Proceedings of Computer Animation '94最新文献

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A particle system using CSG for description and visualization 使用CSG进行描述和可视化的粒子系统
Proceedings of Computer Animation '94 Pub Date : 1994-05-25 DOI: 10.1109/CA.1994.323993
A. Gareau, Thierry Excoffier, Eric Tosan
{"title":"A particle system using CSG for description and visualization","authors":"A. Gareau, Thierry Excoffier, Eric Tosan","doi":"10.1109/CA.1994.323993","DOIUrl":"https://doi.org/10.1109/CA.1994.323993","url":null,"abstract":"We present a method to describe and visualize particle-systems using constructive solid geometry (CSG). Deformable objects simulations are easy to realize with coupled-particles. Motions are the results of time-integration of physical dynamics equations. In order to describe the physical objects, we add to the classic CSG-attributes, some that are not graphical. They allow the definition of physical parameters (density, speed, ...). So the scene can be describe with only CSG-trees. When images are generated, the CSG-tree is used by a ray-tracer. We can control a large range of objects with very different behaviours. In order to integrate the two models (particles, CSG) in one system, we propose methods that allow to convert a model from one to another.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"11 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":"127839010","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}
引用次数: 1
Image morphing using deformable surfaces 使用可变形表面进行图像变形
Proceedings of Computer Animation '94 Pub Date : 1994-05-25 DOI: 10.1109/CA.1994.324009
Seungyong Lee, Kyung-Yong Chwa, J. Hahn, Sung-yong Shin
{"title":"Image morphing using deformable surfaces","authors":"Seungyong Lee, Kyung-Yong Chwa, J. Hahn, Sung-yong Shin","doi":"10.1109/CA.1994.324009","DOIUrl":"https://doi.org/10.1109/CA.1994.324009","url":null,"abstract":"This paper presents a new image morphing technique using deformable surfaces. Drawbacks of previous techniques are overcome by a physically-based approach which provides an intuitive model for a warp. A warp is derived by two deformable surfaces which specify horizontal and vertical displacements of points on an image. This paper also considers the control of transition behavior in a metamorphosis sequence. The presented technique separates the transition control from interpolating features making it much easier to use than the previous techniques. The multigrid relaxation method is used to compute a deformable surface for a warp or transition rates. This method makes the presented image morphing technique fast enough for an interactive environment.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"17 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":"115011315","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}
引用次数: 47
Computer simulations of adaptive behavior in animals 动物适应行为的计算机模拟
Proceedings of Computer Animation '94 Pub Date : 1994-05-25 DOI: 10.1109/CA.1994.323999
Agnès Guillot, Jean-Arcady Meyer
{"title":"Computer simulations of adaptive behavior in animals","authors":"Agnès Guillot, Jean-Arcady Meyer","doi":"10.1109/CA.1994.323999","DOIUrl":"https://doi.org/10.1109/CA.1994.323999","url":null,"abstract":"This paper reviews various architectures or working principles that enable animals-i.e. simulated animals or animal-like robots-to display adaptive behaviors and that might be useful within the context of computer animation.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"82 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":"131745670","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}
引用次数: 20
Towards the autonomous animation of multiple human figures 迈向多个人物的自主动画
Proceedings of Computer Animation '94 Pub Date : 1994-05-25 DOI: 10.1109/CA.1994.324005
T. Calvert, R. Ovans, S. Mah
{"title":"Towards the autonomous animation of multiple human figures","authors":"T. Calvert, R. Ovans, S. Mah","doi":"10.1109/CA.1994.324005","DOIUrl":"https://doi.org/10.1109/CA.1994.324005","url":null,"abstract":"High level tools to support the animation of multiple human figures make use of knowledge in a number of ways. Explicit knowledge, in the form of keyframes is supplied directly by the animator and procedural knowledge for repetitive movements like walking or grasping is built into the algorithms. However, the interaction of multiple figures in a complex environment requires a declarative knowledge base of rules and constraints. The most obvious way to add declarative knowledge to an animation system is to choose a well developed expert system and to set up communication channels between the two systems, but this \"two monoliths\" approach can be very inefficient. To avoid the problems associated with distinct expert and animation systems, we are implementing a blackboard architecture which allows integration of reasoning with the graphics algorithms. The result is a mixed initiative system where autonomously produced motion paths for multiple human figures are edited and constrained interactively by the animator. A partial implementation is being evaluated.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"11 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":"130650073","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}
引用次数: 13
NSAIL PLAN: an experience with constraint-based reasoning in planning and animation NSAIL计划:在计划和动画中使用基于约束的推理的经验
Proceedings of Computer Animation '94 Pub Date : 1994-05-25 DOI: 10.1109/CA.1994.324003
S. Mah, T. Calvert, W. Havens
{"title":"NSAIL PLAN: an experience with constraint-based reasoning in planning and animation","authors":"S. Mah, T. Calvert, W. Havens","doi":"10.1109/CA.1994.324003","DOIUrl":"https://doi.org/10.1109/CA.1994.324003","url":null,"abstract":"A constraint-based reasoning system is used for knowledge representation and reasoning in behavioural animation, specifically in the animation of sailing behaviour. The object-oriented ECHIDNA reasoning and constraint logic programming shell handles the constraints for formulation and execution of plans for intelligent entities. At higher levels of control, the observed motion of an object is a reflection of the reasoning process of an intelligent entity as it reacts to its environment. The environment, internal knowledge and physical structure serve as constraints in developing a plan, which in turn provides additional constraints in the animation of reactive behaviour. An animation approach using constraint-based reasoning is presented focusing on details of the planning process adapted in the approach. The implementation of the NSAIL program reveals further insight into applying this approach towards the development of a high-level intuitive interface for behavioural animation.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"90 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":"133842786","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}
引用次数: 7
Modeling and animating the human tongue during speech production 建模和动画的人类舌头在言语生产
Proceedings of Computer Animation '94 Pub Date : 1994-05-25 DOI: 10.1109/CA.1994.324008
C. Pelachaud, C. V. Overveld, C. Seah
{"title":"Modeling and animating the human tongue during speech production","authors":"C. Pelachaud, C. V. Overveld, C. Seah","doi":"10.1109/CA.1994.324008","DOIUrl":"https://doi.org/10.1109/CA.1994.324008","url":null,"abstract":"A geometric and kinematic model for describing the global shape and the predominant motions of the human tongue, to be applied in computer animation, is discussed. The model consists of a spatial configuration of moving points that form the vertices of a mesh of 9 3-D triangles. These triangles are interpreted as charge centres (the so-called skeleton) for a potential field, and the surface of the tongue is modelled as an equi-potential surface of this field. In turn, this surface is approximated by a triangular mesh prior to rendering. As to the motion of the skeleton, precautions are taken in order to achieve (approximate) volume conservation; the computation of the triangular mesh describing the surface of the tongue implements penetration avoidance with respect to the palate. Further, the motions of the skeleton derive from a formal speech model which also controls the motion of the lips to arrive at a visually plausible speech synchronous mouth model.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"75 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":"114509272","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}
引用次数: 35
Integrating a scripting language into an interactive animation system 将脚本语言集成到交互式动画系统中
Proceedings of Computer Animation '94 Pub Date : 1994-05-25 DOI: 10.1109/CA.1994.323995
M. Gervautz, D. Schmalstieg
{"title":"Integrating a scripting language into an interactive animation system","authors":"M. Gervautz, D. Schmalstieg","doi":"10.1109/CA.1994.323995","DOIUrl":"https://doi.org/10.1109/CA.1994.323995","url":null,"abstract":"STORYBOARD is a scripting language for an interactive computer animation system. The language was designed to be simple in its use, to support various animation techniques provided by the animation environment, and to support procedural abstraction of animation. It is easily expandable and lends itself to the integration of interactive features of the system. Some of the important aspects of design and implementation are discussed, such as the timetable like structure of programs, the embedding of a message mechanism into the language, animation data types and their application, concurrent execution and local time, and recompilation of an animation specified interactively into a script.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"89 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":"130876702","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}
引用次数: 9
The AEIOU hypermedia project AEIOU超媒体项目
Proceedings of Computer Animation '94 Pub Date : 1994-05-25 DOI: 10.1109/CA.1994.323991
H. Maurer
{"title":"The AEIOU hypermedia project","authors":"H. Maurer","doi":"10.1109/CA.1994.323991","DOIUrl":"https://doi.org/10.1109/CA.1994.323991","url":null,"abstract":"Austria is celebrating its millennium in 1996: although Austria is much older than 1000 years, the German name for Austria (Ostarici) is first found in a written document dated 996. For this celebration, one of the most ambitious networked multimedia presentations ever is currently being developed. For the name of the project, the acronym AEIOU has been chosen: one may read this as \"Annotatable Electronic Interactive Ostarici Universal presentation\" or as \"Austria Erit In Orbe Ultima\" (\"Austria will be the best in the world\"). Most aspects of Austria are covered by compiling a 50 GByte database that will be available as a series of CD-ROMs, as public kiosk applications and as a multi-platform presentation via the Internet. This paper describes the aim of the project, mentions some of the more unusual details and reports on the status of the development.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"6 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":"129215990","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}
引用次数: 1
ExTwAnPaSy: an Extensible Two-dimensional Animation/Paint System ExTwAnPaSy:一个可扩展的二维动画/绘画系统
Proceedings of Computer Animation '94 Pub Date : 1994-05-25 DOI: 10.1109/CA.1994.323997
F. Reeth, W. Lamotte, E. Flerackers
{"title":"ExTwAnPaSy: an Extensible Two-dimensional Animation/Paint System","authors":"F. Reeth, W. Lamotte, E. Flerackers","doi":"10.1109/CA.1994.323997","DOIUrl":"https://doi.org/10.1109/CA.1994.323997","url":null,"abstract":"This paper is about ExTwAnPaSy, an Extensible Two-dimensional Animation/Paint System. ExTwAnPaSy is designed as a testbed for integrating various animation and painting techniques. Utilizing a uniform internal representation (and accompanying operations on it) for all geometric primitives, ExTwAnPaSy can integrate direct manipulation-, key-framing based-, as well as procedurally defined animation techniques. A key item of the system is that it can be expanded in a modular way using the standard programming environment feature of dynamic linking. By making the uniform internal representation accessible externally (by means of an abstract data type), a close interaction between the basic system and the added functionalities is guaranteed.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"16 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":"127349893","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}
引用次数: 2
Modelling and interpolating cartoon characters 建模和插值卡通人物
Proceedings of Computer Animation '94 Pub Date : 1994-05-25 DOI: 10.1109/CA.1994.323996
Mark Owen, P. Willis
{"title":"Modelling and interpolating cartoon characters","authors":"Mark Owen, P. Willis","doi":"10.1109/CA.1994.323996","DOIUrl":"https://doi.org/10.1109/CA.1994.323996","url":null,"abstract":"We describe a method for modelling cartoon characters, so that the appearance of the character is separate from its movement. We introduce a conceptually simple primitive for modelling the appearance of a character. This primitive is based on NURBS. It is thus very general in what it can model. We also show that it is readily interpolated, for inbetweening. We discuss the interpolation method and the data structures used for appearance and movement. The work is then taken further, to show how movements designed by a traditional animator can be captured. Given a library of appearances, the animator can experiment with finding appropriate movements to match the physical attributes of the character. Moreover, these movements can themselves be blended to produce new movements, giving the animator enhanced creative opportunities. This project is part of our on-going Animachine project, which aims to provide the traditional cel animator with a comprehensive computer-based system.<<ETX>>","PeriodicalId":216397,"journal":{"name":"Proceedings of Computer Animation '94","volume":"68 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":"121868448","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}
引用次数: 14
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