Web3D 2024: Humanoid Animation Workshop

Humanoid Animation (HAnim) Standards Development Strategies - 2025 Initiatives

  Web3D 2024 Conference Workshop  - September 25, 2024

Co-chairs: Don Brutzman, Carol McDonald and Myeong Won Lee

Abstract:

The Humanoid Animation (HAnim) International Standard provides an overall architecture for representing humanoids in a network-enabled 3D graphics and multimedia environment. Each humanoid is an articulated character that can be embedded in different representation systems and animated using the facilities provided by the representation system. This strategic workshop is oriented to consider laying out potential parallel lines of applied technical work going forward that can all be part of HAnim Standards.  Given the time available, specifically NOT a goal is to examine detailed candidate technical solutions or perform technical-tradeoff comparisons.  We are looking to enable independent efforts on different parts of future HAnim capabilities, while noting beneficial interdependencies, so that future coherence is possible.

 

Workshop structure

  1. Welcome to Web3D 2024!  Participant introductions.

  2. Common path to follow when proposing and developing any new HAnim capabilities:

    1. Motivating use cases and functional requirements to start,
    2. Royalty Free (RF) Intellectual Property Rights (IPR) declarations are made in advance by candidate contributors,
    3. HAnim Working Group operates in accordance with well-defined Web3D Consortium processes,
    4. Draft specification prose for shared clarity,
    5. Examples, implementation, and evaluation of conformance.
  3. Interoperability, import/export and conversions

    1. What systems and tools are available?  (Blender etc.)
    2. For VRM and VRM Consortium, are we encouraging converters and tools, or are we considering architectural alignment with HAnim Standards
  4. Relationships to continuing glTF evolution?

    1. Future structure of interrelated parts for evolving ISO/IEC 19774 HAnim Standards suite:
    2. Part 1 Architecture:  additions to feature points (predefined sites) and other small updates, also permitting multiple concentric layers of skin,
    3. Part 2 Motion Animation working OK, can we add ability to load BVH files as HAnimMotion nodes,
    4. Part 3 Facial Animation expression vocabulary and levels of expression,
    5. Part 4, modeling and animation of respiratory and internal organs,
    6. Part 5, motion capture (MOCAP) aligned with HAnim Motion Animation techniques,
    7. Part 6, maybe, soft-body physics.  Do clothing and cloth animation actually require a new part, or is this better as clause/component additions to HAnim Part 1?
    8. Part 7, maybe, avatar use cases and technical requirements? Discuss activities in Metaverse Standards Forum working groups.
  5.  Addition of clothing to HAnim Standard

    1. Much work has already started, presented in detail during earlier Web3D symposia.
    2. In general, simply put, what other capabilities of soft-body physics are relevant?
    3. Collision detection is important.  We need to consider what is already possible using the X3D Rigid Body Physics component before we consider adding anything new to HAnim.
    4. Fabric material properties of interest: roughness, friction, ability to stretch, membrane characteristics for fabric “breathing” etc.  Perhaps a FabricMaterial node?
    5. How are 3D articles of clothing related to (and coupled with) structures for humanoid figures?  (for example, ability to swap clothes while also draping over a moving body)
    6. Advanced topics.  What else is needed to fit a garment to a body?  How well do we need to model draping of clothing?  Is HAnim sufficient to model compression of the humanoid when wearing clothing or adjustment of body segments.
    7. From a human-model description perspective, might multiple layers of clothing be defined similarly to multiple layers of skin that are needed for internal organs?
    8. Might contact points of clothing on skin be defined compatibly with future definitions for MOCAP tracking points?
    9. Suggested initial exemplar demo:  mannequin with clothes.
    10. Further use cases: long skirt, a top that is off the shoulder, donning of socks, swappable bodies, fashion-show catwalk motion animation.
  6. Demonstrating capability

    1. Informative examples showing how to model varying figures (more than pairs of arms and legs, e.g. octopus etc.)
    2. Informative examples showing how to composably model partial figures and parts of the body in isolation,
    3. Show corresponding examples and implementation, defined in X3D 4.1 Architecture.
  7. Looking around, looking ahead:  are there any other new HAnim specification capabilities that might be needed?
  8. Reminder of goal outcomes: we are looking to achieve a better common understanding of how multiple technologies related to HAnim can co-exist and complement each other.  With this share awareness, multiple related efforts might proceed in parallel productively.

Invited participation and potential future collaboration:

  • ISO/IEC JTC1 SC24, TC133, TC159, plus any other committees?
  • IEEE 3D Body Processing,
  • Khronos and glTF,
  • Metaverse Standards Forum (MSF),
  • VRM Consortium

Workshop Preparations

  • Workshop organizers post the Call for Participation.
  • Participants are expected to read and prepare in advance, and are welcome to comment on these topics.
  • Participants are welcome to submit short point papers and/or a slideset in advance, to support group preparation and discussion.
  • We simply do not have enough time for everyone to explain their work in detail.
  • Discussion will note difficulties and improvements for these topics.
  • We all benefit from achieving mutual clarity.
  • Informal declaration of intentions to pursue various lines of effort are welcome.
  • Around-the-room (and possibly remote participant) reactions.
  • We all go to dinner in Portugal afterwards!

 
Keywords

  • Humanoid Animation
  • HAnim
  • Motion animation
  • skeleton
  • skin
  • BVH
  • facial animation
  • internal organs
  • motion capture
  • MOCAP
  • clothing
  • soft-body physics
  • metaverse
  • avatarsA