Motion Synthesis on Manifolds in High Dimensions

A lot of work has been done on how to reuse motion capture data and minimize the amount of manual work required in obtaining it. Processing and analyzing the input data, which is of a high dimensionality, recognizing the data and generating new motion behavior can be very complicated. Therefore it is necessary to reduce the data dimensions, while preserving the motion features embedded in the data. We apply a projection procedure which projects all points on a lower dimensional manifold, but in higher dimensional space thus preserving the features among the input points. This work presents 2 sample applications that can utilize this method. This was my project for Character Animation class. This is still an ongoing project.

 

 
Inverse Kinematics

In this project we were to implement an inverse kinematics algorithm for controlling a 5 link kinematic chain. The links were attached at their ends by pin joints and the entire assemblage moved in a plane. Whenever you click, the arm automatically deforms to a pose satisfying the constraint. For the IK algorithm, we were to use the iterative method based on the pseudo-inverse of the Jacobian.

 

Shape to Image Registration


The goal of this project was to perform a shape to image registration which is used a lot in medical imaging fields. We were provided with an initial program and the objective was to analyze different registrations based on different input parameters and modify the registration process as needed for a better registration. More results and images can be seen here.

 
Iterative Closest Point

The goal of this project was to analyze the initial rigid registration of the current algorithm Then better improvements to the algorithm like better distance functions and/or better closest point functions were implemented using ITK. More results and images can be seen here.

 
Eigenfaces

We were provided with a basic implementation of the eigenfaces algorithm built from ITK modules. We were to analyze the initial results from different perspectives.  Different constraints on the images were tested. A filter was also coded in the  produce less variability in the images thus producing less principle components required to reconstruct the image. More ...

 

 

Sea


In this project we were to write an OpenGL program in which the user can explore a virtual world. The user was to be able to navigate in 3D; translating forwards and backwards, rotating left and right, and translating up and down.  I chose an under the sea world. I used Bezier Surfaces to draw the fishes and their fins. I used SkySphere or SeaSphere to get an affect of the end of the ocean. The floor was infinite meaning that you would see or feel the whole sea floor tiled, but in implementation it wasn't.

 
 

L-Systems


In this project we were to draw2D fractal plants. We were to implement and use your own transformation matrices so that we'll understand how they are used in OpenGL and other graphics systems. The plant was to define an L-system defined by recursive functions. The transformations were specified using our own 2D transformation matrices, and loaded them into the OpenGL MODELVIEW matrix. We were not to use any OpenGL matrix commands and had to implement our  own matrix stack.

 
     

 

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This page was last updated: Thursday, August 13, 2009