ABSTRACT
This paper describes the ALVW system, a high-level interface for producing smart behavior-based 3D Computer Animation. The system allows the design and simulation of virtual worlds, environments and their inhabitants. Once the simulation of the virtual ecosystem is run, the results are transferred to a commercial 3D program, where a realistic animation can be produced based on the transferred data. The concatenation of all these processes allows us to produce a realistic 3D Computer Animation showing what happens in the artificial ecosystem, using the best of both worlds: behavior-modeling techniques plus all the capabilities of existing 3D software. As a pilot project, we have developed Kukasim, a simulator that models a cockroach living in a kitchen, and produced a four-minute 3D animation based on the simulation data obtained from it.The aim of the work presented in this paper is to contribute to the development of smart computer interfaces, mainly for 3D animation, but open enough to be useful in an ample range of different applications.
- Tu X., Terzopoulos D. "Artificial Fishes: Physics, Locomotion ,Perception, Behavior". Computer Graphics Proceedings (SIGGRAPH'94) Google ScholarDigital Library
- Terzopoulos, D., Tu, X., Grzeszczuk, R. "Artificial fishes: autonomous locomotion, perception, behavior and learning in a simulated physical world". Artificial Life, 1 (4), pp. 327-351. Dec. 1994 Google ScholarDigital Library
- Blumberg B. "Multi-Level Control for Animated Autonomous Agents: Do the Right Thing…Oh, Not That". Creating Personalities for Synthetic Actors (1997) Trappl R., Petta P. (Eds) Google ScholarDigital Library
- Thalmann D., Noser H., Huang Z.: "Autonomous Virtual Actors based on Virtual Sensors". Creating Personalities for Synthetic Actors (1997), Trappl R., Petta P. (Eds) Google ScholarDigital Library
- Badler N. I., Reich B. D., Webber B. L. "Towards Personalities for Animated Agents with Reactive and Planning Behaviors". Creating Personalities for Synthetic Actors (1997) Trappl R., Petta P. (Eds) Google ScholarDigital Library
- Bates J. "The role of Emotion in Believable Agents". Communications of the ACM Vol. 37, Number 7 (July 1994) pp. 122-125. Google ScholarDigital Library
- Loyall A. B. "Some Requirements and Approaches for natural Language in a Believable Agent". Creating Personalities for Synthetic Actors (1997), Trappl R., Petta P. (Eds) Google ScholarDigital Library
- Noser H., Pandzic I. S., Capin T. K., Magnenat Thalmann N., Thalmann D. "Playing games through the Virtual Life Network". Proc. Artificial Life V Nara, Japan (1996)Google Scholar
- Fröhlich, T. "The virtual oceanarium". Communications of the ACM, Vol. 43, Num. 7, pp. 95-101. July 2000 Google ScholarDigital Library
- Cerezo E., Pina A., Serón F. J., Motion and behavior modelling: state of art and new trends, The Visual Computer, 15, 3, pp. 124-146, (1999).Google ScholarCross Ref
- Pina A., E. Cerezo E., Serón F. J., "Computer Animation: From Avatars to Unrestricted Autonomous Actors (A survey on replication and modelling mechanisms)". Computers & Graphics, Vol. 24, No. 2, section "Surveys", pp. 297-311 (2000)Google Scholar
- Chi D., Costa M, Zhao L, Badler N, "The EMOTE Model for Effort and Shape". Proceedings of the SIGGRAPH 2000. ACM Computer Graphics Annual Conference, New Orleans, Louisiana, pp. 173-182. July, 2000 Google ScholarDigital Library
- Cassell, J., Vilhjálmsson, H., Bickmore, T. "BEAT: the Behavior Expression Animation Toolkit" Proceedings of SIGGRAPH 2001. ACM Computer Graphics Annual Conference, Los Angeles, California, pp. 477-486. August, 2001. Google ScholarDigital Library
- The ALVW system: an interface for smart behavior-based 3D computer animation
Recommendations
Faking dynamics of cloth animation for animated films
AMDO'10: Proceedings of the 6th international conference on Articulated motion and deformable objectsIn this paper we argue for the concept of fake dynamics to allow animators to interactively create visually pleasing animations of cloth models while keeping him/her in full control of the animation process. Existing animation and simulation techniques ...
Adding Support for High-Level Skeletal Animation
We hereby present a data structure specially geared toward the definition and management of synthetic actors in real-time computer graphics. The relation between our proposed data structure and the Silicon Graphics API Performer makes its implementation ...
Heuristics for continuity editing of cinematic computer graphics scenes
Sandbox '09: Proceedings of the 2009 ACM SIGGRAPH Symposium on Video GamesWe present a set of heuristics for editing footage of 3D computer graphics cinematic sequences into a coherent movie clip which obeys the conventions of continuity editing. Our approach mimics the decision processes of an editor assembling a clip out of ...
Comments