Title of article
Real time responsive animation with personality
Author/Authors
Perlin، نويسنده , , K.، نويسنده ,
Issue Information
روزنامه با شماره پیاپی سال 1995
Pages
11
From page
5
To page
15
Abstract
Building on principles from our prior work on procedural
texture synthesis, we are able to create remarkably lifelike,
responsively animated 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 are able to avoid computation
of dynamics and constraint solvers.
The subjective impression of dynamics and other subtle influences
on motion can be conveyed with great visual realism by
properly tuned expressions containing pseudo-random noise
functions. For example, we can make a character appear to be
dynamically balancing herself, to appear nervous, or to be gesturing
in a particular way.
Each move has an internal rhythm, and transitions between
moves are temporally constrained so that “impossible” transitions
are precluded. For example, if while the character is walking we
specify a dance turn, the character will always step into the turn
onto the correct weight-bearing foot. An operator can make a
character perform a properly connected sequence of actions,
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], [a, and synthetic performances.
Keywords
Gesture , real time animation , simulation of body language. , Controlled randomization , Dance , procedural synthesis , forwardkinematics
Journal title
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
Serial Year
1995
Journal title
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
Record number
401522
Link To Document