REAL-TIME RESPONSIVE ANIMATION WITH PERSONALITY

Authors
Citation
K. Perlin, REAL-TIME RESPONSIVE ANIMATION WITH PERSONALITY, IEEE transactions on visualization and computer graphics, 1(1), 1995, pp. 5-15
Citations number
15
Categorie Soggetti
Computer Sciences","Computer Science Software Graphycs Programming","Engineering, Eletrical & Electronic
ISSN journal
10772626
Volume
1
Issue
1
Year of publication
1995
Pages
5 - 15
Database
ISI
SICI code
1077-2626(1995)1:1<5:RRAWP>2.0.ZU;2-L
Abstract
Building on principles from our prior work on procedural texture synth esis, we are able to create remarkably life-like, responsively animate d characters in real time. Rhythmic and stochastic noise functions are used to define time varying parameters that drive computer generated puppets. Because we are conveying just the ''texture'' of motion, we a re able to avoid computation of dynamics and constraint solvers. The s ubjective impression of dynamics and other subtle influences on motion can be conveyed with great visual realism by properly tuned expressio ns containing pseudo-random noise functions. For example, we can make a character appear to be dynamically balancing herself, to appear nerv ous, or to be gesturing in a particular way. Each move has an internal rhythm, and transitions between moves are temporally constrained so t hat ''impossible'' transitions are precluded. For example, if while th e character is walking we specify a dance turn, the character will alw ays step into the turn onto the correct weight-bearing foot. An operat or can make a character perform a properly connected sequence of actio ns, while conveying particular moods and attitudes, merely by pushing buttons at a high level. Potential uses of such high level ''textural' ' approaches to computer graphic simulation include role playing games , simulated conferences, ''clip animation,'' graphical front ends for MUDs [15], [6], and synthetic performances.