using pre-rotation transformations instead of the
standard post-rotation transformations in the bvh and
asf/amc formats. The main contributions of this
paper are: (1) a general motion representation that
considers multiple roots, (2) the introduction of three
operations to support this data structure (shift root,
split skeleton tree, and join skeleton trees), (3) the
procedures to convert from raw marker data or post-
rotation formats (e.g., bvh and asf/amc) to our pre-
rotation format, and (4) experimental results
showing the time and space performance of our new
motion representation. At the full translational
configuration, GMR is around seven times faster
than bvh. Our experiments are centered on the
rendering of joint positions. However, similar
experiments based on the computation of joint
coordinate frames are equivalent to ours since joint
coordinate frames are necessary to the rendering of
joint positions.
The remaining of this paper is organized as
follows. Section 2 presents a review on work related
to skeletal motion representation. Section 3
discusses the differences between existing post-
rotation formats (bvh and asf/amc) and our pre-
rotation format. Section 4 presents the General
Motion representation and its three operations.
Section 5 describes the generation of GMR from raw
marker data or from a post-rotation format. Section 5
summarizes the experimental results on time and
space performance comparing the bvh format and
our GMR representation.
2 RELATED WORK
Existing motion capture formats, such as bvh and
asf/amc, lack modeling flexibility by providing a
single skeletal root joint for all motions. These
formats implicitly restrict the choice of the root joint
by requiring that the root’s children behave as a rigid
body (i.e., a single rigid motion for all children of a
joint). This restriction is a consequence of the way
that local transformation matrices are composed to
derive global coordinates for joints according to
these formats. A formal proof of this fact is avoided
here due to a lack of space. However, this rigid body
constraint applies actually to any joint having more
than one child in the skeleton tree. For this reason,
artificial dummy joints are necessary to model
independent motion for multiple children of a single
joint. A simple inspection of existing motion files at
joints with more than one child, in bvh format for
example, suffices to verify the need for dummy
joints to allow independently moving joints with a
single parent. This is a significant drawback of state-
of-art motion representations by creating additional
time and space requirements and algorithmic
complications to handle exceptions and degeneracy
in motion-based techniques.
In the area of skeletal motion representations,
Brostow et al. (2004) introduced the concept of
spines in order to discover an articulated creature’s
skeleton directly from time-varying volumetric
structures. Coleman et al. (2008) introduce
staggered poses as a generalization of poses in
traditional key-framed motion. This generalization
allows for explicitly encoded timing refinements,
where each refinement is slightly offset in time. The
relationships between these timing refinements
determine how the character will pass through the
extreme values of the pose and are important for
modeling believable propagation of force and
intention through a body. Kulpa et al. (2005) created
a morphology-independent representation of
motions for interactive human-like animation. Their
aim was to enable real-time adaptive animation
using a sparse motion capture database. Unlike their
approach, our aim was to create a data structure with
the flexibility to provide multiple root joints for the
same motion.
Research has been done in the area of modeling
figures with complex skeleto-muscular relationships
based on human anatomy (Scheeper et al., 1997).
Complex motion control algorithms, which have
been developed for primitive articulated models
better suit robot-like characters than they do human
figures (Magnenat-Thalmann and Thalmann, 1991).
GMR-based skeletal models more closely resemble
actual human skeletons than post-rotation-based
skeletal models because GMR does not require
dummy skeletal joints.
3 POST-ROTATION AND
PRE-ROTATION FORMATS
Existing motion representations compose each
joint’s local transformation matrix in a post-rotation
order, which forces the children of each joint to
behave as a rigid body. Existing post-rotation
formats overcome this restriction through the use of
artificial dummy joints which corresponds to
additional time and space requirements. For
example, when the pelvis is the root joint, the left
hip joint, right hip joint, and lower back joint (the
pelvis joint’s children in the skeleton tree) cannot
move independently of one another. More
importantly, it is impossible to make any desired
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