Lightweight Procedural Animation with Believable Physical Interactions I
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Motion Enriching Using Humanoide Captured Motions
MASTER THESIS: MOTION ENRICHING USING HUMANOIDE CAPTURED MOTIONS STUDENT: SINAN MUTLU ADVISOR : A NTONIO SUSÌN SÀNCHEZ SEPTEMBER, 8TH 2010 COURSE: MASTER IN COMPUTING LSI DEPERTMANT POLYTECNIC UNIVERSITY OF CATALUNYA 1 Abstract Animated humanoid characters are a delight to watch. Nowadays they are extensively used in simulators. In military applications animated characters are used for training soldiers, in medical they are used for studying to detect the problems in the joints of a patient, moreover they can be used for instructing people for an event(such as weather forecasts or giving a lecture in virtual environment). In addition to these environments computer games and 3D animation movies are taking the benefit of animated characters to be more realistic. For all of these mediums motion capture data has a great impact because of its speed and robustness and the ability to capture various motions. Motion capture method can be reused to blend various motion styles. Furthermore we can generate more motions from a single motion data by processing each joint data individually if a motion is cyclic. If the motion is cyclic it is highly probable that each joint is defined by combinations of different signals. On the other hand, irrespective of method selected, creating animation by hand is a time consuming and costly process for people who are working in the art side. For these reasons we can use the databases which are open to everyone such as Computer Graphics Laboratory of Carnegie Mellon University. Creating a new motion from scratch by hand by using some spatial tools (such as 3DS Max, Maya, Natural Motion Endorphin or Blender) or by reusing motion captured data has some difficulties. -
Automated Staging for Virtual Cinematography Amaury Louarn, Marc Christie, Fabrice Lamarche
Automated Staging for Virtual Cinematography Amaury Louarn, Marc Christie, Fabrice Lamarche To cite this version: Amaury Louarn, Marc Christie, Fabrice Lamarche. Automated Staging for Virtual Cinematography. MIG 2018 - 11th annual conference on Motion, Interaction and Games, Nov 2018, Limassol, Cyprus. pp.1-10, 10.1145/3274247.3274500. hal-01883808 HAL Id: hal-01883808 https://hal.inria.fr/hal-01883808 Submitted on 28 Sep 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Automated Staging for Virtual Cinematography Amaury Louarn Marc Christie Fabrice Lamarche IRISA / INRIA IRISA / INRIA IRISA / INRIA Rennes, France Rennes, France Rennes, France [email protected] [email protected] [email protected] Scene 1: Camera 1, CU on George front screencenter and Marty 3/4 backright screenleft. George and Marty are in chair and near bar. (a) Scene specification (b) Automated placement of camera and characters (c) Resulting shot enforcing the scene specification Figure 1: Automated staging for a simple scene, from a high-level language specification (a) to the resulting shot (c). Our system places both actors and camera in the scene. Three constraints are displayed in (b): Close-up on George (green), George seen from the front (blue), and George screencenter, Marty screenleft (red). -
Lightweight Procedural Animation with Believable Physical Interactions
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference Lightweight Procedural Animation with Believable Physical Interactions Ian Horswill Northwestern University, Departments of EECS and Radio/Television/Film 2133 Sheridan Road, Evanston IL 60208 [email protected] Abstract matics system. Posture control is performed by applying I describe a procedural animation system that uses tech- simulated forces and torques to the torso and pelvis. niques from behavior-based robot control, combined with a Interestingly, the use of a dynamic simulation actually minimalist physical simulation, to produce believable cha- simplifies control, allowing the use of relatively crude con- racter motions in a dynamic world. Although less realistic trol signals, which are then smoothed by the passive dy- than motion capture or full biomechanical simulation, the namics of the character body and body-environment inte- system produces compelling, responsive character behavior. raction; similar results have been found in both human and It is also fast, supports believable physical interactions be- robot motor control (Williamson, 2003). tween characters such as hugging, and makes it easy to au- Twig shows that surprisingly simple techniques can gen- thor new behaviors. erate believable2 motions and interactions. Much of the focus of this paper will be on ways in which Twig is able to Overview1 cheat to avoid doing complicated modeling or control, while still maintaining believability. This work is indebted Versatile procedural animation is a necessary component to the work of Jakobsen (Jakobsen, 2001) and Perlin (Per- for applications such as interactive drama, in which charac- lin, 1995, 2003; Perlin & Goldberg, 1996), both for their ters participate in complex interactions that cannot be pre- general approaches of using simple techniques to generate planned at authoring time. -
Inverse Kinematics Last Time? Today Keyframing Procedural Animation Physically-Based Animation
Last Time? • Navier-Stokes Equations • Conservation of Inverse Kinematics Momentum & Mass • Incompressible Flow Today Keyframing • How do we animate? • Use spline curves to automate the in betweening – Keyframing – Good control – Less tedious than drawing every frame – Procedural Animation • Creating a good animation still requires considerable – Physically-Based Animation skill and talent – Forward and Inverse Kinematics – Motion Capture • Rigid Body Dynamics • Finite Element Method ACM © 1987 “Principles of traditional animation applied to 3D computer animation” Procedural Animation Physically-Based Animation • Describes the motion algorithmically, • Assign physical properties to objects as a function of small number of (masses, forces, inertial properties) parameters • Example: a clock with second, minute • Simulate physics by solving equations and hour hands • Realistic but difficult to control – express the clock motions in terms of a “seconds” variable – the clock is animated by varying the v0 seconds parameter mg • Example: A bouncing ball -kt –Abs(sin(ωt+θ0))*e 1 Articulated Models Skeleton Hierarchy • Articulated models: • Each bone transformation – rigid parts described relative xyzhhhhhh,,,,,qf s – connected by joints to the parent in hips the hierarchy: qfttt,, s • They can be animated by specifying the joint left-leg ... angles as functions of time. r-thigh qc qi qi ()t r-calf y vs qfff, x r-foot z t1 t2 t1 t2 1 DOF: knee 2 DOF: wrist 3 DOF: arm Forward Kinematics Inverse Kinematics (IK) • Given skeleton xyzhhhhhh,,,,,qf -
Luminosity | a Re-Imagining of Twilight | by Alicorn
Luminosity by Alicorn You don't have to make a hundred mistakes for everything to disintegrate around you. One will do. One wrong risk, one misplaced trust, one careless guess is enough to destroy the one thing you can least afford to lose. But I'd never had any reason to imagine that my disaster would befall me at the time when I was most unexpectedly safe. pg. 1 1. Forks 2. The Cullens 3. The Reveal 4. Matchmaking 5. Vampires 101 6. Edward 7. Souls 8. The Future 9. Witches and Werewolves 10. Coven 11. Volterra 12. Norway 13. Newborn 14. Self-Control 15. Honeymoon 16. Ambition 17. Rachel 18. Clearwater 19. Denali 20. Europe 21. Hybrid 22. Maggie 23. Sue 24. Delivery 25. Expectations 26. Little Witch 27. Scatter 28. Ashes 29. Things Left Behind pg. 2 Forks Here is how I decided to live with my father in Washington. My favorite three questions are, What do I want?, What do I have?, and How can I best use the latter to get the former? Actually, I'm also fond of What kind of person am I?, but that one isn't often directly relevant to decision making on a day-to-day basis. What did I want? I wanted my mother, Renée, to be happy. She was the most important person to me, bar none. I also wanted her around, but when I honestly evaluated my priorities, it was more important that she be happy. If, implausibly, I had to choose between Renée being happy on Mars, and Renée being miserable living with me as she always had - I wouldn't be thrilled about it. -
Procedural Animation
Procedural Animation Computer Graphics Seminar 2017 Spring Andreas Sepp Coming up today ● Keyframe animation ● Procedural animation for basic character animation ○ Procedural animation with keyframe animation ○ Inverse kinematics ● Procedural animation as a broader field ○ Artificial life animation ○ Physics based modelling and animation Basic keyframe animation ● Animator draws or models the starting and ending points of a transition, called keyframes, and sets their position in time ● The remaining frames inbetween 2 keyframes are interpolated from them ● The animator is in control of everything at every point in time key key key Basic keyframe animation problems ● Transitions in interactive setting ○ Blend walking and running animation? ○ Create a walk ↔ run transition animation? ■ 15 animations - 105 blends required ● Unrealistic movement ○ No proper feedback from the environment ○ Not acceptable anymore Procedural Animation ● a type of computer animation, used to automatically generate animation in real-time to allow for a more diverse series of actions than could otherwise be created using predefined animations ● Animator not in control of everything anymore ● a) Integrated with keyframe animation ○ Roughly follows keyframes ○ Change dynamically ■ e.g. getting hit while running, going up the stairs ● b) Fully procedural animation ○ Initial parameters and some sort of input parameters are provided to control the animation ■ Initial position; forces, torques in time Keyframe + procedural animation ● Dynamic combining of multiple animations ○ Lower body running ○ Upper body swinging a sword ○ Body recoiling to a blow ● What you can achieve with just 14 keyframes and procedural animation: ○ http://www.gamasutra.com/view/news/216973/Video_An_indie_a pproach_to_procedural_animation.php [4:00-10:00] To actually feel connected to the world.. -
Jak Videohry Vyprávějí Příběhy Analýza Aktuálních Klíčových Videoher Hlavního Proudu
Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Bc. Jaroslav Kolář Magisterská diplomová práce Jak videohry vyprávějí příběhy Analýza aktuálních klíčových videoher hlavního proudu Vedoucí práce: Mgr. Zuzana Husárová, Ph.D. 2013 1 2 Čestné prohlášení Prohlašuji, že jsem práci vypracoval samostatně. Všechny prameny a literaturu, které jsem při vypracování používal, v práci řádně uvádím. V Brně, 4. ledna 2013 3 Narativní potenciál videoher byl na konci 20. století podceňován nebo zcela přehlížen. Vzhledem k rychlému vývoji na poli videoher je nutné přezkoumat aktuální situaci. Objektem této práce jsou klíčové videohry hlavního proudu vydané mezi lety 2010-2012. Podrobným vnímáním ludické a narativní podstaty vybraných videoher hledá tato práce odpověď na otázku „Jakým způsobem videohry vyprávějí příběhy?“ a to z perspektivy nahlížení na příběhy jako na transmediální fenomény. 4 První kapitola – Úvod ............................................................................................................................. 7 Cíl této práce ....................................................................................................................................... 9 Jak budu postupovat ............................................................................................................................ 9 Druhá kapitola – Uvedení do problematiky .......................................................................................... 10 Sjednocení důležitých pojmů ........................................................................................................... -
The Search for the "Manchurian Candidate" the Cia and Mind Control
THE SEARCH FOR THE "MANCHURIAN CANDIDATE" THE CIA AND MIND CONTROL John Marks Allen Lane Allen Lane Penguin Books Ltd 17 Grosvenor Gardens London SW1 OBD First published in the U.S.A. by Times Books, a division of Quadrangle/The New York Times Book Co., Inc., and simultaneously in Canada by Fitzhenry & Whiteside Ltd, 1979 First published in Great Britain by Allen Lane 1979 Copyright <£> John Marks, 1979 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner ISBN 07139 12790 jj Printed in Great Britain by f Thomson Litho Ltd, East Kilbride, Scotland J For Barbara and Daniel AUTHOR'S NOTE This book has grown out of the 16,000 pages of documents that the CIA released to me under the Freedom of Information Act. Without these documents, the best investigative reporting in the world could not have produced a book, and the secrets of CIA mind-control work would have remained buried forever, as the men who knew them had always intended. From the documentary base, I was able to expand my knowledge through interviews and readings in the behavioral sciences. Neverthe- less, the final result is not the whole story of the CIA's attack on the mind. Only a few insiders could have written that, and they choose to remain silent. I have done the best I can to make the book as accurate as possible, but I have been hampered by the refusal of most of the principal characters to be interviewed and by the CIA's destruction in 1973 of many of the key docu- ments. -
Use Style: Paper Title
INTERNATIONAL CONFERENCE ON INFORMATICS AND CREATIVE MULTIMEDIA 2013 (ICICM’13) UTM, KUALA LUMPUR. SEPTEMBER 3-6, 2013, pp.104,109, 4-6 Sept. 2013 doi:10.1109/ICICM.2013.25 IEEEXplore Expression driven Trignometric based Procedural Animation of Quadrupeds Zeeshan Bhatti, Asadullah Shah, Mustafa Karabasi and Waheed Mahesar Khulliyyah of Information and Communication Technology International Islamic University Malaysia, Kuala Lumpur e-mail: [email protected], [email protected], [email protected], [email protected] Abstract— This research paper addresses the problem of riggers need [3]. So a character animator normally ends up generating involuntary and precise animation of quadrupeds building a custom skeletal rig for the ease of animation with automatic rigging system of various character types. The [3][4]. The process is also known as Character Rigging. We technique proposed through this research is based on a two have used MAYA as the basic development and simulation tier animation control curve with base simulation being driven tool with motion equations implemented as Maya Embedded through dynamic mathematical model using procedural Language (MEL) code written as expressions that gets algorithm and the top layer with a custom user controlled executed at every frame controlling and driving the various animation provided with intuitive Graphical User Interface body part of the character rig. (GUI). The character rig is based on forward and inverse kinematics driven through trigonometric based motion II. LITERATURE REVIEW equations. The User is provided with various manipulators and Quadruped motion has always been an integral part of attributes to control and handle the locomotion gaits of the characters and choose between various types of simulated character animation and simulation. -
Animation De Personnages 3D Par Le Sketching 2D Martin Guay
Animation de personnages 3D par le sketching 2D Martin Guay To cite this version: Martin Guay. Animation de personnages 3D par le sketching 2D. Mathématiques générales [math.GM]. Université Grenoble Alpes, 2015. Français. NNT : 2015GREAM016. tel-01178839 HAL Id: tel-01178839 https://tel.archives-ouvertes.fr/tel-01178839 Submitted on 22 Dec 2015 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. THÈSE Pour obtenir le grade de DOCTEUR DE L’UNIVERSITÉ DE GRENOBLE Spécialité : Mathématiques-Informatique Arrêté ministériel : 7 août 2006 Présentée par Martin Guay Thèse dirigée par Marie-Paule Cani & Rémi Ronfard préparée au sein du Laboratoire Jean Kuntzmann (LJK) et de l’École doctorale EDMSTII Sketching free-form poses and movements for expressive character animation Thèse soutenue publiquement le 2 juillet 2015, devant le jury composé de : Michiel van de Panne Professor, University of British Columbia, Rapporteur Robert W. Sumner Adjunct Professor, ETH Zurich & Director, Disney Research Zurich, Rapporteur Marie-Paule Cani Professeure, Grenoble INP, Directrice de thèse Rémi Ronfard Chargé de recherche, INRIA, Co-Directeur de thèse Frank Multon Professeur, Université Rennes 2, Examinateur Paul Kry Professor, McGill University, Examinateur Joëlle Thollot Prefesseure, Grenoble INP, Présidente 2 Abstract Free-form animation allows for exaggerated and artistic styles of motions such as stretch- ing character limbs and animating imaginary creatures such as dragons. -
Mbk-Game Engine Lecture
Game Tools MARY BETH KERY - ADVANCED USER INTERFACES SPRING 2017 2 person team 3 years ART 300 person team GAME DESIGN 10 years ENGINEERING Final Fantasy 15 PRODUCTION/BUSINESS TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. 1999 Roller Coaster Tycoon written by one guy in x86 assembly language TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. Today, more flexibility in language Typically Object-Oriented Use development tools like Visual Studio or Eclipse TECHNICAL CHALLENGES OF VIDEO GAMES 2. People have high expectations for interactive worlds with lots of content TECHNICAL CHALLENGES OF VIDEO GAMES 2. People have high expectations for interactive worlds with lots of content Lots of content on tight deadlines. Glitches and crashes are BAD. TECHNICAL CHALLENGES OF VIDEO GAMES 3. Real time 3D graphics simulations Doom 1993 Levels, dungeons, and rooms were not only for game pacing, but to limit the number of objects to compute and render at a time. TECHNICAL CHALLENGES OF VIDEO GAMES 3. Real time 3D graphics simulations 2016 graphics Pixar - Piper Final Fantasy 15 Gregory, Jason. Game engine architecture. CRC Press, 2009. Game Engines Tools that fit the pieces together Game Engine GAME ENGINES: HISTORY 1990s First-person shooters: Doom by id Software GAME ENGINES: HISTORY Architecture separates core software from game- specific assets ASSETS “ENGINE” SOFTWARE Art assets 3D graphics rendering Game Collision detection map/environments Audio system Rules of play GAME ENGINES: HISTORY 1990’s Separation of game engine allowed “mods” by replacing assets ASSETS “ENGINE” SOFTWARE Art assets 3D graphics rendering Game Collision detection map/environments Audio system Rules of play Not okay mod. -
Introduction and Animation Basics
Lecture 1: introduction PhD in Computer Science, MIRALab, University of Geneva, 2006-2011 Second post-doc, Institute for Media First post-doc, HCI Group, Innovation, Nanyang Technological EPFL, Lausanne, 2012-2013 University, 2013-2015 (Expressive) Character animation Facial animation Body gestures/emotions Gaze behavior Motion synthesis Multi-character interactions Virtual humans in VR and (Serious) Games Social robots and AI Florian Gaeremynck (GMT Student) [email protected] Ask questions for practical assignments Introduction to basic techniques in Computer Animation ▪ Motion synthesis, facial & body animation, … Introduction to research topics ▪ Giving presentations ▪ Reading and evaluating research papers ▪ Writing an essay about an animation topic Hands-on experience ▪ Short animation movie production or programming exercise Grading: ▪ Research papers (R) ▪ Project (P) ▪ Essay (E) ▪ Final grade = 0.3*R + 0.3*P + 0.4*E ▪ Condition: E >= 5 *Pay attention that R is based on your presentations but also involves paper summaries. You will not a get a separate grade for the summaries but it is part of the overall grade R. Attendance is overall not mandatory, but.. ▪ You are required to attend the lectures with student presentations you wrote a review for. You will send a one A4 page review for each paper. In total, you should have 6 reviews . ▪ Similar to peer-review process of conferences and journals Deadline for submitting these reviews is one day before the lecture until 23:59 You are not limited to 6 papers though, read as much as you can, participate the presentations and ask questions! Note: In all your emails to the teacher or the TA, you must include [INFOMCANIM 2021] in the subject line of your email.