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Computer Animation Algorithms and Techniques

Computer Animation Algorithms and Techniques. Behavioral Animation: Knowing the environment Flocking. Behavioral Animation. Knowing the environment Aggregate behavior Primitive behavior Intelligent behavior Crowd management. Knowing the environment.

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Computer Animation Algorithms and Techniques

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  1. Computer AnimationAlgorithms and Techniques Behavioral Animation: Knowing the environment Flocking

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

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

  4. Vision Geometric issue – what’s in sight? OR Can I see X? Computation v. accuracy Perceptual issue – what do you see? Cognitive modeling – necessary? At what level?

  5. Omniscience Everything in database is ‘known’

  6. FOV Vision Use surrogate bounding volumes, or sample points

  7. Occluded Vision z-buffer use object IDs as color ray casting sample environment Use surrogate bounding volumes

  8. Target-testing vision Sample object Can I see X? Cast ray Use surrogate bounding volumes

  9. Object Recognition Cognitive modeling How much and what part is needed? Application need? Not yet addressed in literature More AI than graphics

  10. Other senses? Hearing? Smell? Model sensors & signal propagation Spatial occupancy approach? Applications?

  11. Memory What is recorded about the environment Spatial occupancy Transience of objects: time-stamps hierarchy: short-term, long-term

  12. Spatial Occupancy transiency doorway doorway wall

  13. Aggregate Behavior: E pluribus unum Emergent Behavior Typical qualities

  14. 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

  15. Primitive Behavior - Flocking Original work by Craig Reynolds 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

  16. Forces Or “Reasoning” (e.g. rule-based) Negotiating the Motion

  17. Navigating Obstacles Problems with repulsive forces

  18. Navigating using bounding sphere

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

  20. Finding closest non-colliding point Calculate s,t

  21. Navigating – finding a pass Vision Options: Render in z-buffer Sample environments with rays

  22. Modeling Flight –common in flocking

  23. Modeling Flight

  24. Modeling Flight

  25. Modeling Flight

  26. Primitive Behavior - Prey-Predator unbalanced abilities vision - distance, movement, fov maximum velocity maximum acceleration maximum angular velocity maximum angular acceleration

  27. Prey-Predator - vision

  28. Prey-Predator agility: speed and turning

  29. Prey-Predator – hidden by forces Using pure forces May not prevent object penetration Prey can be ‘hidden’ by environmental repulsive forces

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