One of my favorite papers that was presented today was the one that Sunil presented. The paper was called Spectral Style Transfer for Human Motion between Independent Actions. This paper focused on taking different kind of walking and jumping cycles and putting a certain style to it. For example if you put in jumping cycle than you can apply a childlike style to it to make it to act that way. It’s always interesting to compute style because they everyone has a different way of doing it, but it is still recognizable enough where anyone would recognize it.
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One of the papers that we talked about was the SketchiMo: Sketch-based Motion Editing for Articulated Characters. I thought this was pretty cool because you could change the movement and flow of an animation by drawing a path and the avatar would follow that path. I thought overall they did good with not having too many IK or candy wrapper problems. I liked that instead of just having a proof of concept they also created a software to test. I want to follow up with this paper to see if I can try it out myself.
We talking more about skinning today. What I thought was interesting was that for skinning you have to also consider different kinds of weights to it, so it doesn't look too deformed. I liked the Pinocchio software that is used for skinning. The only downside to it is you have to use their models to use the outcome of different skinning models which I find to be pretty limiting.
We talked more about inverse kinematics, but this time we were shown different papers that tackle that. Again I always enjoy having a paper to reference to. Especially since I was familiar with authors such as Norm Badler, and Aaron Hertzmann. I didn't fully understand some of their papers in the past but I'm starting to recognize certain key terms and references from bring in this class. A paper that I was really interested in was the "Natural Motion Animation Through Constraining and Demonstrating At Will" I thought that it was interesting that one of the problems that IK tries to solve is a thing called the candy wrapper effect on limbs.
We talked about inverse kinematics today, This is a new topic to me. I didn't realize how inverse kinematics is a big component in making an animation be more fluid and realistic. The explanation was good, but I'm still trying to wrap my head around the math and thinking of different ways that I can implement this in unity to which it makes sense to me. I liked how people in robotics have to also think about this issue as well, which makes sense now that I think about it.
This was the first time that I visited Carnegie Mellon University's motion capture lab. I actually have never been in a motion capture lab, which was pretty cool. I was surprised that the suit that tracks the movement in this particular lab was only 50 markers. Without the suit there would be more noise in picking up different kinds of movement. The realized that the different animation videos that were shown in class were either done by Jessica Hodgins or Moshe Mahler. But seeing this data driven data and seeing that Siggraph has an interest for it makes me want to look at other opportunities that CMU might have when it comes to animation and research.
I knew about keyframing animation, motion capture and physical simulation based animation but I didn't know about procedural animation. Procedural animation is pretty interesting to me and it reminds me of crowd simulations. I'm guessing it it like crowd simulations since one of the pictures that Dr. Pollard but in her presentation for it was a crowd scene from Happy Feet. I liked that no matter what it looked like different kinds of animations can reference each other and you could potentially use keyframing as a reference and build your way up from there. I would really like to look into some of these further and maybe combine them in some way for my final project
I like how we were given a paper to look at ahead of time and expand on it in class. I had read it before we went over it and it was nice to address certain questions that I had about it. Especially since one of the authors of the paper was giving a presentation that same day. I didn't think we would talk fluids in the human body such as the lungs and the veins. These are very important since they move in a very particular way. It was interesting to see someone who was interested in fluid simulation in the human body that was not in the medical field.
In class today we talked about different kinds of traditional animation, which included motion capture, rigging/ skinning, style/personality. For skinning someone from Disney might talk weight, and balance for a character. I thought it was interesting how we talked about different kinds of simulations. I'm very interested in doing simulation based animations in the future. I knew a little about Fluid simulations but I didn't know that particle simulations are more Lograngian based and flid simulations are more Eulerian based. There are other things that we talked about such as "Are point Based simulators going to take over the world". I also like how we could potentially tie robotics into animation as well.
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May 2017
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