Real-time virtual humans

N. Badler
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引用次数: 119

Abstract

The last few years have seen great maturation in the computation speed and control methods needed to portray 3D virtual humans that are suitable for real interactive applications. We first describe the state of the art, then focus on the particular approach taken at the University of Pennsylvania with the Jack system. Various aspects of real-time virtual humans are considered, such as their appearance and motion, interactive control, autonomous actions, gestures, attention, locomotion and multiple individuals. The underlying architecture consists of a sense-control-act structure that permits reactive behaviors to be locally adaptive to the environment, and a PaT-Net (parallel transition network) parallel-finite-state machine controller that can be used to drive virtual humans through complex tasks. We then argue for a deep connection between language and animation and describe current efforts in linking them through two systems: the Jack Presenter and the JackMOO extension to lambdaMOO. Finally, we outline a parameterized action representation for mediating between language instructions and animated actions.
实时虚拟人
在过去的几年里,我们已经看到了在计算速度和控制方法方面的巨大成熟,这些方法需要描绘适合于真实交互应用的3D虚拟人。我们首先描述当前的技术状况,然后重点介绍宾夕法尼亚大学采用的Jack系统的具体方法。考虑了实时虚拟人的各个方面,例如他们的外观和运动,交互控制,自主动作,手势,注意力,运动和多个个体。底层架构包括一个感知-控制-行为结构,该结构允许反应性行为在局部适应环境,以及一个PaT-Net(并行转换网络)并行有限状态机控制器,该控制器可用于驱动虚拟人完成复杂任务。然后,我们论证了语言和动画之间的深层联系,并描述了目前通过两个系统将它们联系起来的努力:Jack Presenter和lambdaMOO的JackMOO扩展。最后,我们概述了在语言指令和动画动作之间进行中介的参数化动作表示。
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