H-Anim Future Work and Outreach 2014

From Web3D.org
Jump to: navigation, search

(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

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

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