[Jobinfo] Fwd: [ieeevr-group] PhD position Inria (France): Realistic Pose-Motion Transfer
Wed May 2 15:50:25 CEST 2018
-------- Forwarded Message --------
Subject: [ieeevr-group] PhD position Inria (France): Realistic
Pose-Motion Transfer
Date: Wed, 2 May 2018 15:27:39 +0200
From: Franck Multon <franck.multon@irisa.fr>
Reply-To: ieeevr-group+managers@uncc.edu
To: ieeevr-group@uncc.edu
Dear colleagues,
MimeTIC (team.inria.fr/mimetic/) and Morpheo (team.inria.fr/morpheo/)
have a joined three-years PhD grant "Realistic Pose-Motion Transfer".
Please forward this information to any student who would be interested
in such an experience.
PhD could take place either in Rennes (MimeTIC) or Grenoble (Morpheo) in
France.
Please contact me for more information if needed.
Best regards
Franck Multon
*Context: *This PhD is part of the AVATAR INRIA project, a collaborative
project between several INRIA teams with the aim to significantly
advance the field of AVATAR modeling in particular by improving their
realism. The PhD will be shared between the Mimetic team in Rennes,
specialized in animation and the Morpheo team in Grenoble, specialized
in moving shape capture.
*Job Description: *One of the objective of AVATAR is the ability to
transfer the motion captured from a user to its avatar in a faithfull
way. One of the main problems is that avatars do not perfectly look like
the user (morphology variability) and may interact with a different
environment (environment variability). Hence, a motion is in practice
not limited to joint angles that model mainly the pose, and as provided
by traditional mocap systems, but involves contextual information, such
as relation in-between body surfaces and with the environment. This is
especially true with contacts between body parts that cannot be captured
with joint angles only. In order to better model human pose, a set of
works consider the “interaction mesh”[Ho10, Bernardin17], a graph
structure that connects joint centers and can be used to preserve
distances between these centers when transfering body poses to an
avatar. Interaction graphs aims at capturing the contextual information
linked to the motion. However, while better preserving the interaction
between body parts, the interaction mesh is still unable to accurately
capture and transfer body surface information. The purpose of this PhD
is to investigate innovative solutions that consider shape surface
information instead of pose only information.
A first direction we want to explore is the extension of the
interaction mesh to body surface information. This can be done through a
graph connecting mesh vertices instead of joint centers, such as a
tetrahedral graph. Several challenges must be faced for that. First,
shape representations must be topologically consistent among subjects
and poses in order to be able to implement an interaction graph
structure that transfers information at the vertex level. Second, an
approach must be designed to transfer body poses through such
interaction graph structures. As for previous works with joint centers,
this can be first experimented with an optimization framework that finds
pose parameters subject to body constraints from the interaction graph.
A second direction in the longer run will be to investigate how learning
could benefit to the process explain before, i.e. replacing the
optimization with a data driven approach when transferring a captured
pose to an avatar. Existing human datasets, such as the caesar dataset,
enable relationships between body poses to be learned over different
subjects. While this has been already largely studied in the literature,
our objective here will be to study such relationships in the context of
an interaction structure such as the interaction mesh or the interaction
graph proposed before, to better capture and simulate the contextual
meaning of the motion.
Expertise of the PhD candidate
The candidate should have a strong expertise at least in one of the
following domains: computer geometry, computer animation, machine
learning, optimization.
He or she will have to code demos and prototype and should consequently
have skills in programming (Matlab, C++). A knowledge computer graphics
tools (such as Maya, Unity, or 3DS Max would be useful).
Candidates should send CV + letter to: fmulton@irisa.fr and
edmond.boyer@inria.fr
[Bernardin2017] A Bernardin, L Hoyet, A Mucherino, D Gonçalves, F Multon
(2017) Normalized Euclidean distance matrices for human motion
retargeting. Proceedings of the Tenth International Conference on Motion
in Games, 15
[Ho2010] ESL Ho, T Komura, CL Tai (2010) Spatial relationship preserving
character motion adaptation. ACM Transactions on Graphics (TOG) 29 (4), 33
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MULTON Franck
Professor, University of Rennes 2
Leader of MimeTIC team (University of Rennes2, INRIA, ENS Rennes, University of Rennes1, CNRS)
M2S Research Unit
ENS Rennes
Campus de Ker lann, Avenue Robert Schuman, 35170 Bruz - FRANCE
web :http://www.m2slab.com
tel : +33 631646357
fax : +33 299847100
mail :Franck.Multon@univ-rennes2.fr
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