September 4th, 2013 at 5:00pm PDT, Agenda and Minutes

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Attendees: Don Brutzman, Joe Williams, Myeong Won Lee, Dick Puk, and

[[[File:3d body scanning technologies conference 2013 flyer.pdf]]]

H-Anim presentations at the SC24 Sydney Meeting, August 26-30, 2013

   1) H-Anim specification revision (NWIPs and WD Outlines) and current status of H-Anim developments, Myeong Won Lee
   2) H-Anim facial animation, Jung-Ju Choi
   3) H-Anim hands and feet animation, Kwan-Hee Yoo  
   
   The presentation materials are on the H-Anim wiki: http://web3d.org/wiki/index.php/H-Anim#ISO_Meeting
   

Discuss Joe's comments on Keyframe animation

On 2013-09-03 (Tue), Joe mentioned:

  I think I should make clear my first problem with the proposal. It is deeper committed to fixed frame per second interval rendering, such as used in video capture applications where the objective of the process is to produce a video regardless of the rendering capability. That is the capture can proceed at any speed necessary to produce the frame for recording. 

- Using Interpolators, keys and keyframes

Get examples BVH files, frame by frame X3D, interpolated X3D will be instructive. Others will be able to write converters.

Request, "Axis-angle" pairs rather than Euler angles; not problems for a MoCap system developers One has to deal with gimble lock at some point when you interpolate Euler angles between keyframes.

MWL: One doesn't need all the MoCap data when playback uses an interpolator.

JW: Realtime implications are the time requested for rendering are unknown! In a RT interactive Use Case you can only interpolate between the data recorded.

Capture serialization by video capture software utilities

pre-process chain example conversion tool chain

names are different between animation tools match which transformations are mapped to h-anim LOAx skeleton take stuff in on a time basis; obligated to play it out on the same basis


H-Anim wrl to x3d converter

- An character should first be designed according to the design method for H-Anim. ==> H-Anim WRL

units must be defined follow the H-Anim structure

- Conversion from H-Anim WRL to H-Anim X3D


Other topics

Schedule next meeting