# Week 3 - Rotations and Kinematics
For animation, human figures are usually represented as collections of
rigid bodies. This week, we'll focus on the background of these
representations.
## Monday (1/30) - Rotations
In this lecture, we'll talk about the representation of
rotations. Specifically, we'll talk about Quaternions and Exponential
maps.
Readings: before class, you must read enough to get an overview of
what rotations are about. You should (at least) skim through the first
(Grassia) paper and get the gist (if not the details) from some
reference on quaternions (see #2 and 3):
+ _Practical Parameterization of Rotations Using the
Exponential Map_
F. Febastian Grassia, Journal of Graphics Tools, 1998
Note: this is a nice discussion of the issues in working with
rotation, and survey of different rotation
representations. Ironically, his discussions of the exponential map
are not the best.
http://www.cs.cmu.edu/~spiff/moedit99/expmap.pdf
file:/p/course/cs838-gleicher/public/Reader/Quaternions/grassiaExpMap.pdf
+ _Animating rotation with quaternion curves_
Ken Shoemake, SIGGRAPH '85
Note: This paper is of historical interest since it is
singlehandedly responsible for introducing quaternions to the
graphics community. However, it is a bit dated, and the hacks for
quaternion splines are now superceded by some actual math.
http://doi.acm.org/10.1145/325334.325242
+ Gamasutra - "Rotating Objects Using Quaternions"
by Nick Bobick, in Game Developer Magazine Feb '98
Note: This is a nice tutorial on the practical issues in using
quaternions. It is sufficient, and easier to read.
http://www.gamasutra.com/features/19980703/quaternions_01.htm
file:/p/course/cs838-gleicher/public/Reader/Quaternions/gameDevQuaternions.pdf
Required Reading After Class (e.g. for wednesday):
+ _General Construction of Time-Domain Filters for Orientation Data_
Jehee Lee and Sung Yong Shin, TVCG '2001
http://dx.doi.org/10.1109/2945.998665
http://mrl.snu.ac.kr/Papers/TVCG2001.pdf
file:/p/course/cs838-gleicher/public/AnimationResources/Papers/Quaternions/leeOrientationFilters.pdf
Suggested Readings (more on rotations):
+ _A General Construction Scheme for Unit Quaternion Curves
with Simple High Order Derivatives_
by Myoung-Jun Kim, Myung-Soo Kim, and Sung Yong Shin, SIGGRAPH '95
Note: This paper is valuable since it shows that cubic splines can
be built with Quaternions directly (what Shoemake shows is
inefficient and wrong).
http://doi.acm.org/10.1145/218380.218486
file:/p/course/cs838-gleicher/public/AnimationResources/Papers/Quaternions/kimQuatSpline.pdf
## Wednesday (2/2) - Rotations and Kinematics
Today, we'll talk more about rotations and a bit about kinematics and
hierarchies.
Required Reading for today: the Lee and Shin paper listed under
Monday. You might also want to brush up on the hierarchies stuff from
your intro graphics class.
## Friday (2/4) - Inverse Kinematics
This day will be a brief survey of the problem of trying to determine
the angles required to achieve goals, e.g. the problem of Inverse
Kinematics.
Required Reading (for class):
+ _Dealing with the Ill-Conditioned Equations of Motion for Articulated
Figures_
Anthony Maciejewski in IEEE CG&A, May 1990
Note: this paper is valuable not just because it describes a method
for doing IK, but also the geometric and numerical issues
involved.
http://dx.doi.org/10.1109/38.55154
file:/p/course/cs838-gleicher/public/AnimationResources/Papers/Kinematics/maciejewski.pdf
Required Reading (after class - which means for next week's
summaries) either one of:
+ _Footskate Cleanup for Motion Capture Editing_
by Lucas Kovar John Schreiner Michael Gleicher, SCA 2002.
http://www.cs.wisc.edu/graphics/Gallery/kovar.vol/Cleanup
http://www.cs.wisc.edu/graphics/Papers/Gleicher/Mocap/cleanup.pdf
+ _Real-time inverse kinematics techniques for
anthropomorphic limbs_
by D. Tolani, A. Goswami, and N. Badler,
Graphical Models 62 (5), Sept. 2000
http://hms.upenn.edu/2000/0528a.pdf
file:/p/course/cs838-gleicher/public/AnimationResources/Papers/Kinematics/tolani.pdf
# Week 4 - Motion Capture
A general introduction to the topic of motion capture and motion
editing is hard to find. The required readings come from a book
that I started to write (that has a wierd history).
The other big activity for this week is for people to pick projects.
## Monday (2/6) - Motion Capture Intro
One of the many problems of my not-yet-written book is that it is out
of date. So in addition to reading some old thing that I wrote, you
need to do a little web hunting expedition.
Required Readings:
+ One of my introductions. The preferred version is the intro chapter
from the not yet written book. While it is longer (15 pages), it is
pretty light reading. The Other article is a "short version":
- _Animation from Observation_
Chapter 1 of a not yet written book by Mike Gleicher
http://www.cs.wisc.edu/graphics/Courses/777-s2006/MocapBook/01-Intro.pdf
- _Animation from Observation_
by Michael Gleicher in Computer Graphics 33(4), p51-54. Special
Issue on Applications of Computer Vision to Computer Graphics.
http://www.cs.wisc.edu/graphics/Papers/Gleicher/Mocap/anim-obs-article.pdf
+ Go looking around on the web. Get an idea of what motion capture is,
what people are doing, ...
## Wednesday (2/8) - Project Ideas Discussion
You should be doing some reading to get some ideas as to what you may
want to do for a project. Otherwise, I might just assign a project to
you.
Also, the reading for Friday is a bit long, so you might want to get started.
## Friday (2/10) - Motion Editing
Basic ideas in motion editing - mainly signal processing. Sadly, this
is one place where the original sources are not a good way to learn
it, so the thing to read is my book chapter, which is unfortunately
not completely written.
Note: the last part of the book chapter (section 1.7, pages 54-70) are
about a bunch of methods that I used to work on that (for various
reasons that we will discuss) never caught on, and have changed a
lot. So reading this is optional (there are better sources).
Required Reading (read this before class):
+ _Techniques for Motion Editing_ pages 1-54
by Mike Gleicher, for an unfinished book
http://www.cs.wisc.edu/graphics/Courses/777-s2006/MocapBook/02-Editing.pdf
Recommended Readings (for after class):
+ You might want to go back to the "original sources" for the basic
motion editing ideas:
- _Motion Signal Processing_
by Armin Brudelin and Lance Williams, SIGGRAPH '95
- _Motion Warping_
by Zoran Popovic and Andrew Witkin, SIGGRAPH '95
+ Two early systems made use of a remarkable amount of motion editing
technology (given how young it was):
- _Real Time Responsive Animation with Personality_
by Ken Perlin, IEEE TVCG (Trans on Visualization and Comp
Graphics), 1995 (Vol 1, Issue 1)
- _Verbs and Adverbs: Multidimensional Motion Interpolation_
by Charles Rose, Michael F. Cohen, and Bobby Bodenheimer,
IEEE Computer Graphics and Applications (CG&A), September 1998.