My main interests are focused on 3D motion analysis and classification, motion synthesis, human animation, and involve motion capture, inverse kinematics, and applications of conformal geometric algebra in graphics.
This project aims at generating a virtual animated character that interacts, in real-time, with a real dancing performer to compose a contemporary dancing show. The proposed research will explore innovative topics with special interest in the area of computer animation, including methods which smoothly combine optical motion capture (mocap) data with kinematic techniques, human figure modelling, a novel methodology for motion classification and partial-body motion synthesis. The system will be adjusted dynamically according to the performers' actions and responses, offering the maximum possible interaction between the natural and virtual performer. Similar techniques can be adapted to the game industry, possibly for military or local law enforcement training simulators or other virtual character animations.
This project aims at creating a publicly accessible digital archive of dances using 3D motion capture data (with metadata); more emphasis will be given to Cypriot and Greek folk dancing.
This is an evolving project and data will be added to our database as we capture them over time.
Cyprus has a long and rich history of dance tradition which unfortunately, year after year, tends to be forgotten; thus, it is our duty to help documenting and disseminating our dance heritage to the younger generations. In this work, we aim to preserve the Cypriot folk dance heritage, creating a state-of-the-art publicly accessible digital archive of folk dances. Our dance library, apart from the rare video materials that are commonly used to document dance performances, utilises three dimensional motion capture technologies to record and archive high quality motion data of expert dancers. Apart from the goal of preserving this intangible cultural heritage by digitizing it, the project is interested in increasing the awareness of the local community to its dance heritage. To achieve this a 3D video game for children is developed to teach these folk dances to the younger generations.
Inverse Kinematics is defined as the problem of determining a set of appropriate joint configurations for which the end effectors move to desired positions as smoothly, rapidly, and as accurately as possible. However, many of the currently available methods suffer from high computational cost and production of unrealistic poses. In this work, a novel heuristic method, called Forward And Backward Reaching Inverse Kinematics (FABRIK), is described and compared with some of the most popular existing methods regarding reliability, computational cost and conversion criteria. FABRIK avoids the use of rotational angles or matrices, and instead finds each joint position via locating a point on a line. Thus, it converges in fewer iterations, has low computational cost and produces visually realistic poses. Constraints can easily be incorporated within FABRIK and multiple chains with multiple end effectors are also easily supported.
© 2017 Andreas Aristidou