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Virtual Humans in Cultural Heritage
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    Virtual Humans in Cultural Heritage Virtual Humans in Cultural Heritage Presentation Transcript

    • Virtual Humans in Cultural Heritage Patrick Salamin, Mireille Clavien, Frédéric 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 Müller, 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 • [Pettré 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 [Pettré 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!