Capturing 3-D Motion
BY MATT ROBERTS
Salim Zayat, Art Director of the Human Modeling and Simulation
Lab (HMS)and a 2001 graduate of Penn Engineering’s
Digital Media Design program , is put-ting some final touches
on a short 3Danimation. Typically, the realistic human motion
Franklin exhibits would take ages to model convincingly.
Remarkably, Zayat and partner,2001 DMD graduate Neil Chatterjee,
have managed to animate dead-on posture, gait and gesture —all
in a matter of weeks.
The secret? While both are talented animators, it was not
solely the duo’s artistic prowess that enabled such
rapid articulation of Franklin’s sweeping wave and
smug swagger. It was a technology known as 3D motion capture —MoCap
for short —which allowed them to literally record an
actor’s three-dimensional movement in space.
To use the system, an actor wears a special suit covered
in infrared transmitters which can broadcast signal information
nine hundred times per second. He then enters a room-sized,
box-like array of infrared sensor bars —a piece of
hardware known as the ReActor, produced by the specialty
hardware manufacturer Ascension. The ReActor receives the
infrared data and outputs usable computer data to PC’s
running Kaydara’s Film Box software. Film Box can implant
the real-time positional information from the movement of
the actor’s joints into a three-dimensional model,
in this case, Zayat’s irreverent Ben Franklin, created
using Oscar award-winning Alias Wavefront’s Maya modeling
and animation software.
Next, the model and the motion can be mapped and matched
using software maker EonReality’s 3D integration package.
Finally, powered by a dual-output nVidia graphics card, the
animation can be projected stereoscopically in 3D onto screens
in the back of the motion-tracking ReActor cage environment.
Users or observers can don special stereo glasses that give
the illusion of pulling the projection out of the screen
and into the room. The end result is an apparent three-dimensional
world in which natural looking character motions and gestures
are rendered on the ?y. Two years in the making, the system
as a whole has been dubbed LiveActor. But, while this motion
capture system is an undeniably useful and powerful addition
to the Human Modeling and Simulation Laboratory, graphics
researchers primarily plan to use it as a base tool in a
larger and potentially more important application being developed
in the eastern wing of the Moore School. Dr. Norman Badler,
Director of the HMS, and his cadre of computer graphics PhD’s
have bigger plans for tracking and processing human movement
than simply recording it —they are going to create
systems which actually respond to a user’s movement,
just like a real human might.
“The principle goal is to enable mutual interaction
between real and virtual people,” explains Dr. Badler.
Badler’s experience in placing humans in virtual environments
is long standing: he lead the development of the pioneering “Jack ”virtual
human modeling software in the 1980’s.
“The unique thing we did was marry the ReActor motion
capture system with the stereo display,” continues
Badler. The setup lays the ground work for simulations where
a user’s gestures and movement can be treated as input
to a system which examines the data and makes virtual characters
respond appropriately. “We believe there are significant
applications where having close, interpersonal relationships
with individuals in a virtual space will provide training
and educational opportunities that you can’t have when
you are in a physical space of the same sort,” says
Badler.
Such training opportunities abound in military, aerospace
and security fields. Largely, though, these applications
have been closely tied to learning tools or instrumentation,
such as in flight simulation. While these simulators are
extraordinarily successful teaching tools, there has always
been a barrier between the user and the simulation, both
physically and cognitively. A user’s ability to interact
using natural language or gesture —our primary communication
media as human beings —has been limited.
The research driving the LiveActor system hopes to change
this. By facilitating the use of body movement and gesture
in three dimensions as input to an intelligent, responsive
simulation of virtual characters, LiveActor opens the door
for more convincing and realistic means of experiencing scenarios
which would be prohibitive to recreate in the real world
due to cost, time or safety concerns.
One of the first projects in development extends a previously
developed “checkpoint ”simulation into LiveActor’s
3D capture system. The simulation is a mockup of a security
checkpoint where users from military or law enforcement can
practice the correct procedure for identifying threats —a
delicate and sometimes dangerous task. “Its probably
good to experience the consequences of doing it wrong in
the virtual space first,” says Badler.
Jan Allbeck, a PhD student and Systems Programmer at the
HMS lab, is leading research on mapping a library of captured
human gestures into a computer database. Similar to how a
child learns to recognize verbal and non-verbal communication
by associating occurrence with context, a neural-network
based software system, developed at HMS and known as EMOTE,
can “learn ”to identify3D movement and create
a library of gestural information.
“We feed [the 3D motion input ] into our virtual characters,
so now they know something about the state of mind or physiology
of the real person,” explains Allbeck. She and her
associates hope to create a system which would not only recognize
didactic gestural commands(like ‘stop,’ ‘come’ or ‘go’)but
also identify emotions: a bored user acts differently than
an attentive or frightened one, for example. Humans perceive
and respond to these non-verbal cues naturally, and deconstructing
their specific attributes might allow a computer to do so
as well.
Primary funding for the research comes from the NSF, NASA,
Lockheed Martin and SEAS. NASA hopes to simulate in-space
repair and maintenance in conjunction with a natural language
interface, and PhD candidate Aaron Bloom field is working
on a “tactor ”based system for them which would
provide physical, vibrating feedback when users’ limbs
touch virtual masses. This spring, as part of the undergraduate “Building
Virtual Worlds ”course, taught by Badler and Dr. Stephen
Lane, one group of students even used the motion capture
system for their final class project. The LiveActor system
has become a nexus of activity in the graphics department,
and a lecture on and demonstration of the technology this
spring drew a substantial crowd.
“Man, I wish this was here when I was an undergrad,” pines
Zayat. Thanks to continuing grants and interest, LiveActor
may be a tool that future Penn Engineering students get to
experience first hand, and first person.
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