Computer animation may be used in various applications such as computer generated imagery in the film, video games, entertainment, biomechanics, training videos, sports simulators, and other arts. Animations of people or other objects may involve the generation of a three-dimensional mesh which may be manipulated by the computer animation system to carry out various motions in three-dimension. The motions may be viewed by a user or audience from a single angle, or from multiple angles.
The objects to be animated in a computer animation are typically pre-programmed into the system. For example, an artist or illustrator may develop a general appearance of the object, such as a person, to be animated. During animations, as parts of the person change pose, the mesh or skin position may be affected by the movement of the associated proximate joints. The amount by which the mesh or skin moves may vary and the dependence on the movement or rotation about a joint may vary.
Reference will now be made, by way of example only, to the accompanying drawings in which:
As used herein, any usage of terms that suggest an absolute orientation (e.g. “top”, “bottom”, “up”, “down”, “left”, “right”, “low”, “high”, etc.) may be for illustrative convenience and refer to the orientation shown in a particular figure. However, such terms are not to be construed in a limiting sense as it is contemplated that various components will, in practice, be utilized in orientations that are the same as, or different than those described or shown.
Computer animation is used in a broad range of different sectors to provide motion to various objects, such as people. In many examples of computer animation, a three-dimensional representation of an object is created with various characteristics. The characteristics are not particularly limited and may be dependent on the object as well as the expected motions and range of motions that the object may have. For example, if the object is a car, the car may be expected to have a standard shape such as a sedan with doors that open and wheels that may spin and front wheels that may be turned within a predetermined range of angles.
In other examples where the object is a person, the person will have various key-point connectors or bones with different degrees of motions. It is to be appreciated by a person of skill in the art with the benefit of this description that the term “bone” refers to various key-point connectors in a person that may be modeled with various degrees and ranges of motion to represent an approximation of the bone on a person. For example, a bone may refer to an estimated rigid connection on a person that is not a physiological bone. In other examples, a bone may refer to a connector between multiple key-points or joints.
Accordingly, objects to be animated may generally be represented by a pre-programmed mesh with the relevant characteristics, such as the position and the motion at each key-point connector. The movement of each key-point connector or movement about each key-point connector if it is a rotational movement may have a corresponding movement in a three-dimensional mesh of the object. For example, a three-dimensional mesh of a person may be generated from key-point connectors representing approximated body parts of a person, such as an upper arm or lower arm, to mimic the natural movements of the person. Color may be added to the mesh to match skin color and/or clothes and texture may also be added to provide the appearance of a real person. However, the movements of the vertices of the mesh may not appear natural if directly linked to the movement at or about each key-point connector as the movement of each vertex may be dependent on multiple key-points or joints or to varying degrees compared to the neighboring vertices.
An apparatus and method of determining a mechanical weigh index, also known as a mesh skin weight, for each vertex of a mesh in two-dimensions to describe the relationship between the vertex and a key-point connector is provided. The apparatus may receive an image representing an object and then rig a mechanical weight index heatmap. By providing a means to generate a mesh with vertices that move based on movements of a key-point connector in accordance a mechanical weight index, life-like avatars and characters may be animated with motions that appear natural.
In the present description, the models and techniques discussed below are generally applied to a person. It is to be appreciated by a person of skill with the benefit of this description that the examples described below may be applied to other objects as well such as animals and machines.
Referring to
The communications interface 55 is to communicate with an external source to receive raw data representing an object. In the present example, the communications interface 55 may communicate with external source over a network, which may be a public network shared with a large number of connected devices, such as a WiFi network or cellular network. In other examples, the communications interface 55 may receive data from an external source via a private network, such as an intranet or a wired connection with other devices. As another example, the communications interface 55 may connect to another proximate device via a wired connection, a Bluetooth connection, radio signals, or infrared signals. In particular, the communications interface 55 is to receive raw data from the external source to be stored on the memory storage unit 60.
The memory storage unit 60 is to store data received via the communications interface 55. In particular, the memory storage unit 60 may store raw data including two-dimensional images representing objects from which a mechanical heatmaps of a weight index is to be generated. In the present example, the memory storage unit 60 may store multiple two-dimensional images representing an object in two-dimensions. In particular, the objects may be an image of a person in an A-pose clearly showing multiple and substantially symmetrical key-point connectors. In other examples, the object may be a person in a T-pose position. In further examples, the person in the raw data may be in a natural pose with one or more key-points and key-point connectors obstructed from view. Although the present examples each relate to a two-dimensional image of a person, it is to be appreciated with the benefit of this description that the examples may also include images that represent different types of objects, such as an animal or machine.
The memory storage unit 60 may be also used to store addition data to be used by the apparatus 50. For example, the memory storage unit 60 may store various reference data sources, such as templates and model data. It is to be appreciated that the memory storage unit 60 may be a physical computer readable medium used to maintain multiple databases, or may include multiple mediums that may be distributed across one or more external servers, such as in a central server or a cloud server.
In the present example, the memory storage unit 60 is not particularly limited includes a non-transitory machine-readable storage medium that may be any electronic, magnetic, optical, or other physical storage device. The memory storage unit 60 may be used to store information such as data received from external sources via the communications interface 55, template data, training data, pre-processed data from the pre-processing engine 65, or results from the neural network engine 70. In addition, the memory storage unit 60 may be used to store instructions for general operation of the apparatus 50. For example, the memory storage unit 60 may store an operating system that is executable by a processor to provide general functionality to the apparatus 50 such as functionality to support various applications. The memory storage unit 60 may additionally store instructions to operate the pre-processing engine 65 and the neural network engine 70. The memory storage unit 60 may also store control instructions to operate other components and any peripheral devices that may be installed with the apparatus 50, such cameras and user interfaces.
In some examples, the memory storage unit 60 may be preloaded with data, such as training data or instructions to operate components of the apparatus 50. In other examples, the instructions may be loaded via the communications interface 55 or by directly transferring the instructions from a portable memory storage device connected to the apparatus 50, such as a memory flash drive.
The pre-processing engine 65 is to pre-process the raw data from the memory storage unit 60 to generate a segmentation map 105 as shown in
The segmentation map 105 generated by the pre-processing engine 65 is to generally provide a mask of the object in the present example. The segmentation map 105 is a two-dimensional map that uses a binary value for each pixel to indicate whether the pixel is part of the object. In the present example, the segmentation map 105 of the image 100 shows a similar shape as the person in the A-pose. It is to be appreciated by a person of skill with the benefit of this description that the segmentation map 105 may be used to identify the pixels of to be processed by the neural network engine 70.
The generation of the segmentation map 105 is not particularly limited and may involve various image processing engines or user input. In the present example, a computer vision-based human pose and segmentation system such as the wrnchAI engine is used. In other examples, other types of computer vision-based human segmentation systems may be used such as OpenPose, Mask-R CNN, or other depth sensor, stereo camera or LIDAR-based human segmentation systems such as Microsoft Kinect or Intel RealSense. In addition, the segmentation map may be annotated by hand with an appropriate software such as CVAT or in a semi-automated way with segmentation assistance tools such as those in Adobe Photoshop or GIMP.
In some examples, the pre-processing engine 65 may further identify a position in the segmentation map 105 for each key-point of a plurality of key-points by generating a two-dimensional key-point heatmap for each key-point. In the present example, a key-point may be a joint which may correspond to a position where the object carries out relative motions between portions of the object. The key-points are generally predetermined and defined with a set of attributes based on the type of key-point, such as whether the key-point represents an elbow or a shoulder. Continuing with the present example of a person as the object, a key-point may represent a joint on the person, such as a shoulder where an arm moves relative to the torso. By identifying a hotspot in the key-point heatmap, the pre-processing engine 65 may determine the key-point position. Furthermore, the pre-processing engine 65 may identify multiple key-points that have been pre-defined. The number of key-points for an object is not particularly limited. For example, the pre-processing engine 65 may assign sixteen different key-points or joints to the image. In further examples, the pre-processing engine 65 may assign more key-points to capture higher resolution movements or fewer key-points to reduce the amount of computational resources used.
Although the present example shows the pre-processing engine 65 as part of the apparatus 50, it is to be appreciated that in some examples, the pre-processing engine 65 may be part of an external system providing pre-processed data or the pre-processed data may be generated by other methods, such as manually by a user.
The neural network engine 70 is to generate a mechanical heatmap for a predefined key-point connector based on the segmentation map 105 from the pre-processing engine 65. In the present example, the mechanical heatmap includes a mechanical weight index of the predefined key-point connector for each pixel of a two-dimensional image that represent a vertex of a three-dimensional mesh of the object.
The manner by which the mechanical heatmap is generated is not particularly limited. In the present example, the neural network engine 70 is to apply a convolutional neural network trained to estimate mechanical heatmaps representing an estimated mechanical weight of each key-point connector or bone on each pixel. The network architecture used by the neural network engine 70 may be any deep neural network architecture with sufficient depth, receptive field and model complexity to be capable of learning to perform this task including fully convolutional architectures such as U-net, Stacked Hourglass or HRNet.
It is to be appreciated by a person of skill with the benefit of this description that the neural network engine 70 is to generate a mechanical heatmap for each key-point connector that is predefined in a model for the object. In the present example, the model includes 60 predefined key-point connectors to represent a person in the A-pose as shown in
It is to be appreciated by a person of skill that the number of key-point connectors is not limited. In some examples, fewer key-point connectors or bones may be used to describe the object. Alternatively, additional key-point connectors or bones may be added to provide a higher resolution of motion. For each mechanical heatmap, a value is assigned for each pixel. In the present example, the values are normalized between zero and one to represent the weight index for each pixel of the key-point connector. As shown in
In the present example, the neural network engine 70 is to be trained using synthetic data. The source of the synthetic data is not particularly limited. In the present example, the synthetic data may be a set of realistic humanoid skinned three-dimensional character models. The size of the training data set is not particularly limited and may be about 750 in some examples. In other examples, larger or smaller sets of training data may be used. The manner by which the character models of the training data are generated is not particularly limited. For example, the character models may be scanned using a camera or camera system. In other examples, the character models may be hand modeled. The vertex skin weights of these characters may be hand-painted in software such as Maya or auto-generated and then reviewed and corrected by hand. The character models may be rendered with a synthetic data generator to produce images of these characters in different poses, lighting conditions and with different backgrounds. The variation of poses may fit within the pre-defined criteria for acceptable poses to the inference system. The criteria are not limited and may include conditions such as whether the model is facing the camera, standing, palms orientation, etc. For each rendered image of a character model, the synthetic data generator may generate corresponding actual mechanical heatmaps by sampling all pixels inside the character model's segmentation map. The skin weights of each pixel are then calculated based on the linear interpolation between three vertices creating the polygon that the pixel belongs to. The process may be repeat by the synthetic data generator to generate a training dataset of rendered images and associated actual mechanical heatmaps for each rendered image.
The number of generated training images in the training dataset is not limited and in the present example, over 10,000 training images are generated to train the neural network engine 70. The training images may be used to train the neural network engine 70 to estimate mechanical heatmaps using a deep learning frame work such as Tensorflow (or PyTorch). Each of the estimated mechanical heatmaps may be compared to the ground truth with an appropriate loss function, such as a focal L2 loss. The loss function is a function of difference between ground truth and predicted values which the neural network attempts to minimize during training.
Referring to
In the present example, the memory storage unit 60a may also maintain databases to store various data used by the apparatus 50a. For example, the memory storage unit 60a may include a database 300a to store raw data images received from an external source, a database 310a to store the data generated by the pre-processing engine 65a, a database 320a to store the two-dimensional mechanical heatmaps generated by the coarse neural network engine 70a, the fine neural network engine 72a, a database 330a to store two-dimensional key-points generated by the skeleton generator 75a, and a database 335a to store three-dimensional models generated by the mesh rigging engine 77a. In addition, the memory storage unit may include an operating system 340a that is executable by the processor 80a to provide general functionality to the apparatus 50a. Furthermore, the memory storage unit 60a may be encoded with codes to direct the processor 80a to carry out specific steps to perform a method described in more detail below. The memory storage unit 60a may also store instructions to carry out operations at the driver level as well as other hardware drivers to communicate with other components and peripheral devices of the apparatus 50a, such as various user interfaces to receive input or provide output.
The memory storage unit 60a may also include a synthetic training database 350a to store training data for training the neural network engine 70a. It is to be appreciated that although the present example stores the training data locally, other examples may store the training data externally, such as in a file server or cloud which may be accessed during the training of the coarse neural network engine 70a or the fine neural network engine 72a via the communications interface 55a.
In the present example, the processor 80a is to operate a coarse neural network engine 70a and a fine neural network engine 72a. The coarse neural network engine 70a is to be applied to a first set of key-point connectors. The fine neural network engine 72a is to be applied to a second set of key-point connectors. In the present example, the coarse neural network engine 70a is to process the first set of key-point connectors. The fine neural network engine 72a may then process a region already processed by the coarse neural network engine 70a to map finer details. In this example, the coarse neural network engine 70a may generate a heatmap for a hand as a key-point connector. The fine neural network engine 72a the then generate a plurality of heatmaps for smaller key-point connectors or bones, such as the fingers of the hand. The plurality of heatmaps for the finer key-point connectors may then replace the original heatmap for the region generated by the coarse neural network engine 70a.
In other examples, each key-point connector may be processed by one of the coarse neural network engine 70a or the fine neural network engine 72a such that first set of key-point connectors and the second set of key-point connectors are mutually exclusive of each other. It is to be appreciated by a person of skill in the art that in other examples, the coarse neural network engine 70a and the fine neural network engine 72a may be applied to some key-point connectors in an overlap zone to generate mechanical heatmaps that may be averaged or reconciled with each other.
The fine neural network engine 72a is to generate a mechanical heatmap for a predefined key-point connector in close proximity to other key-point connectors based on a segmentation map from the pre-processing engine 65a. Accordingly, the fine neural network engine 72a may be trained to generate high resolution mechanical heatmaps for regions of the image where there is a high density of key-point connectors or bones. For example, the hand of a person may have many degrees of motion in a relatively small area of the image compared with the rest of the body of the person. Accordingly, this portion may include a high density of key-points and key-point connectors. By using the fine neural network engine 72a that may be specifically trained for fine features using specialized training datasets, more accurate mechanical heatmaps for a region may be generated.
The mechanical heatmaps generated by the coarse neural network engine 70a and the fine neural network engine 72a may be added together to infer the overall mechanical weight index of the key-point connector on a specific pixel.
In the present example, the neural network engine 72a is to apply a convolutional neural network trained to estimate mechanical heatmaps representing an estimated mechanical weight of each key-point connector or bone on each pixel. The network architecture used by the neural network engine 72a may be any deep neural network architecture with sufficient depth, receptive field and model complexity to be capable of learning to perform this task similar to the coarse neural network engine 70a. In other examples, the neural network engine 72a may have a different architecture from the neural network engine 70a.
In the present example, the skeleton generator 75a is to determine a two-dimensional position for each key-point in the model of predefined key-points based on the mechanical heatmaps generated by the coarse neural network engine 70a and/or the fine neural network engine 72a. The manner by which the two-dimensional positions are determined is not particularly limited. In the present example, each key-point may be determined based on regions of the mechanical heatmaps with the highest weight index. For example, the midpoint between regions in the mechanical heatmap of adjacent predefined key-point connectors be determined to be a key-point. In the present example of a person, the mechanical heatmaps for a lower arm and upper arm may be used to determine the position of an elbow. The manner by which a midpoint is determined is not limited. For example, a center of a region with values in the heatmap above a threshold value may be deemed to be the center of the associated key-point connector. The key-point may then be deemed to be the midpoint between the two centers of adjacent key-point connectors. The threshold value is not particularly limited and may be adjusted to improve accuracy. For example, if the heatmaps are normalized to a value between zero and one, a value of about 0.25 may be chosen as the threshold value. Referring to
Furthermore, the skeleton generator 75a is to generate a three-dimensional position for each key-point 150 from the two-dimensional positions based on known information about each of the predefined key-points. The manner by which the three-dimensional position is determined is not particularly limited. For example, the three-dimensional position may be determined using image processing techniques to estimate a third-dimension of each key-point. For example, front and back surface information generated by the pre-processing engine 65a may be used to infer the position of the key-point. In this example, the third-dimension of a key-point may be deemed to be the average of front surface and back surface values associated with the key-point. In other examples, the third-dimension of some key-points, such as a spine key-point may be closer to the back surface.
Upon determining the three-dimensional positions of the key-points relative to the mesh, a kinematic chain may be defined. The definition of the kinematic chain is not particularly limited and may be determined based on the three-dimensional positions of each key-point of the plurality of key-points as well as the degrees and range of motion for each key-point. Each key-point may have a predefined range of motion, such as a range of angles which the connectors may rotate as well as degree of freedom, such as limiting the rotation to a two dimensional plane. Each connector between key-points may also be assumed to be rigid in the present example. Accordingly, the movement of one key-point or key-point connector will affect all other key-points in accordance with the movements predicted based on the kinematic chain. Continuing with the present example, the model of the object may be a person in an A-pose with predefined joints and bones. Accordingly, the joint defined as the pelvis may be arbitrarily selected as a reference point or root. The extremities of the person, such as the head, finger tips and toes, may be defined as the leaves of the kinematic chain. In this example, if the root or pelvis moves, all key-points will be translated accordingly. If the root is fixed while a leaf moves, all key-points between the root and the leaf move in accordance with the kinematic chain where there are forced rotations at some key-points.
The mesh rigging engine 77a is to generate a rigged three-dimensional mesh with vertices approximating the three-dimensional surface of the object in view and corresponding to the three-dimensional positions for each key-point based on known information about each of the predefined key-points. The mesh rigging engine 77a is not particularly limited and may take information from sensors such as one or more RGB cameras, depth sensors, LIDAR, or other sensors and may infer the mesh using a variety of possible techniques including classical surface triangulation methods, machine learning methods or other methods. In the present example, at each three-dimensional position determined by the skeleton generator 75a, a front and back surface depth positions of a mesh are determined based on prior information for each key-point about how far forward or back a vertex in the mesh is to be positioned. The prior information is not particularly limited and may be based on known attributes, such as anatomical features for each key-point. As an example, a key-point representing an elbow joint may assign a vertex about 5 cm in front and another vertex about 5 cm behind the key-point. In the present example, the corresponding offsets may be stored in a predetermined data table.
The mesh rigging engine 77a assigns a mechanical weight index to each corresponding vertex in the mesh. For example, the mesh rigging engine 77a may correspond each pixel in the mechanical heatmaps shown in
It is to be appreciated by a person of skill with the benefit of this description that each pixel in the mechanical heatmaps may correspond to multiple vertices, such as front and back vertices of the mesh, or multiple vertices for cases of the mesh is dense. In these examples, the vertices of the rigged three-dimensional mesh corresponding to a single pixel may be assigned the same sets of weights. Conversely, in examples where a vertex corresponds to multiple pixels, the weights of the vertex may be an average of the weights in the mechanical heatmaps for the pixels.
Referring to
In the present example, the external sources 20 may be any type of computing device used to communicate with the apparatus 50 over the network 210 for providing raw data such as an image of an object, such as a person in the A-pose. For example, the external source 20-1 may be a smartphone. It is to be appreciated by a person of skill with the benefit of this description that the smartphone may be substituted with a laptop computer, a portable electronic device, a gaming device, a mobile computing device, a portable computing device, a tablet computing device or the like. In some examples, the external source 20-2 may be a camera to capture an image. The raw data may be generated from an image or video received or captured at the external source 20. In other examples, it is to be appreciated that the external source 20 may be a personal computer or smartphone, on which content may be created such that the raw data is generated automatically from the content. The content requesters 25 may also be any type of computing device used to communicate with the apparatus 50 over the network 210 for receiving three-dimensional meshes with a mechanical weight index for each vertex to subsequently animate. For example, content requesters 25 may be a computer animator searching for a new avatar to animate in a program.
Referring to
Beginning at block 310, the apparatus 50 receives raw data from an external source via the communications interface 55. In the present example, the raw data includes a representation of a person. In particular, the raw data is a two-dimensional image of the person in an A-pose. The manner by which the person is represented and the exact format of the two-dimensional image is not particularly limited. For example, the two-dimensional image may be an RGB format. In other examples, the two-dimensional image be in a different format, such as a raster graphic file or a compressed image file captured and processed by a camera. Once received at the apparatus 50, the raw data is to be stored in the memory storage unit 60 at block 320.
Block 330 involves generating a segmentation map with the pre-processing engine 65. The segmentation map is to generally provide an outline of the person in the raw image. Next, block 340 comprises the neural network engine 70 applying a neural network to the raw data to generate a mechanical heatmap for a predefined key-point connector as described above. The two-dimensional mechanical heatmap generated by the neural network engine 70 may then be combined with other mechanical heatmap to generate a three-dimensional mesh with mechanical weigh indices for each vertex of a mesh.
Various advantages will not become apparent to a person of skill in the art. In particular, by combining the information in the mechanical heatmaps generated by the apparatus 50 with one or more of a three-dimensional mesh, a set of three-dimensional key-point or joint positions, a kinematic chain, a set of weight indices at each vertex of the three-dimensional mesh can be created. The combination may be used to define skin weights in a single data structure to provide a standard skinned three-dimensional character model can be provided to be animated in many animation systems, such as Maya, Blender, and Mixamo, and game engines, such as Unity and Unreal Engine.
It should be recognized that features and aspects of the various examples provided above may be combined into further examples that also fall within the scope of the present disclosure.
This application is a continuation of International Patent Application No. PCT/IB2021/055506, titled “MECHANICAL WEIGHT INDEX MAPS FOR MESH RIGGING” and filed on Jun. 22, 2021, which is incorporated herein by reference in its entirety.
Number | Date | Country | |
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Parent | PCT/IB2021/055506 | Jun 2021 | US |
Child | 18392982 | US |