Textured Motion

- Particle, Wave and Cartoon Sketch

 

Particle Motion
Wave Motion
Particle-Wave Combination
Falling Snow
Flying Birds
Fireworks
River Far
Pond
Dancing Grass
Floating Ball
Floating Foams
Cartoon Animations

ACK: River Far sequences are from MIT Temporal Texture DataBase. The other sequences were taken by our group.

(click each sequence to see more details)

 

1. What is "Textured Motion"?

Natural scenes contain rich stochastic motion patterns which are characterized by the movement of a large amount of particle and
wave elements, such as falling snow,water waves, dancing grass, etc. We call these motion patterns "textured motion".

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2. The Objectives and criterions of Textured Motion Learning.

The analysis and synthesis of such motion patterns are important for a variety of applications in both vision and graphics, and stimulate growing interest of the two communities.

Vision community:

sufficient and general (being alike & various)
effective (i.e. low dimensional)
Applications: motion segmentation, recognition, annotation, etc.


Graphics community:


realistic (fire in Cartoon ‘Shrek’),
stylish (sketch of grassland, captures the spirit of motion)
controllable (our fireworks take place at anytime and place)
Applications: Movie industry, computer games

By building up a generative model for the textured motion, we try to learn realistic motion patterns from real data, separate the motion dynamics with photometric and geometric styles, and thus achieve good controllability and interpretation of motion (by motons' trajectories, sources, sinks, force map, shadings, etc.).

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3. A Generative Model of Textured Motion.

Generative methods combined with statistical models and algorithms are built up for both texture and motion analysis. The generative method includes the following four statistic models:

An symbolic representation for cartoon animation.

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4. Model Learning

Given an observed image sequences I[0,t] as training data, we want to achieve two objectives:

We adopt the stochastic gradient algorithm as our learning process to approximate the global optimal 'theta'. It iteratively sampling the hidden variables, update the dynamics (gamma) and cable templates (phi). The computation is realized by data driven Markov Chain Monte Carlo techniques under coarse-to-fine scheme.

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