Difference between revisions of "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 | + | Attendees: Don Brutzman, Joe Williams, Myeong Won Lee, Dick Puk, and William Glascoe |
− | File:3d body scanning technologies conference 2013 flyer.pdf | + | [[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 | 1) H-Anim specification revision (NWIPs and WD Outlines) and current status of H-Anim developments, Myeong Won Lee | ||
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On 2013-09-03 (Tue), Joe mentioned: | 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 | - Using Interpolators, keys and keyframes | ||
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Get examples BVH files, frame by frame X3D, interpolated X3D will be instructive. Others will be able to write converters. | 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 | + | Request, "Axis-angle" pairs rather than Euler angles; not problem for a MoCap system developers |
One has to deal with gimble lock at some point when you interpolate Euler angles between keyframes. | One has to deal with gimble lock at some point when you interpolate Euler angles between keyframes. | ||
Line 37: | Line 37: | ||
take stuff in on a time basis; obligated to play it out on the same basis | take stuff in on a time basis; obligated to play it out on the same basis | ||
− | + | H-Anim wrl to x3d converter | |
− | H-Anim wrl to x3d converter | + | |
- An character should first be designed according to the design method for H-Anim. ==> H-Anim WRL | - An character should first be designed according to the design method for H-Anim. ==> H-Anim WRL | ||
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- Conversion from H-Anim WRL to H-Anim X3D | - Conversion from H-Anim WRL to H-Anim X3D | ||
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Other topics | Other topics | ||
Schedule next meeting | Schedule next meeting |
Latest revision as of 00:50, 30 October 2013
Attendees: Don Brutzman, Joe Williams, Myeong Won Lee, Dick Puk, and William Glascoe
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 problem 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