Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/2485895.2485903acmconferencesArticle/Chapter ViewAbstractPublication PagesscaConference Proceedingsconference-collections
research-article

Creature features: online motion puppetry for non-human characters

Published: 19 July 2013 Publication History

Abstract

We present a novel real-time motion puppetry system that drives the motion of non-human characters using human motion input. We aim to control a variety of creatures whose body structures and motion patterns can differ greatly from a human's. A combination of direct feature mapping and motion coupling enables the generation of natural creature motion, along with intuitive and expressive control for puppetry. First, in the design phase, direct feature mappings and motion classification can be efficiently and intuitively computed given crude motion mimicking as input. Later, during the puppetry phase, the user's body motions are used to control the target character in real-time, using the combination of feature mappings generated from the design phase. We demonstrate the effectiveness of our approach with several examples of natural puppetry, where a variety of non-human creatures are controlled in real-time using human motion input from a commodity motion sensing device.

Supplementary Material

JPG File (p213-seol.jpg)
MP4 File (p213-seol.mp4)

References

[1]
Baran, I., Vlasic, D., Grinspun, E., and Popović, J. 2009. Semantic deformation transfer. ACM Trans. Graph. 28, 3, 36:1--36:6.
[2]
Chen, J., Izadi, S., and Fitzgibbon, A. 2012. Kinetre: animating the world with the human body. In ACM Symposium on User Interface Software and Technology.
[3]
Choi, K.-j., and Ko, H.-s. 1999. On-line motion retargetting. Journal of Visualization and Computer Animation 11, 223--235.
[4]
Delicode, 2012. NI mate, http://www.ni-mate.com/.
[5]
Dontcheva, M., Yngve, G., and Popović, Z. 2003. Layered acting for character animation. ACM Trans. Graph. 22, 3, 409--416.
[6]
Gleicher, M. 1998. Retargeting motion to new characters. In Proceedings of SIGGRAPH 98, 33--42.
[7]
Hahn, F., Martin, S., Thomaszewski, B., Sumner, R., Coros, S., and Gross, M. 2012. Rig-space physics. ACM Trans. Graph. 31, 4, 72:1--72:8.
[8]
Hecker, C., Raabe, B., Enslow, R. W., DeWeese, J., Maynard, J., and van Prooijen, K. 2008. Real-time motion retargeting to highly varied user-created morphologies. ACM Trans. Graph. 27, 3 (Aug.), 27:1--27:11.
[9]
Hsu, E., Pulli, K., and Popovic, J. 2005. Style translation for human motion. ACM Trans. Graph. 24, 3, 1082--1089.
[10]
Ishigaki, S., White, T., Zordan, V. B., and Liu, C. K. 2009. Performance-based control interface for character animation. ACM Trans. Graph. 28, 3, 61:1--61:8.
[11]
Knerr, S., Personnaz, L., and Dreyfus, G. 1990. Single-layer learning revisited: a stepwise procedure for building and training a neural network. 41--50.
[12]
Lee, J., and Shin, S. Y. 1999. A hierarchical approach to interactive motion editing for human-like figures. In Proceedings of SIGGRAPH 99, 39--48.
[13]
Liu, H., Wei, X., Chai, J., Ha, I., and Rhee, T. 2011. Realtime human motion control with a small number of inertial sensors. In Symposium on Interactive 3D Graphics and Games, 133--140.
[14]
Lockwood, N., and Singh, K. 2012. Finger walking: Motion editing with contact-based hand performance. In Proceedings of the 2012 ACM SIGGRAPH/Eurographics symposium on Computer animation.
[15]
Seol, Y., Seo, J., Kim, P. H., Lewis, J. P., and Noh, J. 2011. Artist friendly facial animation retargeting. ACM Trans. Graph. 30, 6, 162:1--162:10.
[16]
Shin, H. J., Lee, J., Shin, S. Y., and Gleicher, M. 2001. Computer puppetry: An importance-based approach. ACM Trans. Graph. 20, 2 (Apr.), 67--94.
[17]
Shiratori, T., and Hodgins, J. K. 2008. Accelerometer-based user interfaces for the control of a physically simulated character. ACM Trans. Graph. 27, 5, 123:1--123:9.
[18]
Shotton, J., Fitzgibbon, A., Cook, M., Sharp, T., Finocchio, M., Moore, R., Kipman, A., and Blake, A. 2011. Real-time human pose recognition in parts from single depth images. In Proceedings of the 2011 IEEE Conference on Computer Vision and Pattern Recognition, 1297--1304.
[19]
Wei, X., Zhang, P., and Chai, J. 2012. Accurate realtime full-body motion capture using a single depth camera. ACM Trans. Graph. 31, 6 (Nov.), 188:1--188:12.
[20]
Weise, T., Bouaziz, S., Li, H., and Pauly, M. 2011. Realtime performance-based facial animation. ACM Trans. Graph. 30, 4 (Aug.), 77:1--77:10.
[21]
Witkin, A. P., and Popović, Z. 1995. Motion warping. In Proceedings of SIGGRAPH 95, 105--108.
[22]
Yamane, K., Ariki, Y., and Hodgins, J. 2010. Animating non-humanoid characters with human motion data. In Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 169--178.

Cited By

View all
  • (2024)Animation Overdubbing: Animation Creating Tool for Non-humanoid Characters by Mixing Multiple Pose RemappingsSIGGRAPH Asia 2024 Emerging Technologies10.1145/3681755.3688944(1-2)Online publication date: 3-Dec-2024
  • (2024)Dog Code: Human to Quadruped Embodiment using Shared CodebooksProceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and Games10.1145/3677388.3696339(1-11)Online publication date: 21-Nov-2024
  • (2024)Factorized Motion Diffusion for Precise and Character-Agnostic Motion InbetweeningProceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and Games10.1145/3677388.3696338(1-10)Online publication date: 21-Nov-2024
  • Show More Cited By

Index Terms

  1. Creature features: online motion puppetry for non-human characters

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    SCA '13: Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
    July 2013
    225 pages
    ISBN:9781450321327
    DOI:10.1145/2485895
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 19 July 2013

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. animation
    2. motion
    3. non-human character
    4. puppetry
    5. real-time

    Qualifiers

    • Research-article

    Funding Sources

    Conference

    SCA '13
    Sponsor:

    Acceptance Rates

    SCA '13 Paper Acceptance Rate 20 of 57 submissions, 35%;
    Overall Acceptance Rate 183 of 487 submissions, 38%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)96
    • Downloads (Last 6 weeks)9
    Reflects downloads up to 16 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Animation Overdubbing: Animation Creating Tool for Non-humanoid Characters by Mixing Multiple Pose RemappingsSIGGRAPH Asia 2024 Emerging Technologies10.1145/3681755.3688944(1-2)Online publication date: 3-Dec-2024
    • (2024)Dog Code: Human to Quadruped Embodiment using Shared CodebooksProceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and Games10.1145/3677388.3696339(1-11)Online publication date: 21-Nov-2024
    • (2024)Factorized Motion Diffusion for Precise and Character-Agnostic Motion InbetweeningProceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and Games10.1145/3677388.3696338(1-10)Online publication date: 21-Nov-2024
    • (2024)Expressive Animation Retiming from Impulse-Based GesturesProceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and Games10.1145/3677388.3696323(1-7)Online publication date: 21-Nov-2024
    • (2024)Effects of Human and Animal Partner-Avatars on Profile Memory in Virtual RealityACM Symposium on Applied Perception 202410.1145/3675231.3675241(1-10)Online publication date: 30-Aug-2024
    • (2024)Metrics of Motor Learning for Analyzing Movement Mapping in Virtual RealityProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642354(1-18)Online publication date: 11-May-2024
    • (2024)Embodied Tentacle: Mapping Design to Control of Non-Analogous Body Parts with the Human BodyProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642340(1-19)Online publication date: 11-May-2024
    • (2024)TimeTunnel: Integrating Spatial and Temporal Motion Editing for Character Animation in Virtual RealityProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3641927(1-17)Online publication date: 11-May-2024
    • (2024)Pose-to-Motion: Cross-Domain Motion Retargeting with Pose PriorProceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation10.1111/cgf.15170(1-10)Online publication date: 21-Aug-2024
    • (2024)AgileFingers: Authoring AR Character Animation Through Hierarchical and Embodied Hand Gestures2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00304(1015-1016)Online publication date: 16-Mar-2024
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media