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Affine Transformation for 3D Motion Estimation with Octree Structure. |
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Motivations:
For any
rigid object, the motion of it could always be interpreted by
translation and rotation. So, we are able to find an
affine transformation to describe it.
However, articulated objects are most common for 3D animation.
Therefore, Octree method is introduced as an
efficient way to subdivide the objects. General Steps: Chicken Sequence, Frame 100-120, ErrorThreshold = 0.1 Dance Sequence, Frame 1-25, ErrorThreshold = 0.1
1. In each frame, a bounding box is set.
The size of the bounding box is set to be able to enclose all the
vertexes 2. All the positions of vertexes in the
current frame ( 3. Apply equation (2) for the vertexes in previous frame and the corresponding vertexes in the current frame to get the homogeneous transformation matrix H. 4. Apply quantization for homogeneous matrix H, save the quantization result, and dequantize the result to find the dequantized homogeneous matrix H’ 5. If the error produced by
6. Calculate the vertexes enclosed by each child cube to get a subset of vertexes. 7. For each of the sub cube, go to step 3 on these new vertexes, until the error is no larger than T. 8. If the error from
9. Use the rebuilt
frame as the previous frame
Current Results:
Threshold = 0.10
Threshold = 0.05
Threshold = 0.15
Threshold = 0.25
Threshold = 0.01
Original Frame
Threshold = 0.05
Original Frame
Threshold = 0.01
Threshold = 0.05
Original Frame
Threshold = 0.03
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