Virtual Humans or Animating Synthetic Actors
Definitions:
Motion Control Methods (MCM)
We previously have looked at examples of different types of MCM's
We can characterize each type by the type of information of
primary importance in animating an object, especially an
articulated figure. For a keyframe system this is the angle of
each of the joints. In a forward kinematics system the motion of
all the joints is explicitly set by the animator, i.e., for a
human, the animator would move the shoulder, upper arm, elbow,
forearm, and hand. In inverse kinematics the animator moves only
the end effector and the system computes the corresponding
position of the rest of the chain of links.
For Geometric MCMs the primary information is geometric, e.g.
coordinate positions, angles, etc. For physically based MCMs,
that are driven by physical laws, the primary information is the
set of physicals characteristics of the system, e.g. mass,
moments of inertia, stiffness (spring force constants), etc. For
Behavioral systems the primary information is the set of
behaviors that motivate the system. We also need to consider how
the actor interfaces with the rest of the scene.
Actor Interfaces
There are four basic cases:
Look at MCMs for each of the above actor interface categories
Single Actor Situation
The animator has all the control of the actor and the actor is
unaware of its environment. There is no real-time control but
only batch level control, e.g. keyframes. Currently, this is the
dominant form of computer animation.
Geometrics MCMs: Kinematics, both forward and inverse fall
into this category. A good method to get realistic motion is
rotoscopy (motion capture), where sensors attached to real actors
are used to provide coordinates for input to the synthetic
actors.
Vision Based Navigation for Synthetic Actors
Synthetic vision is used for navigation by a synthetic actor,
with the vision being the only communication channel between the
actor and its environment. The actor can learn about its
environment and have the environment affect its behavior. In this
sense it is related to the work by Reynolds on Flocks, etc.
The specific goal is for the actor to explore an unknown
environment and to build mental models from this exploration. The
actor needs a navigation system. The task of a navigation system
is to plan a path to a specified goal and execute this plan.
There are two parts to this:
A global nav. system uses a prelearned model of the domain
that may be simplified and not reflect recent changes. This is
used to perform a path palnning algorithm. The local nav. system
uses direct input from the environment to reach goals and
sub-goals given by the global nav system and to avoid unexpected
obstacles. The local nav. system doesn't have a domain model.
This approach uses a synthetic vision system, where the actor
sees a 2D image with each pixel having the object that would be
projected to that pixel plus the distance to that object.
Global Nav. System
The internal representation of the environment is an octree.
It is constructed by taking the 2D image and mapping that
information to the appropriate voxel in the octree (sine we know
the distance and object from the 2D image). The octree is dynamic
in that as new information is received new nodes are created
(insert operation). Also nodes can be deleted if the volumes have
moved or disappeared. Note that the octree is only a rough
picture of the environment.
Then we can consider the set of empty voxels in the octree as
a graph and use heuristic path searching algorithms to find a
path through these voxels to our goal.
Local Nav system
There are three basic modules:
Vision module:
this is the synthetic vision described earlier that provides a
2D image that has the projected object (as an object-id) and its
distance.
Controller module
This uses DLAs (Displacement Local Automata) that can create
goals and sub-goals to accomplish the main goal. There are two
goals to consider. The global or final goal is the goal the actor
much reach. The local or temporary goal is to avoid obstacles
encountered in the path to the final goal. Goal generation and
actor displacement is perfomed by the DLAs. The controller
chooses the appropriate DLAs. There may be an external guide so
the choice is the DLA follow-the-guide, or it maty be hard coded
to correspond to certain object-ids.
Performer Module
The module actually conatins the DLAs. There are three types:
DLAs creating the global goal (follow-the-corridor, follow-the-wall, follow-the-visual-guide), the Dlas creating local goals (avoid-obstacle,closest-to-goal) and the DLA overall moving the actor (go-to-global-goal). The DLAs react to the vision system. For example, follow-the-corridor computes agoal by finding the center of the ends of the two corridor walls. In follow-the-guide, the vision system is used to locate the guide.