{"title":"Automatic derivation of curved human walking trajectories from synthetic vision","authors":"R. Boulic, H. Noser, D. Thalmann","doi":"10.1109/CA.1994.324002","DOIUrl":"https://doi.org/10.1109/CA.1994.324002","url":null,"abstract":"The scope of this paper is to propose a system for the automatic derivation of a human curved walking trajectory from the analysis provided by its synthetic vision module. The study context is a planar environment with still and sparse foothold locations. A general methodology associates the two low-level modules of vision and walking with a planification module which establishes the middle term path from the knowledge of the visualized environment. The planification is made under the constraint of minimizing the distance, the speed variation and the curvature cost. Moreover, the planification may trigger the alternate walking motion whenever the decreasing in curvature cost is higher than the associated increasing in speed variation cost due to the corresponding halt and restart. Finally, the characteristic of the next step location is derived in the context of a constant velocity walking motion along a circular trajectory.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"154 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133795578","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Pentland, Trevor Darrell, Irfan Essa, A. Azarbayejani, S. Sclaroff
{"title":"Visually guided animation","authors":"A. Pentland, Trevor Darrell, Irfan Essa, A. Azarbayejani, S. Sclaroff","doi":"10.1109/CA.1994.324000","DOIUrl":"https://doi.org/10.1109/CA.1994.324000","url":null,"abstract":"We are interested in being able to take classic film characters, or video of current-day personalities, and produce computer models and animations of them by automatic analysis of the video or film footage. In this paper we survey our progress toward producing such automatic modeling and animation systems.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123976310","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
N. Badler, R. Bindiganavale, John P. Granieri, Susanna Wei, Zinmin Zhao
{"title":"Posture interpolation with collision avoidance","authors":"N. Badler, R. Bindiganavale, John P. Granieri, Susanna Wei, Zinmin Zhao","doi":"10.1109/CA.1994.324011","DOIUrl":"https://doi.org/10.1109/CA.1994.324011","url":null,"abstract":"While interpolating between successive postures of an articulated figure is not mathematically difficult, it is much more useful to provide postural transitions that are behaviorally reasonable and that avoid collisions with nearby objects. We describe such a posture interpolator which begins with a number of pre-defined static postures. A finite state machine controls the transitions from any posture to a goal posture by finding the shortest path of required motion sequences between the two. If the motion between any two postures is not collision free, a collision avoidance strategy is invoked and the posture is changed to one that satisfies the required goal while respecting object and agent integrity.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134115475","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Computer animation of clouds","authors":"N. Max","doi":"10.1109/CA.1994.323994","DOIUrl":"https://doi.org/10.1109/CA.1994.323994","url":null,"abstract":"Computer animation of outdoor scenes is enhanced by realistic clouds. I discuss several different modelling and rendering schemes for clouds, and show how they evolved in my animation work. These include transparency-textured clouds on a 2D plane, smooth shaded or textured 3D cloud surfaces, and 3D volume rendering. For the volume rendering, I present various illumination schemes, including the density emitter, single scattering, and multiple scattering models.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123527550","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Modeling of vascular expressions in facial animation","authors":"P. Kalra, N. Magnenat-Thalmann","doi":"10.1109/CA.1994.324007","DOIUrl":"https://doi.org/10.1109/CA.1994.324007","url":null,"abstract":"Most of the earlier and existing computational models for facial animation consider only muscular expressions. We address and emphasize issues related to modeling of vascular expression. The proposed model enables visual characteristics such as skin color to change with time and provide visual clues for emotions like paleness and blushing. An emotion is defined as a function of two signals in time, one for spatial changes (muscular effects) and the other for the color (vascular effects). For different regions of the face, the atomic vascular action is modeled as an image mask with its shape and the shade defined by Bezier functions to manipulate the texture image.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128614531","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Fast ray tracing of sequences by ray history evaluation","authors":"A. Formella, Christian Gill, Volker Hofmeyer","doi":"10.1109/CA.1994.323992","DOIUrl":"https://doi.org/10.1109/CA.1994.323992","url":null,"abstract":"Presents a method to reduce the time needed to render a sequence of ray traced images. We exploit the temporal and spatial coherence between consecutive frames. The algorithm does not only inspect the image plane in order to find regions with minor changes; the object space is analyzed by evaluating the so called ray history. With this method we obtain a speedup in the range of 1.2 to 2.8 almost without visible loss of quality. The method is more or less independent of the used ray trace algorithm and can be implemented in many ray trace programs without too much effort.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126663266","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Autonomy, abduction, adaptation","authors":"P. Bourgine","doi":"10.1109/CA.1994.324001","DOIUrl":"https://doi.org/10.1109/CA.1994.324001","url":null,"abstract":"The most important question that autonomous systems have to answer is how to remain viable in various and changing environments. This question is thus the same as how emerges the semiotic capacity to guess viable solutions, that is abduction. The aim of this paper is to sketch a theory both of sensorimotor autonomy and of the emergence of abductive capacities in the cases of reactive, hedonistic and eductive systems. Such emergence has to be examined in the larger context of co-evolutionary process between autonomous systems.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134594010","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"REALISM: reusable elements for animation using local integrated simulation models","authors":"I. Palmer, R. L. Grimsdale","doi":"10.1109/CA.1994.323998","DOIUrl":"https://doi.org/10.1109/CA.1994.323998","url":null,"abstract":"The REALISM animation system encapsulates behavioural control mechanisms within the objects in a scene, offering a single interface to both modelling and animation. Libraries of actors allow creative skills to be focused on scene development and not individual object control. The progress of an animation sequence is defined by a controlling script. Individual object behaviour is defined by rules and constraints, themselves dynamic entities that can modify their own behaviour during the animation. Each element controls its own destiny which is guided but not dictated by the script. To reduce the communication overhead caused by the inter-object dialogue necessary for collision detection, a two stage process is implemented. This consists of a bounding volume check as the first stage, and objects communicating to resolve collisions as the second stage. The algorithm ensures that the workload is distributed evenly throughout the objects, guaranteeing a maximum limit to the workload per object.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"471 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123448744","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Global methods for simulating contacting flexible bodies","authors":"D. Baraff, A. Witkin","doi":"10.1109/CA.1994.324012","DOIUrl":"https://doi.org/10.1109/CA.1994.324012","url":null,"abstract":"A model for the dynamic simulation of flexible bodies subject to nonpenetration constraints is presented. Flexible bodies are described in terms of global deformations of a rest shape. The dynamical behavior of these bodies that most closely matches the behavior of ideal continuum bodies is derived, and subsumes the results of earlier Lagrangian dynamics-based models. The dynamics derived for the flexible-body model allows the unification of previous work on flexible body simulation and previous work on nonpenetrating rigid body simulation. The nonpenetration constraints for a system of bodies that contact at multiple points are maintained by analytically calculated contact forces. Frictional effects are also included. An implementation for first- and second-order polynomially deformable bodies is described. The simulation of second-order or higher deformations currently involves a polyhedral boundary approximation for collision detection purposes.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"121 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127183548","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Barry D. Reich, Hyeongseok Ko, Welton Becket, N. Badler
{"title":"Terrain reasoning for human locomotion","authors":"Barry D. Reich, Hyeongseok Ko, Welton Becket, N. Badler","doi":"10.1109/CA.1994.324004","DOIUrl":"https://doi.org/10.1109/CA.1994.324004","url":null,"abstract":"We describe a real-time model of terrain traversal by simulated human agents. Agent navigation includes a variety of simulated sensors, terrain reasoning with behavioral constraints, and detailed simulation of a variety of locomotion techniques. The path through the terrain is incrementally computed by a behavioral reasoning system configuring a behavioral feedback network. A number of sensors acquire information on object range, passageways, obstacles, terrain type, exposure to hostile agents, and so on. The behavioral reasoner weighs this information along with collision avoidance, cost, danger minimization, locomotion types, and other behaviors available to the agent and incrementally attempts to reach a goal location. Since the system is reactive, it can respond to moving obstacles, changing terrain, or unexpected events due to hostile agents or the effects of limited perception. A motor-level component provides general locomotion, including curved path walking and running that work in real-time with human figures.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129895135","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}