• Name: Philippe Beaudoin
  • Login Name: beaudoin
  • Email: beaudoin@csDELETEthisTEXT.ubc.ca
  • Phone: (514) 268-7827
  • Department: Imager Lab
  • Comment: Visiting student of Michiel van de Panne in the Imager Lab for the summer (until september 1st 2006).

About Me

Philippe Beaudoin
I'm a Ph.D. student in computer graphics at University of Montreal under the supervision of Pierre Poulin. My main research interest is compression of skeletal animations.

I'll be spending the summer (May to August 2006) in the Imager Lab as a visiting student of MichielVanDePanne.


Animation People at UBC

What I'd like to learn this summer

  • Details and state of the art in dynamic character simulation
    • What is meant, exactly, by a controller?

Summer Project Ideas

  • Some very abstract ideas...
    • 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.

Personal Interests (beside CG)

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