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.<>
{"title":"What governs autonomous actors","authors":"R. Trappl, P. Petta","doi":"10.1109/CA.1995.393531","DOIUrl":"https://doi.org/10.1109/CA.1995.393531","url":null,"abstract":"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.<<ETX>>","PeriodicalId":430534,"journal":{"name":"Proceedings Computer Animation'95","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122792848","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.<>
{"title":"Creating animations using virtual reality ThatcherWorld: a case study","authors":"M. Slater, M. Usoh, Razia Geeas, A. Steed","doi":"10.1109/CA.1995.393548","DOIUrl":"https://doi.org/10.1109/CA.1995.393548","url":null,"abstract":"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.<<ETX>>","PeriodicalId":430534,"journal":{"name":"Proceedings Computer Animation'95","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129351132","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.<>
{"title":"A new set of tools to describe and tune trajectories","authors":"J. Gascuel, Christopher Lyon","doi":"10.1109/CA.1995.393544","DOIUrl":"https://doi.org/10.1109/CA.1995.393544","url":null,"abstract":"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.<<ETX>>","PeriodicalId":430534,"journal":{"name":"Proceedings Computer Animation'95","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115938424","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.<>
{"title":"AniGraph-a data structure for computer animation","authors":"Michael Braun, A. Formella","doi":"10.1109/CA.1995.393539","DOIUrl":"https://doi.org/10.1109/CA.1995.393539","url":null,"abstract":"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.<<ETX>>","PeriodicalId":430534,"journal":{"name":"Proceedings Computer Animation'95","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120981218","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.<>
{"title":"Quick tuning of a reference locomotion gait [computer animation]","authors":"J. Nougaret, B. Arnaldi, G. Hégron, A. Razavi","doi":"10.1109/CA.1995.393537","DOIUrl":"https://doi.org/10.1109/CA.1995.393537","url":null,"abstract":"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.<<ETX>>","PeriodicalId":430534,"journal":{"name":"Proceedings Computer Animation'95","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129224912","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.<>
{"title":"Disney meets Darwin-the evolution of funny animated figures","authors":"J. Ventrella","doi":"10.1109/CA.1995.393550","DOIUrl":"https://doi.org/10.1109/CA.1995.393550","url":null,"abstract":"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.<<ETX>>","PeriodicalId":430534,"journal":{"name":"Proceedings Computer Animation'95","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127232060","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.<>
{"title":"Realistic animation of legged running on rough terrain","authors":"John Nagle","doi":"10.1109/CA.1995.393536","DOIUrl":"https://doi.org/10.1109/CA.1995.393536","url":null,"abstract":"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.<<ETX>>","PeriodicalId":430534,"journal":{"name":"Proceedings Computer Animation'95","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128778994","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.<>
{"title":"Evaluation of human jaw articulation [computer animation]","authors":"T. Kunii, K. Myszkowski, O. Okunev, H. Nishida, Y. Shinagawa, M. Ibusuki","doi":"10.1109/CA.1995.393535","DOIUrl":"https://doi.org/10.1109/CA.1995.393535","url":null,"abstract":"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.<<ETX>>","PeriodicalId":430534,"journal":{"name":"Proceedings Computer Animation'95","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128191628","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.<>
{"title":"Virtual actors living in a real world","authors":"N. Magnenat-Thalmann, D. Thalmann","doi":"10.1109/CA.1995.393552","DOIUrl":"https://doi.org/10.1109/CA.1995.393552","url":null,"abstract":"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.<<ETX>>","PeriodicalId":430534,"journal":{"name":"Proceedings Computer Animation'95","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114235054","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.<>
{"title":"Visualization of complex phenomena in string theory","authors":"S. Klimenko, I. Nikitin, V. Talanov","doi":"10.1109/CA.1995.393533","DOIUrl":"https://doi.org/10.1109/CA.1995.393533","url":null,"abstract":"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.<<ETX>>","PeriodicalId":430534,"journal":{"name":"Proceedings Computer Animation'95","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134017697","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}