We present a novel volumetric animation generation framework to create new types of animations from raw 3D surface or point cloud sequence of captured real performances. The framework considers as input time incoherent 3D observations of a moving shape, and is thus particularly suitable for the output of performance capture platforms. In our system, a suitable virtual representation of the actor is built from real captures that allows seamless combination and simulation with virtual external forces and objects, in which the original captured actor can be reshaped, disassembled or reassembled from user-specified virtual physics. Instead of using the dominant surface-based geometric representation of the capture, which is less suitable for volumetric effects, our pipeline exploits Centroidal Voronoi tessellation decompositions as unified volumetric representation of the real captured actor, which we show can be used seamlessly as a building block for all processing stages, from capture and tracking to virtual physic simulation. The representation makes no human specific assumption and can be used to capture and re-simulate the actor with props or other moving scenery elements. We demonstrate the potential of this pipeline for virtual reanimation of a real captured event with various unprecedented volumetric visual effects, such as volumetric distortion, erosion, morphing, gravity pull, or collisions.
Markerless motion capture is an active research in 3D virtualization. In proposed work we presented a system for markerless motion capture for 3D human character animation, paper presents a survey on motion and skeleton tracking techniques which are developed or are under development. The paper proposed a method to transform the motion of a performer to a 3D human character (model), the 3D human character performs similar movements as that of a performer in real time. In the proposed work, human model data will be captured by Kinect camera, processed data will be applied on 3D human model for …
In this paper, we present ScalarFlow, a first large-scale data set of reconstructions of real-world smoke plumes. We additionally propose a framework for accurate physics-based reconstructions from a small number of video streams. Central components of our algorithm are a novel estimation of unseen inflow regions and an efficient regularization scheme. Our data set includes a large number of complex and natural buoyancy-driven flows. The flows transition to turbulent flows and contain observable scalar transport processes. As such, the ScalarFlow data set is tailored towards computer graphics,…
This paper describes algorithms for the animation of men and women performing three dynamic athletic behaviors: running, bicycling, and vaulting. We animate these behaviors using control algorithms that cause a physically realistic model to perform the desired maneuver. For example, control algorithms allow the simulated humans to maintain balance while moving their arms, to run or bicycle at a variety of speeds, and to perform a handspring vault. Algorithms for group behaviors allow a number of simulated bicyclists to ride as a group while avoiding simple patterns of obstacles. We add seconda…
University of Texas at Austin(德克萨斯大学奥斯汀分校);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Meta Reality Labs Research(Meta现实实验室)
We present Virtual Elastic Objects (VEOs): virtual objects that not only look like their real-world counterparts but also behave like them, even when subject to novel interactions. Achieving this presents multiple challenges: not only do objects have to be captured including the physical forces acting on them, then faithfully reconstructed and rendered, but also plausible material parameters found and simulated. To create VEOs, we built a multi-view capture system that captures objects under the influence of a compressed air stream. Building on recent advances in model-free, dynamic Neural Rad…
Carnegie Mellon University(卡内基梅隆大学);Meta Reality Labs Research(Meta现实实验室);University of Minnesota(明尼苏达大学);FAIR, Meta AI(Meta人工智能基础研究实验室(FAIR))
Despite recent progress in developing animatable full-body avatars, realistic modeling of clothing - one of the core aspects of human self-expression - remains an open challenge. State-of-the-art physical simulation methods can generate realistically behaving clothing geometry at interactive rates. Modeling photorealistic appearance, however, usually requires physically-based rendering which is too expensive for interactive applications. On the other hand, data-driven deep appearance models are capable of efficiently producing realistic appearance, but struggle at synthesizing geometry of high…
NVIDIA(英伟达);Remedy Entertainment;Pinscreen;University of Southern California(南加州大学);USC Institute for Creative Technologies(南加州大学创意技术研究所);Aalto University(阿尔托大学)
We present a real-time deep learning framework for video-based facial performance capture -- the dense 3D tracking of an actor's face given a monocular video. Our pipeline begins with accurately capturing a subject using a high-end production facial capture pipeline based on multi-view stereo tracking and artist-enhanced animations. With 5-10 minutes of captured footage, we train a convolutional neural network to produce high-quality output, including self-occluded regions, from a monocular video sequence of that subject. Since this 3D facial performance capture is fully automated, our system …
Splat2Act: From Captured Scenes to Personalized VLA Manipulation
Institute for Robotics and Intelligent Machines, Georgia Institute of Technology(佐治亚理工学院机器人与智能机器研究所);Waymo LLC(Waymo公司);Toyota Research Institute(丰田研究所)
Facial animation is one of the most challenging problems in computer graphics, and it is often solved using linear heuristics like blend-shape rigging. More expressive approaches like physical simulation have emerged, but these methods are very difficult to tune, especially when simulating a real actor's face. We propose to use a simple finite element simulation approach for face animation, and present a novel method for recovering the required simulation parameters in order to best match a real actor's face motion. Our method involves reconstructing a very small number of head poses of the ac…
We present a method for the efficient processing of contact and collision in volumetric elastic models simulated using the Projective Dynamics paradigm. Our approach enables interactive simulation of tetrahedral meshes with more than half a million elements, provided that the model satisfies two fundamental properties: the region of the model's surface that is susceptible to collision events needs to be known in advance, and the simulation degrees of freedom associated with that surface region should be limited to a small fraction (e.g. 5\%) of the total simulation nodes. Despite this consciou…
Data-driven character animation based on motion capture can produce highly naturalistic behaviors and, when combined with physics simulation, can provide for natural procedural responses to physical perturbations, environmental changes, and morphological discrepancies. Motion capture remains the most popular source of motion data, but collecting mocap data typically requires heavily instrumented environments and actors. In this paper, we propose a method that enables physically simulated characters to learn skills from videos (SFV). Our approach, based on deep pose estimation and deep reinforc…
Physics-based animation of soft or rigid bodies for real-time applications often suffers from numerical instabilities. We analyse one of the most common sources of unwanted behaviour: the numerical integration strategy. To assess the impact of popular integration methods, we consider a scenario where soft and hard constraints are added to a custom designed deformable linear object. Since the goal for this class of simulation methods is to attain interactive frame-rates, we present the drawbacks of using explicit integration methods over inherently stable, implicit integrators. To help numerica…