Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
research-article

Tangent-space optimization for interactive animation control

Published: 12 July 2019 Publication History

Abstract

Character animation tools are based on a keyframing metaphor where artists pose characters at selected keyframes and the software automatically interpolates the frames inbetween. Although the quality of the interpolation is critical for achieving a fluid and engaging animation, the tools available to adjust the result of the automatic inbetweening are rudimentary and typically require manual editing of spline parameters. As a result, artists spend a tremendous amount of time posing and setting more keyframes. In this pose-centric workflow, animators use combinations of forward and inverse kinematics. While forward kinematics leads to intuitive interpolations, it does not naturally support positional constraints such as fixed contact points. Inverse kinematics can be used to fix certain points in space at keyframes, but can lead to inferior interpolations, is slow to compute, and does not allow for positional contraints at non-keyframe frames. In this paper, we address these problems by formulating the control of interpolations with positional constraints over time as a space-time optimization problem in the tangent space of the animation curves driving the controls. Our method has the key properties that it (1) allows the manipulation of positions and orientations over time, extending inverse kinematics, (2) does not add new keyframes that might conflict with an artist's preferred keyframe style, and (3) works in the space of artist editable animation curves and hence integrates seamlessly with current pipelines. We demonstrate the utility of the technique in practice via various examples and use cases.

References

[1]
Andreas Aristidou, Joan Lasenby, Yiorgos Chrysanthou, and Ariel Shamir. 2018. Inverse Kinematics Techniques in Computer Graphics: A Survey. Computer Graphics Forum 37, 6 (2018), 35--58.
[2]
Autodesk. 2018. Maya.
[3]
Jinxiang Chai and Jessica K. Hodgins. 2007. Constraint-based Motion Optimization Using a Statistical Dynamic Model. ACM Trans. Graph. 26, 3 (2007).
[4]
Byungkuk Choi, Roger B. i Ribera, J. P. Lewis, Yeongho Seol, Seokpyo Hong, Haegwang Eom, Sunjin Jung, and Junyong Noh. 2016. SketchiMo: Sketch-based Motion Editing for Articulated Characters. ACM Trans. Graph. 35, 4 (2016), 146:1--146:12.
[5]
Myung G. Choi and Kang H. Lee. 2016. Points-based user interface for character posing. Computer Animation and Virtual Worlds 27, 3--4 (2016), 213--220.
[6]
Loïc Ciccone, Martin Guay, Maurizio Nitti, and Robert W. Sumner. 2017. Authoring Motion Cycles. In Proceedings of the 16th ACM SIGGRAPH/Eurographics Symposium on Computer Animation. 8:1--8:9.
[7]
Michael F. Cohen. 1992. Interactive Spacetime Control for Animation. In Proceedings of the 19th Annual Conference on Computer Graphics and Interactive Techniques. 293--302.
[8]
Oliver Glauser, Wan-Chun Ma, Daniele Panozzo, Alec Jacobson, Otmar Hilliges, and Olga Sorkine-Hornung. 2016. Rig Animation with a Tangible and Modular Input Device. ACM Trans. Graph. 35, 4 (2016), 144:1--144:11.
[9]
Michael Gleicher. 1997. Motion Editing with Spacetime Constraints. In Proceedings of the 1997 Symposium on Interactive 3D Graphics. 139--ff.
[10]
Michael Gleicher and Andrew P. Witkin. 1991. Differential Manipulation. In Proceedings of Graphics Interface.
[11]
Martin Guay, Marie-Paule Cani, and Rémi Ronfard. 2013. The Line of Action: An Intuitive Interface for Expressive Character Posing. ACM Trans. Graph. 32, 6 (2013), 205:1--205:8.
[12]
Martin Guay, Rémi Ronfard, Michael Gleicher, and Marie-Paule Cani. 2015. Space-time Sketching of Character Animation. ACM Trans. Graph. 34, 4 (2015), 118:1--118:10.
[13]
Fabian Hahn, Frederik Mutzel, Stelian Coros, Bernhard Thomaszewski, Maurizio Nitti, Markus Gross, and Robert W. Sumner. 2015. Sketch Abstractions for Character Posing. In Proc. of the 14th ACM SIGGRAPH/Eurographics Symposium on Computer Animation. 185--191.
[14]
Félix G. Harvey and Christopher Pal. 2018. Recurrent Transition Networks for Character Locomotion. In SIGGRAPH Asia 2018 Technical Briefs. 4:1--4:4.
[15]
Ollie Johnston and Frank Thomas. 1981. The illusion of life: Disney animation. Disney Editions New York.
[16]
Yuki Koyama and Masataka Goto. 2018. OptiMo: Optimization-Guided Motion Editing for Keyframe Character Animation. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. 161:1--161:12.
[17]
Mikko Kytö, Krupakar Dhinakaran, Aki Martikainen, and Perttu Hämäläinen. 2017. Improving 3D Character Posing with a Gestural Interface. IEEE Computer Graphics and Applications 37, 1 (2017), 70--78.
[18]
Andreas M. Lehrmann, Peter V. Gehler, and Sebastian Nowozin. 2014. Efficient Nonlinear Markov Models for Human Motion. In 2014 IEEE Conference on Computer Vision and Pattern Recognition. 1314--1321.
[19]
Jianyuan Min, Yen-Lin Chen, and Jinxiang Chai. 2009. Interactive Generation of Human Animation with Deformable Motion Models. ACM Trans. Graph. 29, 1 (2009), 9:1--9:12.
[20]
APS Mosek. 2010. The MOSEK optimization software. Online at http://www.mosek.com 54, 2--1 (2010).
[21]
Jean-Christophe Nebel. 1999. Keyframe interpolation with self-collision avoidance. In Computer Animation and Simulation '99. 77--86.
[22]
A. Cengiz Öztireli, Ilya Baran, Tiberiu Popa, Boris Dalstein, Robert W. Sumner, and Markus Gross. 2013. Differential Blending for Expressive Sketch-based Posing. In Proc. of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation. 155--164.
[23]
Charles Rose, Brian Guenter, Bobby Bodenheimer, and Michael F. Cohen. 1996. Efficient Generation of Motion Transitions Using Spacetime Constraints. In Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques. 147--154.
[24]
Xiaohan Shi, Kun Zhou, Yiying Tong, Mathieu Desbrun, Hujun Bao, and Baining Guo. 2007. Mesh Puppetry: Cascading Optimization of Mesh Deformation with Inverse Kinematics. ACM Trans. Graph. 26, 3 (2007), 81--89.
[25]
Jack M. Wang, David J. Fleet, and Aaron Hertzmann. 2008. Gaussian Process Dynamical Models for Human Motion. IEEE Transactions on Pattern Analysis and Machine Intelligence 30, 2 (2008), 283--298.
[26]
Xiaolin Wei and Jinxiang Chai. 2011. Intuitive Interactive Human-Character Posing with Millions of Example Poses. IEEE Computer Graphics and Applications 31, 4 (2011), 78--88.
[27]
Harold Whitaker and John Halas. 2013. Timing for animation. CRC Press.
[28]
Andrew Witkin and Michael Kass. 1988. Spacetime Constraints. In Proceedings of the 15th Annual Conference on Computer Graphics and Interactive Techniques. 159--168.
[29]
Katsu Yamane and Yoshihiko Nakamura. 2003. Natural Motion Animation through Constraining and Deconstraining at Will. IEEE Transactions on Visualization and Computer Graphics 9, 3 (2003), 352--360.
[30]
Wataru Yoshizaki, Yuta Sugiura, Albert C. Chiou, Sunao Hashimoto, Masahiko Inami, Takeo Igarashi, Yoshiaki Akazawa, Katsuaki Kawachi, Satoshi Kagami, and Masaaki Mochimaru. 2011. An Actuated Physical Puppet As an Input Device for Controlling a Digital Manikin. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 637--646.
[31]
Xinyi Zhang and Michiel van de Panne. 2018. Data-driven Autocompletion for Keyframe Animation. In MIG'18: Motion, Interaction and Games (MIG 2018). 1--11.

Cited By

View all
  • (2024)SKEL-Betweener: a Neural Motion Rig for Interactive Motion AuthoringACM Transactions on Graphics10.1145/368794143:6(1-11)Online publication date: 19-Dec-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)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
  • Show More Cited By

Index Terms

  1. Tangent-space optimization for interactive animation control

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image ACM Transactions on Graphics
      ACM Transactions on Graphics  Volume 38, Issue 4
      August 2019
      1480 pages
      ISSN:0730-0301
      EISSN:1557-7368
      DOI:10.1145/3306346
      Issue’s Table of Contents
      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 the author(s) 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].

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 12 July 2019
      Published in TOG Volume 38, Issue 4

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. interpolation
      2. inverse kinematics

      Qualifiers

      • Research-article

      Funding Sources

      • European Union

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)50
      • Downloads (Last 6 weeks)10
      Reflects downloads up to 23 Dec 2024

      Other Metrics

      Citations

      Cited By

      View all
      • (2024)SKEL-Betweener: a Neural Motion Rig for Interactive Motion AuthoringACM Transactions on Graphics10.1145/368794143:6(1-11)Online publication date: 19-Dec-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)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)Robust Diffusion‐based Motion In‐betweeningComputer Graphics Forum10.1111/cgf.1526043:7Online publication date: 7-Nov-2024
      • (2024)Long‐term Motion In‐betweening via Keyframe PredictionComputer Graphics Forum10.1111/cgf.15171Online publication date: 9-Oct-2024
      • (2024)Keyframe Control of Music-Driven 3D Dance GenerationIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.323553830:7(3474-3486)Online publication date: 1-Jul-2024
      • (2024)CLOAF: CoLlisiOn-Aware Human Flow2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)10.1109/CVPR52733.2024.00118(1176-1185)Online publication date: 16-Jun-2024
      • (2024)Keyframe control for customizable choreography with style maintenanceComputers and Electrical Engineering10.1016/j.compeleceng.2024.109267117:COnline publication date: 1-Jul-2024
      • (2023)Weakly-Supervised Motion In-Betweening Learning via Pose PriorsProceedings of the 2023 6th Artificial Intelligence and Cloud Computing Conference10.1145/3639592.3639593(1-6)Online publication date: 16-Dec-2023
      • (2023)Neural Motion GraphSIGGRAPH Asia 2023 Conference Papers10.1145/3610548.3618181(1-11)Online publication date: 10-Dec-2023
      • Show More Cited By

      View Options

      Login options

      Full Access

      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