Running down the right hand side of the page is a number
of selected frames taken from a test by Witkin and Popovic (1995) where
the sequence on the left is the original walking motion and on the right
is the warpped motion. The four shaded rows correspond to motion warping
keyframes. This example demostrates that by using only a few motion-warping
keyframes it can modify the prototype motion very successfully. Like
motion blending, "motion warping is a purely geometric technique,
not based on any deep understanding of the motion's structure. Consequently,
as with analogous image morphing techniques, extreme warps are prone
to look distorted and unnatural", Witkin & Popovic (1995).
Does this technique have the potential to be used
in crowd systems?
Motion warping's main advantage actually makes it less
practical for use with crowd simulation since at present requires the
intervention of an animator, but there does seem to be the possibility
of creating procedural filters to create displacment curves based on
the required level of displacement. Determining the level of displacement
could be based on various factors depending upon the joints required.
For example, stepping over small objects could be based on a height
field read from the ground plane and then passed onto the displacement
requirement for those frames.
Top