Computer Animation Rick Parent Computer Animation Algorithms and Techniques Behavioral Animation.

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Presentation transcript:

Computer Animation Rick Parent Computer Animation Algorithms and Techniques Behavioral Animation

Computer Animation Rick Parent Behavioral Animation Knowing the environment Aggregate behavior Primitive behavior Intelligent behavior Crowd management

Computer Animation Rick Parent

Computer Animation Rick Parent Knowing the environment Vision – what do you know about the present Memory – what is recorded about the environment More about AI than graphics

Computer Animation Rick Parent Vision Geometric issue – what’s in sight? OR Can I see X? Perceptual issue – what do you see? Computation v. accuracy Cognitive modeling – necessary? At what level?

Computer Animation Rick Parent Omniscience Everything in database is ‘known’

Computer Animation Rick Parent FOV Vision Use surrogate bounding volumes, or sample points

Computer Animation Rick Parent Occluded Vision ray casting sample environment z-buffer use object IDs as color Use surrogate bounding volumes

Computer Animation Rick Parent Target-testing vision Can I see X? Cast ray Use surrogate bounding volumes Sample object

Computer Animation Rick Parent Object Recognition Cognitive modeling How much and what part is needed? Application need? Not yet addressed in literature More AI than graphics

Computer Animation Rick Parent Other senses? Hearing? Smell? Model sensors & signal propagation Spatial occupancy approach? Applications?

Computer Animation Rick Parent Memory What is recorded about the environment Transience of objects: time-stamps Spatial occupancy hierarchy: short-term, long-term

Computer Animation Rick Parent Spatial Occupancy doorway transiency wall

Computer Animation Rick Parent Aggregate Behavior: E pluribus unum Emergent Behavior TypeElementsPhysics Env/Others Intelligence Particles Much/noneNone Flocking Some/someLimited Crowds Little/muchLittle-much Typical qualities

Computer Animation Rick Parent Primitive Behavior - Flocking Local control – for realism, the flock member only reacts to locally accessible information Perception – FOV vision – angle can change with speed Interacting with other members – stay with friends, avoid bumping into each other Interacting with the environment – collision avoidance is primary

Computer Animation Rick Parent Primitive Behavior - Flocking Global control – need control of flock script flock leader global migratory urge Negotiating the motion Collision avoidance – steer to avoid Splitting and rejoining – difficult to tune parameters Modeling flight – e.g., banking into turns Original work by Craig Reynolds

Computer Animation Rick Parent Negotiating the Motion Forces Or “Reasoning” (e.g. rule-based)

Computer Animation Rick Parent Navigating Obstacles Problems with repulsive forces

Computer Animation Rick Parent Navigating using bounding sphere

Computer Animation Rick Parent Navigating Testing for being on a collision path with (bounding) sphere Given: P, V, C, r

Computer Animation Rick Parent Finding closest non-colliding point Calculate s,t

Computer Animation Rick Parent Navigating – finding a pass Vision Options: Render in z-buffer Sample environments with rays

Computer Animation Rick Parent Modeling Flight –common in flocking

Computer Animation Rick Parent Modeling Flight

Computer Animation Rick Parent Modeling Flight

Computer Animation Rick Parent Modeling Flight

Computer Animation Rick Parent Primitive Behavior - Prey-Predator unbalanced abilities vision - distance, movement, fov maximum velocity maximum acceleration maximum angular velocity maximum angular acceleration

Computer Animation Rick Parent Prey-Predator - vision

Computer Animation Rick Parent Prey-Predator agility: speed and turning

Computer Animation Rick Parent Prey-Predator – hidden by forces Using pure forces May not prevent object penetration Prey can be ‘hidden’ by environmental repulsive forces

Computer Animation Rick Parent Intelligent Behavior Autonomous behavior ‘Self-animated’ characters Perception & reasoning about environment Personality, emotions, dispositions Manifestations of Individuality Body Expressions and Gestures Facial expressions Speech

Computer Animation Rick Parent Internal State Suggested precedence classes of internal state variables Imperatives Desires Suggestions Models what the agent needs to do

Computer Animation Rick Parent Levels of Behavior Hooks for the animator to impose control Arbitration among competing intentions

Computer Animation Rick Parent Expressions and Gestures BEAT EMOTE RUTH Greta ToBI – Tones and Break Indices LMA – Laban Movement Analysis

Computer Animation Rick Parent EMOTE Speech driven movement and gestures Torso & arms Laban Movement Analysis Effort Shape N. Badler at U.Penn

Computer Animation Rick Parent BEAT Input text – marked up Generate non-verbal behavior in sync with speech Facial expressions, head & body motions gestures J. Cassell at M.I.T.

Computer Animation Rick Parent Modeling Personality Personality – long term qualities Emotions – short term Mood – third level Basic emotions: happy, sad, fear, disgust, surprise, anger

Computer Animation Rick Parent Personality Models Biology/evolutionary approaches brain & anatomy biochemistry & personality genetics & personality Psychoanalytic approach psychometrics Freud, Adler, Jung Adaptation Theory: traits: passive, aggressive, withdrawn Need theory: Freud + experiential learning Arousal Theory: absorb & discharge energy

Computer Animation Rick Parent Type & Trait Theory Type: individuals slotted into a type e.g. introvert v. extrovert Trait: lie on gradation combination defines behavior in situation e.g., Internal states: how perceptions dictate emotional experience

Computer Animation Rick Parent Trait Theory OCEAN: openness, conscientiousness, extroversion, agreeableness, neuroticism PEN: extraversion, neuroticism, psychoticism OCC: how perceptions dictate emotional experience

Computer Animation Rick Parent Modeling Individuality Improv AlphaWolf

Computer Animation Rick Parent Crowd Management Emergent behavior Statistical behavior v. believable individual behaviors Homogeneous activity v. Internal structure For evaluation Pedestrian traffic simulation Traffic flow Emergency response modeling For entertainment Background crowds

Computer Animation Rick Parent Crowds Emergent behavior: similar to flocking collision avoidance ‘intelligent’ paths From a distance: statistical behavior nonsensical detailed motion reasonable visual effect Internal structure limited interaction among members group formation