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Proceedings Computer Animation'95最新文献

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What governs autonomous actors 什么支配着自主行为体
Pub Date : 1995-04-19 DOI: 10.1109/CA.1995.393531
R. Trappl, P. Petta
In recent years, proven artificial intelligence techniques have been rapidly adopted in the expanding field of computer animation. With the increasing complexity and interactivity of the environments in which computer animations involving autonomous actors are set, the interest in further contributions is extended to include computational models of behavioural and cognitive phenomena. We review some representative examples of current artificial intelligence research efforts that could point towards solutions satisfying these new challenging needs.<>
近年来,成熟的人工智能技术已迅速应用于不断扩大的计算机动画领域。随着计算机动画环境的复杂性和交互性的增加,涉及自主演员的设置,对进一步贡献的兴趣扩展到包括行为和认知现象的计算模型。我们回顾了当前人工智能研究工作的一些代表性示例,这些示例可能指向满足这些新的挑战性需求的解决方案。
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引用次数: 1
Creating animations using virtual reality ThatcherWorld: a case study 使用虚拟现实撒切尔世界创建动画:一个案例研究
Pub Date : 1995-04-19 DOI: 10.1109/CA.1995.393548
M. Slater, M. Usoh, Razia Geeas, A. Steed
This paper describes the creation of a Western shootout animation for a BBC2 television production. This provides a case study describing the interaction between the TV production team and the animators. The animation was produced by explicitly programming transformations applied to nodes in hierarchical models of simple human characters. A subsequent project has attempted to provide character animation making use of the human body tracking and immersion afforded by virtual reality systems. In the new system a human actor can enter into a virtual environment (VE), act out a role, resulting in a file containing a script. While the script is replayed the actor can enter again into the VE, and interact with the first virtual character, and so on for subsequent replays. The paper describes a first version of this system, and provides a critical examination of the use of VR for creating animations.<>
这篇论文描述了为BBC2电视台制作的西方枪战动画的创作。这提供了一个案例研究,描述了电视制作团队和动画师之间的互动。动画是通过显式编程转换应用于简单人类角色的层次模型中的节点而产生的。随后的一个项目试图利用虚拟现实系统提供的人体跟踪和沉浸感来提供角色动画。在新系统中,人类演员可以进入虚拟环境(VE),扮演一个角色,生成一个包含脚本的文件。当脚本被重播时,演员可以再次进入VE,并与第一个虚拟角色互动,以此类推。本文描述了该系统的第一个版本,并提供了使用VR创建动画的关键检查。
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引用次数: 1
A new set of tools to describe and tune trajectories 一套新的工具来描述和调整轨迹
Pub Date : 1995-04-19 DOI: 10.1109/CA.1995.393544
J. Gascuel, Christopher Lyon
This paper presents an integrated set of tools to describe movements of objects in a framework of key-framed animation, both in simple and complex scenes. We want to have a powerful, robust and fast tool for designing either quickly prototyped or finely tuned motions. To achieve that, we bring together Hermite splines (with an optional simplified interface for tangents) and logarithms of quaternions for orientations. We define an interface featuring both by-hand and simplified tangents edition. This gives us a unified simple interface for both translations and orientations. The construction of complex movements is easier to perform by assembling simpler ones, through hierarchy, rendezvous or links with other types of animation (dynamic, articulated structures, ...). We particularly address implementation considerations, and the problems of fast computations, to get interactivity.<>
本文提供了一套完整的工具来描述关键帧动画框架中的物体运动,无论是在简单的还是复杂的场景中。我们希望有一个强大的,稳健的和快速的工具来设计无论是快速原型或精细调整的运动。为了实现这一点,我们将埃尔米特样条(切线有一个可选的简化接口)和四元数的对数结合在一起。我们定义了一个具有手工和简化切线版本的界面。这为翻译和方向提供了一个统一的简单界面。通过将简单的动作组合在一起,通过层次结构、集合或与其他类型的动画(动态、铰接结构等)的联系,构建复杂的动作更容易。我们特别关注实现方面的考虑,以及快速计算的问题,以获得交互性。
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引用次数: 2
AniGraph-a data structure for computer animation 动画—计算机动画的数据结构
Pub Date : 1995-04-19 DOI: 10.1109/CA.1995.393539
Michael Braun, A. Formella
Rendering animations requires data structures which allow for an easy handling of the movements and changes in the scene. For a sophisticated renderer, it is very important to access the information describing the motion of the objects, because such knowledge can be used to reduce the render time. We describe an animation model based on an annotated graph, on definitions of dimensions and on implementations of functions. The data structure with its simple interfaces provides an easy to use instrument to produce computer animations. On the one hand, the model is almost independent from a static modeler and a final renderer, but on the other hand, it can be adapted easily to the needs of a specific project. In the current implementation an artist needs to work closely together with a programmer.<>
渲染动画需要能够轻松处理场景中的运动和变化的数据结构。对于一个复杂的渲染器,访问描述物体运动的信息是非常重要的,因为这些知识可以用来减少渲染时间。我们描述了一个基于标注图、维度定义和函数实现的动画模型。该数据结构以其简单的接口提供了一种易于使用的工具来制作计算机动画。一方面,该模型几乎独立于静态建模器和最终渲染器,但另一方面,它可以很容易地适应特定项目的需要。在当前的执行中,美工需要与程序员紧密合作。
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引用次数: 2
Quick tuning of a reference locomotion gait [computer animation] 参考运动步态的快速调整[计算机动画]
Pub Date : 1995-04-19 DOI: 10.1109/CA.1995.393537
J. Nougaret, B. Arnaldi, G. Hégron, A. Razavi
This paper presents a comprehensive system for adaptive replay of a computer animation sequence featuring the locomotion of a synthetic animal. The kinematic locomotion gait, which is supposed to be mostly stationary, is tuned before being injected on the dynamic model of the animated animal. The animator can take benefit from this new flexibility in order to fulfil some goals, like steering the animal towards a target. The reference gait kinematic trajectories are expanded on a wavelet redundant bases, and tuned through varying the wavelet parameters. Because the optimization process is time-consuming, we propose to carry-out all optimizations beforehand and send the outcomes in a training set for a neural network, whose role is to compress data and to interpolate in between the training samples. At runtime, the network emulates the behaviour of the optimization process and automatically tailors the gait parameters. This approach paves the way towards the definition of a ready-to-use model for animated gaits.<>
本文提出了一种综合系统,用于自适应重放具有合成动物运动特征的计算机动画序列。在注入到动画动物的动力学模型之前,对运动学运动步态进行了调整,而运动学运动步态通常是静止的。动画师可以利用这种新的灵活性来实现某些目标,比如引导动物朝着目标前进。参考步态运动轨迹在小波冗余基础上展开,并通过改变小波参数进行调谐。由于优化过程比较耗时,我们建议提前完成所有的优化,并将结果发送到一个神经网络的训练集中,该神经网络的作用是压缩数据并在训练样本之间进行插值。在运行时,网络模拟优化过程的行为并自动调整步态参数。这种方法为动画步态的现成模型的定义铺平了道路
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引用次数: 0
Disney meets Darwin-the evolution of funny animated figures 迪斯尼遇到了达尔文——有趣的动画人物的进化
Pub Date : 1995-04-19 DOI: 10.1109/CA.1995.393550
J. Ventrella
In this paper I discuss an approach to the generation of entertaining animated motion, using a genetic algorithm. Genetic algorithms have been used successfully to optimize the physical behaviors of articulated stick figures and other animated creatures for goal-directed behavior. But an emphasis has not been put on the "optimization of expressivity", whereby an animator inserts him/herself into the optimizing loop to aesthetically influence the evolution of motion behavior in such figures. A technique for bringing both automatic and interactive evolution together into one tool is discussed as a means to bring evolutionary tools closer to the concerns of the character animator, who may be just as interested in developing amusing behaviors in a world of "Cartoon Laws", as in simulating realistic animals in a world of Newtonian physics.<>
本文讨论了一种利用遗传算法生成娱乐动画的方法。遗传算法已经成功地用于优化铰接式简笔画和其他动画生物的目标导向行为的物理行为。但是并没有强调“表现力的优化”,即动画师将自己插入到优化循环中,从而在美学上影响这些人物的运动行为演变。本文讨论了一种将自动进化和互动进化结合到一个工具中的技术,作为一种使进化工具更接近角色动画师所关注的方法,角色动画师可能对在“卡通定律”的世界中开发有趣的行为感兴趣,就像在牛顿物理学的世界中模拟现实动物一样。
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引用次数: 53
Realistic animation of legged running on rough terrain 在崎岖的地形上腿部奔跑的逼真动画
Pub Date : 1995-04-19 DOI: 10.1109/CA.1995.393536
John Nagle
Animations of legged creatures running over rough terrain were generated automatically, using physical modelling and animation with newly developed techniques from robotics and artificial intelligence. The 2D animations correctly simulate gravity, inertia, balance, and friction. The running motion generated is not repetitive; each stride is different, as dictated by the terrain. Dramatic movement effects such as slips, falls, struggling on slippery surfaces, and fall recoveries were demonstrated.<>
利用机器人和人工智能新开发的物理建模和动画技术,自动生成了有腿生物在崎岖地形上奔跑的动画。2D动画正确地模拟了重力、惯性、平衡和摩擦。产生的跑步动作不重复;根据地形的不同,每一步都是不同的。戏剧性的运动效果,如滑倒,跌倒,挣扎在光滑的表面,和跌倒恢复演示。
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引用次数: 5
Evaluation of human jaw articulation [computer animation] 人类下颌关节的评价[计算机动画]
Pub Date : 1995-04-19 DOI: 10.1109/CA.1995.393535
T. Kunii, K. Myszkowski, O. Okunev, H. Nishida, Y. Shinagawa, M. Ibusuki
Computer-aided diagnosis of occlusal disorders and design of dental restorations requires an automated evaluation of jaw occlusion and chewing ability. This requires simulation of the motion of the jaws and characterization of contacts between the surfaces of teeth. We propose approaches to evaluation of the load on teeth and of the grinding process. These characteristics are derived in interactive time, and are based on distance maps and topological structure of the contact zones. The proposed approaches are general and usable in applications where modeling of contact between objects with complex geometry is required.<>
咬合障碍的计算机辅助诊断和牙齿修复体的设计需要对颌骨咬合和咀嚼能力进行自动评估。这需要颌部运动的模拟和牙齿表面接触的表征。我们提出了评估牙齿上的载荷和磨削过程的方法。这些特征是基于接触带的距离图和拓扑结构,在相互作用时间内推导出来的。所提出的方法具有通用性,可用于需要对具有复杂几何形状的物体之间的接触进行建模的应用
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引用次数: 5
Virtual actors living in a real world 生活在真实世界中的虚拟演员
Pub Date : 1995-04-19 DOI: 10.1109/CA.1995.393552
N. Magnenat-Thalmann, D. Thalmann
This paper presents techniques and tools for creating and animating virtual actors in real scenes. Several problems are explained: real objects hidden by virtual actors and virtual actors hidden by real objects, collision detection between the virtual actor and the real environment correspondence between the real and the virtual cameras, casting shadows of the virtual actors on the real world. Case studies are presented like the virtual actress Marilyn walking with real people on a real street or sitting down on a real chair.<>
本文介绍了在真实场景中创建和动画虚拟演员的技术和工具。阐述了虚拟演员隐藏的真实物体和真实物体隐藏的虚拟演员、虚拟演员与真实环境的碰撞检测、真实与虚拟摄像机的对应关系、虚拟演员在现实世界中的投影等问题。案例研究就像虚拟女演员玛丽莲在真实的街道上与真实的人走在一起,或者坐在真实的椅子上。
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引用次数: 6
Visualization of complex phenomena in string theory 弦理论中复杂现象的可视化
Pub Date : 1995-04-19 DOI: 10.1109/CA.1995.393533
S. Klimenko, I. Nikitin, V. Talanov
A visualization approach to the study of singularities on the world sheets of strings is presented. A representation of the world sheet in terms of specified supporting curve is discussed, which enables effective use of the visualization techniques for its study. The desirable ways of future research using computer animation and virtual reality are discussed.<>
提出了一种研究弦世界表奇异性的可视化方法。讨论了用指定的支撑曲线表示世界表的方法,使可视化技术能够有效地用于世界表的研究。讨论了利用计算机动画和虚拟现实技术进行今后研究的理想途径。
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引用次数: 1
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Proceedings Computer Animation'95
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