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제 5 주. Art and Design Computer Animation: from Avatars to Unrestricted Autonomous Actors A. Pina, E. Cerezo and F. Seron, Computers & Graphics, vol. 24, pp. 297~311, 2000 학습목표 Synthetic actor 의 motion 과 behavior 를 제어하기 위한 방법론 들의 이해와 최근 연구동향 파악
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개요 4 Synthetic actor –Move and behave realistically in virtual environments –Mechanics, Physics, Robotics, AI, A-life, Biology, Cognitive Sciences 4 Life-like representations in virtual worlds –Humans, animals, animate objects 4 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
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Motion and Behavior Replication 4 Key-framing –Interpolation law for in-betweening 4 Motion capture and rotoscopy –Multiresolution filtering, multitarget interpolation, smoothing techniques –Displacement functions –Fourier developments –Motion warping –Contour tracking
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Motion Modeling 4 Direct and inverse kinematics –Human walking, different animal movements 4 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 4 Genetic programming algorithms 4 Sensor-actuator networks (SAN) 4 Finite-state machines
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Behavior Modeling 4 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 4 Perception and action 4 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
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Summary 4 Application areas –Production animation, Interactive computer games –Interactive digital television, Multimedia products, Simulations –Computer-supported collaborative work, Agents –Shared virtual environments 4 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
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Homework #3 4 Appendix 의 working groups 등의 웹사이트 29 (15+14) 중 3 개씩 각 사이 트의 특징과 제공하는 package 등을 정리하시오. 4 마감일 : 4/10
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