* Name: Philippe Beaudoin * Login Name: beaudoin * Email: beaudoin@cs.ubc.ca * Phone: (604) 827-3992 * Office: X653 * Lab: X660 (Imager lab) * Comment: Post-Doc with Michiel van de Panne in the [[https://bugs.cs.ubc.ca/cgi-bin/twiki/view/TWiki/Imager?topic=Imager.WebHome][Imager Lab]] (until January 2010). ---++About Me <div style="width: 103px; float: left;"><img src="http://www.iro.umontreal.ca/~beaudoin/plateaux/images/beaudoin.jpg" alt="Philippe Beaudoin" /></div>I completed a Ph. D. in computer graphics at University of Montreal under the supervision of [[http://www.iro.umontreal.ca/~poulin/ Pierre Poulin]]. My main research interest is data-driven character animation. More information can be found on my [[http://www.cs.ubc.ca/~beaudoin Home Page]] <div style="clear: left;" /><br /> ---++Animation links * Imager.CharacterAnimationHome * Imager.CAProjectIdeas * Imager.CharacterAnimationGroup ---++Teaching links * Faculty.TeachingTips ---++Various Project Ideas * In-depth study of motion alignment * It seems like distance-based motion alignment is a difficult problem: a punch to the left and a punch to the right will almost necessarily not get aligned right. A good alignment would aligh the extremas of these punches, but this is the "worst case" for a distance-based technique. * Investigate how other techniques behave: aligning velocities, accelerations, blending-based alignment. * Blending-based alignment: find an alignment so that for any blending ratio, the blended motion introduces/destroy as few frequency components as possible. * Blending-based alignment can probably be casted entirely in the frequency domain, an interesting theoretical project. * Thoroughly study n-way alignment * Build parameterized blend spaces * Perform a user-study to evaluate the quality of the resulting motion * Study the effect of modifying the blending parameter during the motion * Evaluate the physical correctness of the various approach, or with an evolving blending parameter * Motion synthesis in wavelet space * 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. ---++Random thoughts * Definition of "action", "motion" and "state" in a dynamical-system vocabulary * An active dynamical system D is a triplet (S,M,A) that contains a set of states, motions and actions. (none of these needs to be finite) * A motion _m_:S->S is a function of the state space into itself. This means that, given any specific motion from M, a state _s_ can only be mapped towards a single other state _s'_. In other words, under a fixed motion, trajectory lines cannot cross. * An action _a_:M->M is a function of the motion space into itself. In other words, if we notice trajectory line that crosses, it means an action has been applied. * A projection of D towards D' = (S',M',A') is a transformation T:S->S' of the state space such that S' is of lower dimensionality than S. Moreover, for any _m_ in M there exist _m'_ in M' such that _m_ (_s_) = _s'_ <==> _m'_ (T(_s_)) = T(_s'_). Similarly for the actions. * In other words, a projection reduces the dimensionality of the state space, but does not introduce crossings in the trajectories for any motion. * A reduced dynamical system D is such that it cannot be projected in any way. ---++Personal Interests (beside CG) * Grads.VancouverRestaurants * [[http://www.iro.umontreal.ca/~beaudoin/plateaux][My blog about boardgames]] (in french) ---++Technical Links * %TWIKIWEB%.WelcomeGuest to learn TWiki * Sandbox.WebHome web to try out TWiki * Sandbox.%TOPIC%Sandbox just for me ---++Personal Preferences (details in %TWIKIWEB%.TWikiVariables) * Show tool-tip topic info on mouse-over of %TWIKIWEB%.WikiWord links, on or off: (see details in %TWIKIWEB%.%WIKIPREFSTOPIC%) * Set LINKTOOLTIPINFO = off * Horizontal size of text edit box: * Set EDITBOXWIDTH = 70 * Vertical size of text edit box: * Set EDITBOXHEIGHT = 22 * Style of text edit box. =width: 99%= for full window width (default), =width: auto= to disable. * Set EDITBOXSTYLE = width: 99% * Optionally write protect your home page: (set it to your %TWIKIWEB%.WikiName) * Set ALLOWTOPICCHANGE = ---++Related topics * %TWIKIWEB%.%WIKIPREFSTOPIC% has site-level preferences of %WIKITOOLNAME%. * %WEBPREFSTOPIC% has preferences of the %WIKITOOLNAME%.%WEB% web. * %MAINWEB%.%WIKIUSERSTOPIC% has a list of other TWiki users. -- Main.PhilippeBeaudoin - 04 Feb 2009
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