Difference between revisions of "H-Anim Future Work and Outreach 2014"
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'''Overview.''' Lots of activity continues to gradually proceed in H-Anim. These lists of suggested steps can help us stay organized and productive. | '''Overview.''' Lots of activity continues to gradually proceed in H-Anim. These lists of suggested steps can help us stay organized and productive. | ||
+ | |||
+ | == '''Animation''' == | ||
+ | |||
+ | === Best practices === | ||
+ | * Composition of partial behaviors | ||
+ | ** Additive (e.g. waving + sitting down) | ||
+ | ** Superposition(e.g. waving + walking) | ||
+ | * Inline and IMPORT/EXPORT conventions for passing events from motion interpolators to humanoids | ||
+ | ** LOA by LOA versions? | ||
+ | |||
+ | === Build Behavior Libraries === | ||
+ | * Vocabulary of poses and emotions | ||
+ | * Static position/posture poses | ||
+ | * Corresponding Displacer nodes | ||
+ | |||
+ | == '''Examples''' == | ||
+ | |||
+ | Examples are always a powerful way to show whether the specification is working or needs improvement. | ||
+ | |||
+ | === Additional Examples Needed === | ||
+ | * Anatomically correct human | ||
+ | * Animals | ||
+ | * Cartoon charchers (humanoid but not human) | ||
+ | * Conversion of BVH examples | ||
+ | * Skin (we will add Joe's examples, as they are tested) | ||
+ | * Clothing | ||
+ | |||
+ | There are a lot of things we will build - humans are complex! An independent archive may be needed, separate from the X3D Basic Examples Archive. | ||
+ | |||
+ | === Human Skeleton === | ||
+ | * Modified over years by Joe Williams and Damon Hernandez, origin uncertain | ||
+ | * Modified DEC 2013 by Joe Williams and Don Brutzman, checked into Medical examples at | ||
+ | ** http://www.web3d.org/x3d/content/examples/Basic/Medical | ||
+ | ** http://www.web3d.org/x3d/content/examples/Basic/Medical/BonesAllSkeleton.x3d | ||
+ | ** http://www.web3d.org/x3d/content/examples/Basic/Medical/SkeletonCompleteNoNormals.x3d | ||
+ | * Individual geometry files for each segment in human body, independently loadable | ||
+ | * Define how to change size to match a given body | ||
+ | |||
+ | === Korean Characters === | ||
+ | * prepared by MWL and students, excellent cartoon characters | ||
+ | * Joints/Segments and skin, H-Anim compliant, LOA? | ||
+ | * TODO add to Basic archives, find/review prior list of requested fixes | ||
+ | |||
+ | == '''Specifications: H-Anim and X3D''' == | ||
+ | |||
+ | * How to indicate whether a character is a strict human or not? | ||
+ | * LOA 5 for all remaining animatable joints in human body? or additional LOAs? | ||
+ | ** Hands feet face, anything else? | ||
+ | * Names for additional Joints, Segments, Sites | ||
+ | * Ensure that H-Anim and multiple X3D specifications stay synchronized | ||
+ | |||
+ | === Hands, Feet === | ||
+ | * Problem: how to we handle wrist joints as a directed acyclic graph (DAG) structure? | ||
+ | ** Physiology is different, apparently a mesh | ||
+ | ** Nevertheless each bone can only be in one position/orientation at a time | ||
+ | ** Thus a scene graph can show correct results, even if forces are complex | ||
+ | * We care most about the position/orientation of each bone | ||
+ | ** Typically we think of angle relationships between multiple bones | ||
+ | ** End result is what matters: position/orientation of each bone | ||
+ | ** Perhaps we should use the name "pseudo Joint" when this is a mismatch (such as carpal bones in wrist) | ||
+ | |||
+ | === Face === | ||
+ | * Facial Action Coding System (FACS), Action Units (AUs) | ||
+ | * Can a combination of labels and displacements be used? | ||
+ | ** Animations with different resolution can ignore points and use alternative internal scripts via label execution | ||
+ | * What about using control points with NURBS surfaces? | ||
+ | |||
+ | === Medical considerations === | ||
+ | * Confirm all names are anatomically accurate. Either change names or create new lists of names or create correspondences tables, to note how this works | ||
+ | * Joint, Segment and Site are also natural/logical/essential places to hang metadata and annotations | ||
+ | |||
+ | === Skin === | ||
+ | |||
+ | * Placeholder here... Joe and Don have lots of checking to do in coming months | ||
+ | |||
+ | == '''Tools''' == | ||
+ | |||
+ | === BVH Converter === | ||
+ | * Algorithm needs to be documented, can we finish our blog entry? | ||
+ | * MWL's C++ code, described in slides, final fixes needed | ||
+ | * DPB to consider writing corresponding Java code | ||
+ | |||
+ | === "MWL H-ANIM Editor" === | ||
+ | * What is the name of this tool please? | ||
+ | * Can we announce availability? | ||
+ | * Excellent and novel capabilities - TODO list | ||
+ | * Can produce sophisticated animations | ||
+ | |||
+ | === X3D Decorator === | ||
+ | * New, under development | ||
+ | * XSLT stylesheet can follow "decorator pattern" to modify scene graphs | ||
+ | ** Converts .x3d to a modified .x3d | ||
+ | * Current support for canonical form, omitting default values, url corrections, minor fixups | ||
+ | * TODO add support for H-Anim | ||
+ | ** remove geometry from Joints/Segments/Sites | ||
+ | ** Add/replace geometry to Joints/Segments/Sites | ||
+ | |||
+ | === X3D Schematron Validation === | ||
+ | * X3D Schematron includes numerous validation rules | ||
+ | ** TODO list them? | ||
+ | * Are asymmetry warnings helpful? | ||
+ | * Still need rules for skin | ||
+ | * Lists of additional joint, segment, site names | ||
+ | |||
+ | === X3D to XHTML Stylesheet === | ||
+ | * Can provide example geometry for H-Anim character | ||
+ | * Example [http://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation/HAnimSpecificationLOA3Illustrated.x3d HAnimSpecificationLOA3Illustrated.x3d] ([http://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation/HAnimSpecificationLOA3Invisible.html#humanoidHAnimHumanoidReport pretty-print source], [http://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation/HAnimSpecificationLOA3Illustrated.png image 1], [http://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation/HAnimSpecificationLOA3IllustratedLeftSide.png image 2]) | ||
+ | * Example [http://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation/HAnimSpecificationLOA3Motion.x3d HAnimSpecificationLOA3Motion.x3d] ([http://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation/HAnimSpecificationLOA3MotionH3DViewer.png image]) | ||
+ | |||
+ | == '''Outreach''' == | ||
+ | |||
+ | === Education === | ||
+ | * Prepare summary flyer suitable for wide distribution | ||
+ | * Prepare tutorial slideset | ||
+ | * Prepare set of videos to accompany demos? | ||
+ | |||
+ | === Coordination and Cooperation === | ||
+ | * Create a target list of groups who deal with humans (all ages, genders, health states) to develop outreach strategy | ||
+ | * Determine the market potential for H-Anim usage (i.e., number of humans and number of animation seconds) in the education, training and communications of the groups whose business is human … | ||
+ | * Market the reusability of humanoids and their behaviors to personalize a groups products and services to its customer base | ||
+ | * Not clear if we should reach out to other groups or not while so much is occurring... keeping wiki up-to-date is critical | ||
+ | * Perhaps we should simply advertise our progress to other groups, perhaps there will be other participants? | ||
+ | * Are our emerging changes compatible with MPEG-4 practices? Are there things to either change or maintain for compatibility? | ||
+ | ** Who can be our liaison individual? Must be able to live with both IPR models. | ||
+ | * What other ISO standards committees have related work? | ||
+ | * How can our humanoids support the Augmented Reality WG? | ||
+ | |||
+ | == '''Other stuff''' == | ||
+ | * List of all non-animating joints in the body? | ||
+ | * Is facial animation similar to skin? | ||
+ | * Is clothing similar to skin? | ||
+ | * Cross-check this list for coverage of all items in NWIPs |
Latest revision as of 03:51, 21 January 2014
(Our meeting today is hosted by Myeong Won Lee and the Web3D Korea Chapter. Thank you - ham sa ham ni dah!)
Overview. Lots of activity continues to gradually proceed in H-Anim. These lists of suggested steps can help us stay organized and productive.
Animation
Best practices
- Composition of partial behaviors
- Additive (e.g. waving + sitting down)
- Superposition(e.g. waving + walking)
- Inline and IMPORT/EXPORT conventions for passing events from motion interpolators to humanoids
- LOA by LOA versions?
Build Behavior Libraries
- Vocabulary of poses and emotions
- Static position/posture poses
- Corresponding Displacer nodes
Examples
Examples are always a powerful way to show whether the specification is working or needs improvement.
Additional Examples Needed
- Anatomically correct human
- Animals
- Cartoon charchers (humanoid but not human)
- Conversion of BVH examples
- Skin (we will add Joe's examples, as they are tested)
- Clothing
There are a lot of things we will build - humans are complex! An independent archive may be needed, separate from the X3D Basic Examples Archive.
Human Skeleton
- Modified over years by Joe Williams and Damon Hernandez, origin uncertain
- Modified DEC 2013 by Joe Williams and Don Brutzman, checked into Medical examples at
- Individual geometry files for each segment in human body, independently loadable
- Define how to change size to match a given body
Korean Characters
- prepared by MWL and students, excellent cartoon characters
- Joints/Segments and skin, H-Anim compliant, LOA?
- TODO add to Basic archives, find/review prior list of requested fixes
Specifications: H-Anim and X3D
- How to indicate whether a character is a strict human or not?
- LOA 5 for all remaining animatable joints in human body? or additional LOAs?
- Hands feet face, anything else?
- Names for additional Joints, Segments, Sites
- Ensure that H-Anim and multiple X3D specifications stay synchronized
Hands, Feet
- Problem: how to we handle wrist joints as a directed acyclic graph (DAG) structure?
- Physiology is different, apparently a mesh
- Nevertheless each bone can only be in one position/orientation at a time
- Thus a scene graph can show correct results, even if forces are complex
- We care most about the position/orientation of each bone
- Typically we think of angle relationships between multiple bones
- End result is what matters: position/orientation of each bone
- Perhaps we should use the name "pseudo Joint" when this is a mismatch (such as carpal bones in wrist)
Face
- Facial Action Coding System (FACS), Action Units (AUs)
- Can a combination of labels and displacements be used?
- Animations with different resolution can ignore points and use alternative internal scripts via label execution
- What about using control points with NURBS surfaces?
Medical considerations
- Confirm all names are anatomically accurate. Either change names or create new lists of names or create correspondences tables, to note how this works
- Joint, Segment and Site are also natural/logical/essential places to hang metadata and annotations
Skin
- Placeholder here... Joe and Don have lots of checking to do in coming months
Tools
BVH Converter
- Algorithm needs to be documented, can we finish our blog entry?
- MWL's C++ code, described in slides, final fixes needed
- DPB to consider writing corresponding Java code
"MWL H-ANIM Editor"
- What is the name of this tool please?
- Can we announce availability?
- Excellent and novel capabilities - TODO list
- Can produce sophisticated animations
X3D Decorator
- New, under development
- XSLT stylesheet can follow "decorator pattern" to modify scene graphs
- Converts .x3d to a modified .x3d
- Current support for canonical form, omitting default values, url corrections, minor fixups
- TODO add support for H-Anim
- remove geometry from Joints/Segments/Sites
- Add/replace geometry to Joints/Segments/Sites
X3D Schematron Validation
- X3D Schematron includes numerous validation rules
- TODO list them?
- Are asymmetry warnings helpful?
- Still need rules for skin
- Lists of additional joint, segment, site names
X3D to XHTML Stylesheet
- Can provide example geometry for H-Anim character
- Example HAnimSpecificationLOA3Illustrated.x3d (pretty-print source, image 1, image 2)
- Example HAnimSpecificationLOA3Motion.x3d (image)
Outreach
Education
- Prepare summary flyer suitable for wide distribution
- Prepare tutorial slideset
- Prepare set of videos to accompany demos?
Coordination and Cooperation
- Create a target list of groups who deal with humans (all ages, genders, health states) to develop outreach strategy
- Determine the market potential for H-Anim usage (i.e., number of humans and number of animation seconds) in the education, training and communications of the groups whose business is human …
- Market the reusability of humanoids and their behaviors to personalize a groups products and services to its customer base
- Not clear if we should reach out to other groups or not while so much is occurring... keeping wiki up-to-date is critical
- Perhaps we should simply advertise our progress to other groups, perhaps there will be other participants?
- Are our emerging changes compatible with MPEG-4 practices? Are there things to either change or maintain for compatibility?
- Who can be our liaison individual? Must be able to live with both IPR models.
- What other ISO standards committees have related work?
- How can our humanoids support the Augmented Reality WG?
Other stuff
- List of all non-animating joints in the body?
- Is facial animation similar to skin?
- Is clothing similar to skin?
- Cross-check this list for coverage of all items in NWIPs