radial Basis Functions
- Wan-Chun Ma, Fu-Che Wu, Ming Ouhyoung
- Proc. SMI 2003
- Free-Form Deformation with Automatically Generated Multiresolution Lattices
- Yutaka Ono, Bing-Yu Chen, Tomoyuki Nishita, and Jieqing Feng
- Proc. CW 2002
- 3D Model Deformation along a Parametric Surface
- Bing-Yu Chen, Yutaka Ono, Henry Johan, Masaaki Ishii, Tomoyuki Nishita, and Jieqing Feng
- Proc. VIIP 2002
Support
This research is partially supported by:
- NCS grants 94-2213-E-002-097, 93-2213-E-002-084, 92-2213-E-002-015, and 91-2213-E-002-066
- Natl. Taiwan Univ.
- The Univ. of Tokyo
last update:
by robin -a-t- ntu.edu.tw