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제 5 주 . Art and DesignComputer Animation: from Avatars to Unrestricted
Autonomous Actors
A. Pina, E. Cerezo and F. Seron, Computers & Graphics, vol. 24, pp. 297~311, 2000
학습목표Synthetic actor 의 motion 과 behavior 를 제어하기 위한
방법론들의 이해와 최근 연구동향 파악
개요 Synthetic actor
– Move and behave realistically in virtual environments
– Mechanics, Physics, Robotics, AI, A-life, Biology, Cognitive Sciences
Life-like representations in virtual worlds
– Humans, animals, animate objects
Classification
– Motion replication: capture of data from real actors, key frame, rotoscopy pure avatars or clones
– Behavior replication: physical algorithm, intelligent heuristic method unrestricted dependent actors
– Motion modeling autonomous actors
– Behavior modeling: perception-action schemes A-life complex methods unrestricted autonomous actors
Motion and Behavior Replication
Key-framing
– Interpolation law for in-betweening
Motion capture and rotoscopy
– Multiresolution filtering , multitarget interpolation, smoothing techniques
– Displacement functions
– Fourier developments
– Motion warping
– Contour tracking
Motion Modeling
Direct and inverse kinematics
– Human walking, different animal movements Direct and inverse dynamics
– Physically based modeling
– Simulation for great realism and automatic reaction
– Approaches to use dynamics
• Direct dynamcs
• Inverse dynamics
– Resolution schemes after motion equations
• Systems solved by integration
• Systems solved by non-linear optimization Genetic programming algorithms Sensor-actuator networks (SAN) Finite-state machines
Behavior Modeling
Main changes
– Animation based on scripts those where scripts are not needed
– Modular and distributed systems
– AI tools A-life elements
– Hierarchical structure from low, intermediate and high levels of animation
– Autonomous and adaptive actors
– Complex behavior emerges from simple behavior’s combination
Perception and action Software agents and A-life based systems
– Intelligent agents-based systems: production rules, fuzzy logic, genetic algorithms
– Neural networks-based systems
– Action selection mechanisms: dynamic in changing environments
Summary
Application areas
– Production animation, Interactive computer games
– Interactive digital television, Multimedia products, Simulations
– Computer-supported collaborative work, Agents
– Shared virtual environments
Research directions
– Real-time generation and control of synthetic characters
– Creating characters with individuality and personality
– Creating characters with emotional responses
– Generating population in interactive environments
– Implementing autonomous virtual actors
– Altering existing animation to produce different characteristics
Homework #3
Appendix 의 working groups 등의 웹사이트 29 (15+14) 중 3 개씩 각 사이트의 특징과 제공하는 package 등을 정리하시오 .
마감일 : 4/10