---+Discussion on May 19th 2006 reading group meeting Paper presented: Arikan, Okan. _Compression of Motion Capture Databases_, to appear in Siggraph 2006 proceedings * Project page (with paper and video): http://www.cs.utexas.edu/~okan/papers/s2006/compression.html * [[#PaperOverview][Paper Overview]] * [[#PaperDiscussion][Paper Discussion]] ----------------------------------------------------------------- #PaperOverview ---++Paper Overview They present a method to compress a large database of skeletal motion data. Their method is separated in two parts: 1. Global motion compression 2. Specific precise compression of joints in contact with the environment (the feet in their case) __Global Motion Compression__ * Each joint is associated to 3 virtual markers which are tracked through time. The marker positions are said to be more _linear_ than the DOF angles. The DOF angles can easily be re-extracted from these markers, even after compression (using least-square fit). * Separate the motion in 16-32 frames clips * For each clip, fit a 3D Bezier curve through the moving markers * Each clip is therefore a vector in a space of dimension _d_ = 12 x 3 x _number of joints_ . * Reduce the dimension using Clustered PCA over the whole database * Spectral clustering using Nystrom Approximation (ref given) * Typically, 1 to 20 clusters * Randomly draw 10000 frames of the database before performing the CPCA * A parameter is used to decide how many dimensions are kept * Quantize elements of the reduced vector to 16 bits. __Specific Joint Compression__ * Ground reaction force is quite significant and applies over a veryshort time ==> High frequencies in the motion * Sliding feet are a perceptually important artifact * Consider the _x,y,z_ coordinates of the virtual markers on the feet (or other contact joints) as separate 1D signals * For each clip, apply DCT on these signals, then quantize, then entropy-encode (Huffman codes) * During decompression, use IK ([[ftp://ftp.cis.upenn.edu/pub/badler/public_html/gmod/0528a.pdf][Tolani et al. 2006]]) to plant foot at reconstructed position. __Features and results__ * To access an individual frame, one has to decompresse a 16-32 frame clip * Compresses at 1 ms/frame, decompress at 1.2 ms/frame (7 times real-time) * Random access any clip for decompression * CPCA performed offline on a random 10000 frames of animation, clips can be processed independantly * After CPCA, clips can be compressed independantly and incrementally. If statistical distribution changes, can perform CPCA again. * Clip-to-clip transition can be discontinuous. Fix this by solving a sparse linear system over the clip, called Continuous Merge (???) -------------------- #PaperDiscussion ---++Paper Discussion Here's what we think is missing in the paper : * Progressive compression / Generating various animation LOD * The technique doesn't take into account that the database is made of multiple sequences. * Good results only if the database is large enough * The frame-rates are not realistic for usage such as real-time games * Incrementally compressing motion is efficient as long as the _statistical properties_ do not change. When does that happen? * Baseline comparison methods are probably too simple * Decompression could exhibit cache issues since large chunk of data (PCA matrices) must be randomly accessed * Compression is faster than decompression? Sounds weird... * Justification for not using angular data is kind of weak Here are some ideas that came out : * Check how receptive field weighted regression would perform for temporal compression * Use progressive compression technique for large mocap database exploration over a slow channel (see Main.PhilippeBeaudoin) -- Main.PhilippeBeaudoin - 19 May 2006
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