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EN
The de facto standard for storing human motion data on a computer involves a representation based on Euler angles. This representation, while effective, has several short- comings. Triplets of Euler angles are not unique, and the same posture may be expressed using different combinations of angles. Furthermore, many possible Euler angle triplets correspond to unnatural positions for human joints. This means that, in general, a large part of the representational space remains unused. In this paper, we investigate a recently proposed representation inspired by molecular representations. It uses only two (instead of three) degrees of freedom per joint: a vector and a torsion angle. Using the two key ingredients of this new representation, we present a complete analysis of the Graphics Lab Motion Capture Database. The data found in this analysis provide us with some powerful insights about natural and unnatural human postures in human motions. These insights can potentially lead to possible constraints on human motions which may be used to more effectively solve open problems in the computer graphics community, most notably the problem of (human) motion adaptation.
2
Content available remote A GPU approach to distance geometry in 1D: an implementation in C/CUDA
EN
We present a GPU implementation in C and CUDA of a matrix-by-vector procedure that is particularly tailored to a special class of distance geometry problems in dimension 1, which we name “paradoxical DGP instances”. This matrix-by-vector reformulation was proposed in previous studies on an optical processor specialized on this kind of computations. Our computational experiments shows that a large speed-up is observed when comparing our GPU implementation against a standard algorithm for distance geometry, called the Branch-and-Prune algorithm. These results confirm that a suitable implementation of the matrix-by-vector procedure in the context of optic computing is very promising. We also remark, however, that the total number of detected solutions grows with the instance size in our implementations, which appears to be an important limitation to the effective implementation of the optical processor.
3
Content available remote On the Representation of Human Motions and Distance-based Retargeting
EN
Distance-based motion adaptation leads to the formulation of a dynamical Distance Geometry Problem (dynDGP) where the involved distances simultaneously represent the morphology of the animated character, as well as a possible motion. The explicit use of inter-joint distances allows us to easily verify the presence of joint contacts, which one generally wishes to preserve when adapting a given motion to characters having a different morphology. In this work, we focus our attention on suitable representations of human-like animated characters, and study the advantages (and disadvantages) in using some of them. In the initial works on distance-based motion adaptation, a 3ndimensional vector was employed for representing the positions of the n joints of the character at a given frame. Here, we investigate the use of another, very popular in computer graphics, representation that basically replaces every joint position in the three-dimensional space with a set of three sorted Euler angles. We show that the latter can in fact be useful for avoiding some of the artifacts that were observed in previous computational experiments, but we argue that this Euler-angle representation, from a motion adaptation point of view, does not seem to be the optimal one. By paying particular attention to the degrees of freedom of the studied representations, it turns out that a novel character representation, inspired by representations used in structural biology for molecules, may allow us to reduce the character degrees of freedom to their minimal value. As a result, statistical analysis on human motion databases, where the motions are given with this new representation, can potentially provide important insights on human motions. This study is an initial step towards the identification of a full set of constraints capable of ensuring that unnatural postures for humans cannot be created while tackling motion adaptation problems.
EN
With the most recent releases of MD-JEEP, new relevant features have been included to our software tool. MD-JEEP solves instances of the class of Discretizable Distance Geometry Problems (DDGPs), which ask to find possible realizations, in a Euclidean space, of a simple weighted undirected graph for which distance constraints between vertices are given, and for which a discretization of the search space can be supplied. Since its version 0.3.0, MD-JEEP is able to deal with instances containing interval data. We focus in this short paper on the most recent release MD-JEEP 0.3.2: among the new implemented features, we will focus our attention on three features: (i) an improved procedure for the generation and update of the boxes used in the coarse-grained representation (necessary to deal with instances containing interval data); (ii) a new procedure for the selection of the so-called discretization vertices (necessary to perform the discretization of the search space); (iii) the implementation of a general parser which allows the user to easily load DDGP instances in a given specified format. The source code of MD-JEEP 0.3.2 is available on GitHub, where the reader can find all additional details about the implementation of such new features, as well as verify the effectiveness of such features by comparing MD- JEEP 0.3.2 with its previous releases.
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