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Virtual Humans in Cultural Heritage
Patrick Salamin, Mireille Clavien, Fr辿d辿ric Vexo, Daniel Thalmann




                   Patrick Salamin, Ph. D. student
                      VRLab/EPFL, Switzerland
2


Outline
 Introduction
 The avatars in Cultural Heritage
      Creation of an avatar
      Crowds: requirements and constraints
      Avatars behavior
      Navigation graphs
      Creation of a smart environment
 Conclusion
3


Introduction
 Motivation:
 Adding believable characters to virtual
  reconstructions allows non-experts a better
  emotional involvement in a virtual reality scene.
 Examples based on european
  projects:
  Erato, Cahrisma, Epoch, Pompeii
4


Contributions
 Adding variety
    Texture and animation
 Providing tools for crowd setting up
    Brushes
 Automatic navigation graphs
 Interaction with semantic environments
5


Avatar creation
 3DS Max exporting
   Pipe-line for converting character and animation data
    to format usable by crowd rendering and animation
    engine
   Exported data:
        Mesh
        Texture
        UV coordinates
        Skeleton hierarchy
        Deformations bindings
        Animations
6


Avatar creation
 Textures design
  - Optimize texture mapping: only one material for
    each mesh
     - => all visual elements
       (clothes, skin, face)
       are mixed in one
       single texture



   Reduce texture size
    max 512x512 pixels
7


Avatar creation
 Deformations design
   Adapt skeleton and deformation boxes to each mesh




   Adjust deformations
    parameters

   Key-postures to test
    deformations
8


Avatar variety 1
 Textures design
   Use same texture mapping for different meshes
   Generate many different characters by varying
    colours




         7 templates and 15 textures create an infinite variety of virtual romans
9


Avatar variety 2
 Each template has various sets of animation
  corresponding to specific emotional states
10


Avatar variety 3
 Variety of walking animations is ensured in realtime
  by slight rotation shifting on spine and arms joints




   Roman social classes are differentiated through clothes colors and walking style (spine bending)
11


Crowd: requirements & constraints
 Technical challenges: increased demand on
  computational resources
     Multi-agent: large number of agents
     Collision avoidance
     Agent-agent interactions
     Interaction with environment
     Interaction with users
     Different from single agent simulations
     Conceptual differences: need for variety
12


Behavior
 Virtual human agent
   3D graphic body representation
   able to perform low-level actions
    (walking with different gaits, playing
    animations of gestures, postures,
    speak, etc.)
   Has set of internal attributes corresponding
    to various psychological, physical or
    scenario states (mobility, role,
    body size, etc.)
13


Behavior
            Virtual human agent
              Has set of higher level complex
               behaviors (wander, follow-path, script,
               etc.)
              Has set of rules determining selection
               of these behaviors
              Able to receive events from:
                 Environment
                 Other agents
                 User interface
14


      Behavior  spray paradigm
       Brushes
             Tools with visual representation on the screen
             Affect crowd members in different manners:
                    Create new individuals in the scene
                    Change their appearances or behaviors




                                                                                         Negative
                                                        Plebeians
                                           Patricians                          Neutral
                 Deletion brush
Creation brush                    Nobles                            Positive
15


Behavior  manual and automatic
16


Walking  procedural modeling
 Virtual Cultural Heritage
    Main focus on reconstruction of major monuments
    But: complete site models are needed for authentic
     simulations.
 Provide environment models at moderate cost.
 Procedural models contain semantic information
  inherently (e.g. construction history)
 Credits:
    S. Haegler, P. Mueller,
     and Prof. L.v.Gool
     at Computer Vision Lab,
     ETH Zurich                 M端ller, Vereenooghe, Vergauwen, Van Gool, Waelkens
                                The Antonine Nymphaeum at Sagalassos, 2004
17


Walking  navigation graph
   Vertices = walkable space
   Edges = Gates
   Navigation Flow = Set of Paths
   [Pettr辿 et al. 06,07]
18


Walking  navigation graph
 Rendered geometry
19


Walking  navigation graph
 Geometry semantics
20


Walking  roman crowd behavior
21


Walking  shops
22


Walking  bakeries
23


Walking  bakeries/shops result
24


Walking  look at
25


Walking  stop look at
26


Walking  look at results
27


Walking  final navigation graph
 Navigation graphs automatically generated
  depending on the environment geometry [Pettr辿 et
  al. 06,07]
28


Walking - results
29


Smart environment
 Virtual character reacts differently depending on
  the environment
 Smart object: both avatar and object interact in the
  animation
30


Thanks for your attention!

More Related Content

Virtual Humans in Cultural Heritage

  • 1. Virtual Humans in Cultural Heritage Patrick Salamin, Mireille Clavien, Fr辿d辿ric Vexo, Daniel Thalmann Patrick Salamin, Ph. D. student VRLab/EPFL, Switzerland
  • 2. 2 Outline Introduction The avatars in Cultural Heritage Creation of an avatar Crowds: requirements and constraints Avatars behavior Navigation graphs Creation of a smart environment Conclusion
  • 3. 3 Introduction Motivation: Adding believable characters to virtual reconstructions allows non-experts a better emotional involvement in a virtual reality scene. Examples based on european projects: Erato, Cahrisma, Epoch, Pompeii
  • 4. 4 Contributions Adding variety Texture and animation Providing tools for crowd setting up Brushes Automatic navigation graphs Interaction with semantic environments
  • 5. 5 Avatar creation 3DS Max exporting Pipe-line for converting character and animation data to format usable by crowd rendering and animation engine Exported data: Mesh Texture UV coordinates Skeleton hierarchy Deformations bindings Animations
  • 6. 6 Avatar creation Textures design - Optimize texture mapping: only one material for each mesh - => all visual elements (clothes, skin, face) are mixed in one single texture Reduce texture size max 512x512 pixels
  • 7. 7 Avatar creation Deformations design Adapt skeleton and deformation boxes to each mesh Adjust deformations parameters Key-postures to test deformations
  • 8. 8 Avatar variety 1 Textures design Use same texture mapping for different meshes Generate many different characters by varying colours 7 templates and 15 textures create an infinite variety of virtual romans
  • 9. 9 Avatar variety 2 Each template has various sets of animation corresponding to specific emotional states
  • 10. 10 Avatar variety 3 Variety of walking animations is ensured in realtime by slight rotation shifting on spine and arms joints Roman social classes are differentiated through clothes colors and walking style (spine bending)
  • 11. 11 Crowd: requirements & constraints Technical challenges: increased demand on computational resources Multi-agent: large number of agents Collision avoidance Agent-agent interactions Interaction with environment Interaction with users Different from single agent simulations Conceptual differences: need for variety
  • 12. 12 Behavior Virtual human agent 3D graphic body representation able to perform low-level actions (walking with different gaits, playing animations of gestures, postures, speak, etc.) Has set of internal attributes corresponding to various psychological, physical or scenario states (mobility, role, body size, etc.)
  • 13. 13 Behavior Virtual human agent Has set of higher level complex behaviors (wander, follow-path, script, etc.) Has set of rules determining selection of these behaviors Able to receive events from: Environment Other agents User interface
  • 14. 14 Behavior spray paradigm Brushes Tools with visual representation on the screen Affect crowd members in different manners: Create new individuals in the scene Change their appearances or behaviors Negative Plebeians Patricians Neutral Deletion brush Creation brush Nobles Positive
  • 15. 15 Behavior manual and automatic
  • 16. 16 Walking procedural modeling Virtual Cultural Heritage Main focus on reconstruction of major monuments But: complete site models are needed for authentic simulations. Provide environment models at moderate cost. Procedural models contain semantic information inherently (e.g. construction history) Credits: S. Haegler, P. Mueller, and Prof. L.v.Gool at Computer Vision Lab, ETH Zurich M端ller, Vereenooghe, Vergauwen, Van Gool, Waelkens The Antonine Nymphaeum at Sagalassos, 2004
  • 17. 17 Walking navigation graph Vertices = walkable space Edges = Gates Navigation Flow = Set of Paths [Pettr辿 et al. 06,07]
  • 18. 18 Walking navigation graph Rendered geometry
  • 19. 19 Walking navigation graph Geometry semantics
  • 20. 20 Walking roman crowd behavior
  • 25. 25 Walking stop look at
  • 26. 26 Walking look at results
  • 27. 27 Walking final navigation graph Navigation graphs automatically generated depending on the environment geometry [Pettr辿 et al. 06,07]
  • 29. 29 Smart environment Virtual character reacts differently depending on the environment Smart object: both avatar and object interact in the animation
  • 30. 30 Thanks for your attention!