Ch11 0 Behavior

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Computer Animation Algorithms and Techniques: 

Computer Animation Algorithms and Techniques Behavioral Animation

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Behavioral Animation Knowing the environment Aggregate behavior Primitive behavior Intelligent behavior Crowd management

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Knowing the environment Vision – what do you know about the present Memory – what is recorded about the environment More about AI than graphics

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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 - ?

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Memory What is recorded about the environment Transient events: time-stamps Spatial occupancy

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Aggregate Behavior Typical qualities

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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 primary

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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 Reynolds

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Negotiating the Motion

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Navigating Obstacles: Using repulsive forces

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Navigating using bounding sphere

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Navigating Testing for being on a collision path with (bounding) sphere Given: P, V, C, r

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Finding closest non-colliding point

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Navigating – finding a pass Render in z-buffer Sample environments with rays

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Modeling Flight –common in flocking

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Modeling Flight

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Modeling Flight

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Modeling Flight

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Primitive Behavior - Prey-Preditor unbalanced abilities maximum velocity maximum acceleration maximum angular acceleration maximum angular velocity vision - distance, movement, fov

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Intelligent Behavior Autonomous behavior ‘Self-animated’ characters Perception & reasoning about environment Personality, emotions, dispositions Manifestations of Individuality Body Expressions and Gestures Facial expressions Speech

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Internal State Suggested precedence classes of internal state variables Imperatives Desires Suggestions Models what the agent needs to do

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Levels of Behavior Hooks for the animator to impose control

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Expressions and Gestures BEAT EMOTE RUTH Greta ToBI – Tones and Break Indices LMA – Laban Movement Analysis

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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, anger

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Modeling Individuality Improv AlphaWolf

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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 crowds

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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