Non-photorealistic Rendering of Dynamic Motion


Visualizing Physical
Parameters
Background
Realistic animation of human motion has a wide variety of potential applications,
ranging from entertainment to sports training and medicine. Current
techniques for animating human characters focus on the motion itself and
typically output a rendering of the moving character. Many applications,
however, especially those in the sciences and sports, could benefit from
the visual display of supplementary information about the motion. For example,
a visual display of weight distribution and active muscle groups could
help a dancer to understand not just what a motion looks like, but how
it is performed. Physically based approaches to animation such as that
pursued by both Pollard and Hodgins make this type of supplementary information
readily available. For example, we have developed techniques to scale simulated
motions such as running and cycling to new individuals. Ground contact
forces and joint torques are an intrinsic part of the simulated motions,
and a user comparing the performance of different individuals would wish
to compare these quantities across simulations. This information, however,
is not currently provided to the user in an intuitive form.
We are using a Java3D environment, modeled after an in-house non-photorealistic
rendering system developed at Brown (Markosian, Siggraph 1997). This system
is now in use by a substantial number of graduate and undergraduate students
at Brown, and the Java3D implementation combines the system's intuitive
camera manipulation with the the latest Java3D benefits.
The physical parameters to be displayed in this project come directly
from physically based simulations or from other sources such as motion
capture data. When other motion sources are used, we will calculate the
required information using techniques such as inverse dynamics, a method
used in robotics to calculate the control torques needed to generate a
desired motion.
This project is in conjunction with ongoing research at Georgia Tech.
Currently, the Gatech group is exploring new techniques for emphasizing
the overall dynamics of human motion. See below
for more information.
Current Research (Summer 1999)
The first few weeks of this project were spent studying
existing research on human animation, information design, and biomechanics.
Simplicity and elegance in motion visualization are crucial, and so we
researched the techniques of Marey, Muybridge, and Tufte, scientists and
artists who have analyzed motion. Their work inspired certain design
guidelines for this project: clarity of presentation, visual honesty,
and refined use of color. Also during this time we ported existing
motion playback code from C++ to Java3D, and included a Java trackball
camera designed by other Brown students.
Currently, we have designed three devices to represent
different aspects of a runner's motion, and have more in progress.
These devices include a center-of-mass shadow, ground contact force arrows,
and joint trajectory tracers. Each can be used on either one or multiple
runners, for teaching or comparison purposes.
Center of Mass Shadow
 |
 |
 |
Center
of Mass Shadows map the location of the runner's gravitational center onto
the ground plane. The Shadows' sizes change based on the distance
between the center of mass and the ground. |
|
| A center of mass (COM) shadow is the projection
onto the ground plane of a runner's center of mass. The circular
shadow has radius proportional to the COM's height (z direction).
As the runner's body shifts weight in the x-y plane, the shadow moves across
the ground. When the COM's z coordinate decreases (i.e., the COM
moves closer to the ground), the shadow's radius increases linearly.
Similarly, when the COM moves away from the ground, the shadow's radius
shrinks. Using motion tracks from the simulator developed by Hodgins
and Pollard, we found that both an adult male model and a child model project
their COMs on the area between their feet. |
|
Ground Contact Force Arrows
|
|
Ground Contact Force Arrows display the
magnitude and direction of the forces applied to runners' bodies as they
hit the ground. The simulator generates force data for support-phase
frames in the form of a reference point and force vector. The Force
Arrows disappear for non support-phase frames, since no ground contact
forces are applied then. We have found that at the end of the flight
phase, the foot strikes the ground with a significant forward force.
A Force Arrow shows the equal-but-opposite force applied by the ground
on the foot. Then, as the foot stabilizes and prepares for lift-off,
the ForceArrow changes in length and rotation, intuitively showing the
effects of the runner's shifting weight.
|
Joint Trajectory Tracers
 |
Joint Trajectory Tracers
graph the path of a joint across time. Here, the runner's right elbow
follows a periodic path with low amplitude. |
|
| Tracers plot the movement of a joint over
time. Every given number of frames, a Tracer appears in the Java3D
universe, marking the location of the joint at that frame. Tracers
emphasize the periodicity of a motion, as well as highlight any differences
between cycles. Tracers also enhance motion comparisons, displaying,
for example, that at a particular frame, Runner A's elbow is much higher
than Runner B's elbow. |
Future Ideas
2D plotting of joint position over time - overlaying
graphs from two runners for comparison
2D plotting of foot/arm height over time
- overlaying graphs from two runners for comparison
2D bar chart comparing torques on all body parts
for a given frame
Horizontal lines to emphasize stride length
Related Reading
Information Design
-
Braun, Marta. Picturing Time: The Work of
Etienne-Jules Marey (1830-1904). University of Chicago Press:
Chicago, 1992.
-
Muybridge, Eadweard. The Human Figure in
Motion. Dover Publications: New York, 1955.
-
Tufte, Edward R. The Visual Display of Quantitative
Information. Graphics Press: Cheshire, 1983.
-
Tufte, Edward R. Visual Explanations.
Graphics Press: Cheshire, 1997.
Biomechanics
Related Projects
Brown Researchers
-
Moira Burke
(CRA
intern from the University of Oregon)
eclipse@gladstone.uoregon.edu
-
Nancy S. Pollard (Faculty
Advisor)
nsp@cs.brown.edu
Non-photorealistic rendering is a field of significant interest in the
graphics community with many recent papers on such topics as rendering
with simulated watercolors, creating images in an impressionist style,
and automatically extracting silhouettes. We are interested in expanding
this repertoire of techniques by exploring techniques that allow moving
figures to be rendered in such a way that the dynamics of their movement
is emphasized.
One style that has attempted to render figures showing movement is Italian
Futurism (1909). Although tangled up in the politics and violence of the
time, the artists of the Futurism movement tried to provide a portrayal
of energy and speed through their paintings, photographs, and sculpture.
Many of their stylistic techniques lasted beyond the period.
Often their figures appear to be off-balance and leaning or falling
in a particular direction (Boccioni, Riot in the Galleria, 1910 and Raid
1911). In Raid, an additional technique, "lines of force" is evident. Rays
of light form multiple lines to heighten the appearance of distress in
the crowd Tisdall,1978). Another artist in the movement, Balla, used multiple
images of a sparsely rendered subject to convey a feeling of motion (Balla,
Leash in Motion, 1912 and Girl Running on a Balcony, 1912). And finally,
Boccioni experimented with gross distortions of the shape of the muscles
to illustrate the motion of a sculpted figure (Boccioni, Spiral
Expansion of Speeding Muscles, 1913).
In this project, we will render motion data as animations, images, or
textured statues. All the non-photorealistic rendering techniques that
we develop will attempt to emphasize the motion in the scene.
Very Abstract Rendering
-
to_ascii
-
extreme motion blur
-
counteracting lines
-
camera through the eyes
Changing the Motion
-
distorting time
-
exaggerating joint angles to create a stronger line of action
Changing the Model
-
two models and interpolating between them based on torque
Supplementary Information
-
cartoon lines of action
-
streaks, streamers showing path
We plan to explore two different sources for the motion: simulation and
motion capture. Simulation has been part of the research agenda of the
lab for the past five years. With this approach, rigid body simulations
are combined with control systems to compute the motion of animated human-like
figures. Motion capture is a technique in which the motions of a human
actor are captured by sensors and cameras so that the joint angles can
later be played back through a graphical figure. Both approaches should
yield motion that is appropriate for this project although the behaviors
that can be simulated are more limited and motion capture data has characteristic
flaws because of the kinematic mismatch between the human subject and the
graphical character.
Gatech Researchers
-
Jessica K. Hodgins
(Faculty Advisor)
jkh@cc.gatech.edu
-
Alan Chen
smile@cc.gatech.edu
-
Kendra Knudtzon (CRA intern from Harvey Mudd)
kknudtzo@cc.gatech.edu
-
Jessi Stumpfel (CRA intern from
Duke)
stumpfel@cc.gatech.edu