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META TOPICPARENT |
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- Name: Philippe Beaudoin
- Login Name: beaudoin
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> > | What I'd like to learn this summer
- Details and state of the art in dynamic character simulation
- What is meant, exactly, by a controller?
Summer Project Ideas
- Some very abstract ideas...
- When compressing, study if similar motions have a similar optimal truncated wavelet coefficient distribution.
- If so, then use this fact (together with PCA?) to reduce the search space for various kinematic motion synthesis.
- Throwing and catching
- Acquire mocap data for a character catching an object (a ball?)
- Parameterize on:
- Catching location
- Object speed and mass
- Kinematically synthesize a novel motion given arbitrary parameters
- Efficient real-time exploration of a distant motion-capture database
- Motions are transmitted across a slow channel (ie. the internet)
- Simultaneously display a bunch of huge bunch of animations (on the same ground plane, with a wide perspective view)
- Use wavelet-based progressive motion compression to obtain adaptive level-of-detail
- Motion far from the viewer is less detailed
- Automatic and nice degradation when transmission slows down
- Use streaming transmission
- Spatially regroup animations according to similarity
- Automatixally extract a motion hierarchy based on similarity
- Display a sample motion for a a complete group of similar motion that can later be "opened up"
- Compression related projects
- Develop and study more involved spatial compressions
- PCA across the DOFs with pre- or post-wavelet compression (useful for large database compression)
- Use automatic motion segmentation (Barbic et al. 2004) and pre-canned linear spaces adapted to the extracted clip
- Dictionnary-based methods for large database (problem: building an efficient dictionnary of motion clips)
- Study the importance of various errors in human perception of skeletal animations
- Apply compression to complex animation data structures
- Motion Graphs
- Specialized database for synthesis of a specific kind of motion
- Constaint enforcement during compression
- Constrain extremal poses and derivatives (for inclusion in a "snap-together" style of motion graph, or for cycling motions)
- 2-person interaction (dancing...) where animations constrain each other.
- Efficient motion blending using a wavelet basis
- Develop and study prediction-correction schemes (similar to MPEG motion compensation)
- Build and use statistical motion models to increase compression efficiency
- The model could be for a complete skeleton or part of a skeleton
- The model could be specific (extracted from a small bank of similar motions) or generic (extracted from a large motion database)
- The model could be for really short motion segments or for complete clips
- Better yet, it could be multi-resolution: long clips for wide basis functions and short clips for narrow basis functions.
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| Personal Interests (beside CG) |
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