logging in or signing up Ch11 0 Behavior Christo Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINTLite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 59 Category: Entertainment License: All Rights Reserved Like it (0) Dislike it (0) Added: December 29, 2007 This Presentation is Public Favorites: 0 Presentation Description No description available. Comments Posting comment... Premium member Presentation Transcript Computer AnimationAlgorithms and Techniques: Computer Animation Algorithms and Techniques Behavioral AnimationSlide2: Behavioral Animation Knowing the environment Aggregate behavior Primitive behavior Intelligent behavior Crowd managementSlide3: Knowing the environment Vision – what do you know about the present Memory – what is recorded about the environment More about AI than graphicsSlide4: Vision Omniscience – access to the database FOV vision – culling but no occlusions Occluded vision ray casting – sample environment z-buffer using object IDs as z’s Object recognition - ?Slide5: Memory What is recorded about the environment Transient events: time-stamps Spatial occupancySlide6: Aggregate Behavior Typical qualitiesSlide7: Primitive Behavior - Flocking Local control – for realism, the flock member only reacts to locally accessible information Perception – fov vision – angle can change with speed Interacting with other members – stay with friends, avoid bumping into each other Interacting with the environment – collision avoidance is primarySlide8: Primitive Behavior - Flocking Global control – need control of flock script flock leader global migratory urge Negotiating the motion Collision avoidance – steer to avoid Splitting and rejoining – difficult to tune parameters Modeling flight – e.g., banking into turns Original work by Craig ReynoldsSlide9: Negotiating the MotionSlide10: Navigating Obstacles: Using repulsive forcesSlide11: Navigating using bounding sphereSlide12: Navigating Testing for being on a collision path with (bounding) sphere Given: P, V, C, rSlide13: Finding closest non-colliding pointSlide14: Navigating – finding a pass Render in z-buffer Sample environments with raysSlide15: Modeling Flight –common in flockingSlide16: Modeling FlightSlide17: Modeling FlightSlide18: Modeling FlightSlide19: Primitive Behavior - Prey-Preditor unbalanced abilities maximum velocity maximum acceleration maximum angular acceleration maximum angular velocity vision - distance, movement, fovSlide20: Intelligent Behavior Autonomous behavior ‘Self-animated’ characters Perception & reasoning about environment Personality, emotions, dispositions Manifestations of Individuality Body Expressions and Gestures Facial expressions SpeechSlide21: Internal State Suggested precedence classes of internal state variables Imperatives Desires Suggestions Models what the agent needs to doSlide22: Levels of Behavior Hooks for the animator to impose controlSlide23: Expressions and Gestures BEAT EMOTE RUTH Greta ToBI – Tones and Break Indices LMA – Laban Movement AnalysisSlide24: Modeling Individuality Models of personality from psychology OCEAN: openness, conscientiousness, extroversion, agreeableness, neuroticism PEN: extraversion, neuroticism, psychoticism OCC: how perceptions dictate emotional experience Personality – long term qualities Emotions – short term Mood – third level? Basic emotions?: happy, sad, fear, disgust, surprise, angerSlide25: Modeling Individuality Improv AlphaWolfSlide26: Crowd Management Emergent behavior Statistical behavior v. believable individual behaviors Homogeneous activity v. Internal structure For evaluation Pedestrian traffic simulation Traffic flow Emergency response modeling For entertainment Background crowdsSlide27: Crowds Emergent behavior: similar to flocking collision avoidance ‘intelligent’ paths From a distance: statistical behavior nonsensical detailed motion reasonable visual effect Internal structure limited interaction among members group formation You do not have the permission to view this presentation. In order to view it, please contact the author of the presentation.
Ch11 0 Behavior Christo Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINTLite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 59 Category: Entertainment License: All Rights Reserved Like it (0) Dislike it (0) Added: December 29, 2007 This Presentation is Public Favorites: 0 Presentation Description No description available. Comments Posting comment... Premium member Presentation Transcript Computer AnimationAlgorithms and Techniques: Computer Animation Algorithms and Techniques Behavioral AnimationSlide2: Behavioral Animation Knowing the environment Aggregate behavior Primitive behavior Intelligent behavior Crowd managementSlide3: Knowing the environment Vision – what do you know about the present Memory – what is recorded about the environment More about AI than graphicsSlide4: Vision Omniscience – access to the database FOV vision – culling but no occlusions Occluded vision ray casting – sample environment z-buffer using object IDs as z’s Object recognition - ?Slide5: Memory What is recorded about the environment Transient events: time-stamps Spatial occupancySlide6: Aggregate Behavior Typical qualitiesSlide7: Primitive Behavior - Flocking Local control – for realism, the flock member only reacts to locally accessible information Perception – fov vision – angle can change with speed Interacting with other members – stay with friends, avoid bumping into each other Interacting with the environment – collision avoidance is primarySlide8: Primitive Behavior - Flocking Global control – need control of flock script flock leader global migratory urge Negotiating the motion Collision avoidance – steer to avoid Splitting and rejoining – difficult to tune parameters Modeling flight – e.g., banking into turns Original work by Craig ReynoldsSlide9: Negotiating the MotionSlide10: Navigating Obstacles: Using repulsive forcesSlide11: Navigating using bounding sphereSlide12: Navigating Testing for being on a collision path with (bounding) sphere Given: P, V, C, rSlide13: Finding closest non-colliding pointSlide14: Navigating – finding a pass Render in z-buffer Sample environments with raysSlide15: Modeling Flight –common in flockingSlide16: Modeling FlightSlide17: Modeling FlightSlide18: Modeling FlightSlide19: Primitive Behavior - Prey-Preditor unbalanced abilities maximum velocity maximum acceleration maximum angular acceleration maximum angular velocity vision - distance, movement, fovSlide20: Intelligent Behavior Autonomous behavior ‘Self-animated’ characters Perception & reasoning about environment Personality, emotions, dispositions Manifestations of Individuality Body Expressions and Gestures Facial expressions SpeechSlide21: Internal State Suggested precedence classes of internal state variables Imperatives Desires Suggestions Models what the agent needs to doSlide22: Levels of Behavior Hooks for the animator to impose controlSlide23: Expressions and Gestures BEAT EMOTE RUTH Greta ToBI – Tones and Break Indices LMA – Laban Movement AnalysisSlide24: Modeling Individuality Models of personality from psychology OCEAN: openness, conscientiousness, extroversion, agreeableness, neuroticism PEN: extraversion, neuroticism, psychoticism OCC: how perceptions dictate emotional experience Personality – long term qualities Emotions – short term Mood – third level? Basic emotions?: happy, sad, fear, disgust, surprise, angerSlide25: Modeling Individuality Improv AlphaWolfSlide26: Crowd Management Emergent behavior Statistical behavior v. believable individual behaviors Homogeneous activity v. Internal structure For evaluation Pedestrian traffic simulation Traffic flow Emergency response modeling For entertainment Background crowdsSlide27: Crowds Emergent behavior: similar to flocking collision avoidance ‘intelligent’ paths From a distance: statistical behavior nonsensical detailed motion reasonable visual effect Internal structure limited interaction among members group formation