36. Artificial Life for Graphics, Animation, Multimedia, and Virtual
Reality
Tuesday / Full Day / Intermediate
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This course investigates the increasingly important role that concepts
from the field of artificial life are playing across the breadth of
computer graphics, including image synthesis, modeling, animation,
multimedia, and virtual reality. Attendees will be systematically
introduced to techniques for realistically modeling and animating
objects that are alive. They will also explore graphics techniques
that emulate phenomena fundamental to biological organisms, such as
biomechanics, behavior, growth, and evolution. Topics include
modeling and animation of plants, animals, and humans, behavioral
animation, communication and interaction with autonomous agents in
virtual worlds, and artificial evolution for graphics and animation.
Who Should Attend
Graphics researchers and practitioners,
including animators and VR enthusiasts, seeking a close encounter with
``life'' at the leading edge of graphics modeling.
Demetri Terzopoulos, Professor
Department of Computer Science, University of Toronto
King's College Road, Toronto, ON, Canada M5S 1A4
email: dt@cs.toronto.edu
Bruce Blumberg, Professor
Media Laboratory, Massachusetts Institute of Technology
20 Ames Street, Cambridge, MA 02139
email: bruce@media.mit.edu
Przemyslaw Prusinkiewicz, Professor
Department of Computer Science, University of Calgary
University Dr. NW, Calgary, AL, Canada, T2N 1N4
email: pwp@cpsc.ucalgary.ca
Craig Reynolds, Computer Scientist
Silicon Studios, Mailstop 3L-980
North Shoreline Boulevard, Mountain View, CA 94039-7311
email: craig@green.studio.sgi.com
Karl Sims, Founder
Genetic Arts
8 Clinton Street, Cambridge, MA 02139
email: ksims@media.mit.edu
Daniel Thalmann, Professor
Computer Graphics Lab, Swiss Federal Institute of Technology
CH-1015 Lausanne, Switzerland
email: thalmann@lig.di.epfl.ch
Computer graphics modeling for animation, multimedia, and virtual
reality has made significant advances in the last decade. The field
has witnessed the transition from an earlier generation of purely
geometric models to more elaborate physics-based models. We can now
simulate and animate a variety of real-world objects with stunning
realism. Where do we go from here?
Some graphics researchers have begun to explore a new frontier--a
world of objects of enormously greater complexity than is typically
accessible through physical modeling alone--objects that are
alive. The modeling and simulation of living systems for computer
graphics resonates with the burgeoning field of scientific inquiry
called Artificial Life. Conceptually, artificial life transcends
the traditional boundaries of computer science and biological
science. The natural synergy between computer graphics and artificial
life can be potentially beneficial to both disciplines. As this
course will demonstrate, potential is becoming fulfillment.
The goal of the course will be to investigate the vital role that
concepts from artificial life can play in the construction of advanced
graphics models for animation, multimedia, and virtual reality. The
course will demonstrate and elucidate new models that realistically
emulate a broad variety of living things--both plants and
animals--from lower animals all the way up the evolutionary ladder to
humans. Typically, these models inhabit virtual worlds in which they
are subject to physical laws. Consequently, they often make use of
physics-based modeling techniques. More significantly, however, they
must also simulate many of the natural processes that uniquely
characterize living systems--such as birth and death, growth, natural
selection, evolution, perception, locomotion, manipulation, adaptive
behavior, intelligence, and learning. The challenge is to develop
sophisticated graphics models that are self-creating, self-evolving,
self-controlling, and/or self-animating by simulating the natural
mechanisms fundamental to life.
The course will explain how artificial life techniques are being
exploited in graphics, animation, multimedia, and virtual reality and
will progress according to the six sessions summarized below:
-
Artificial Plants (Przemyslaw Prusinkiewicz):
This segment of
the course will show how to use formalisms inspired by biological
development processes to grow highly complex and realistic graphics
models of plants. We will review Lindenmayer systems, introduced as a
theoretical framework for studying the development of simple
multicellular organisms and subsequently applied to the study of
higher plants. Geometric and stochastic plant models expressed using
L-systems have been extended in a manner suitable for simulating the
interaction between a developing plant and its environment, including
light, nutrients, and mechanical obstacles. We will also explain how
to model the response of plants to pruning, which yields realistic
synthetic images of sculptured plants found in topiary gardens.
-
Artificial Evolution for Graphics and Animation
(Karl Sims):
This segment will show how artifical evolution
allows virtual entities to be created without requiring detailed
design and assembly. We will show how to evolve complex genetic codes
that describe the computational procedures for automatically growing
entities useful in graphics and animation. Fortunately, graphics
practitioners are not required to understand these codes. Instead,
they simply specify which results are more and less desirable as the
entities evolve. This is a form of digital Darwinism. We will
demonstrate the artificial evolution of several types of graphical
entities, including virtual plants, textures, animations, 3D
sculptures, and virtual
creatures.
-
Behavioral Animation and Evolution of Behavior (Craig
Reynolds):
This segment will describe the design of autonomous
behavioral actors. The animator can set up rules governing the
interaction of autonomous agents in a virtual world. Once
established, these rules can be used to automatically generate complex
action for animation production or interactive multimedia. We will
review a classic experiment, the flocking of ``boids,'' that
convincingly bridged the gap between artificial life and computer
animation. We will explain how this behavioral animation technique
has been used to create special effects for feature films, such as the
animation of flocks of bats in Batman Returns and herds of
wildebeests in The Lion King. We will also explain how to
automatically evolve behaviors that allow multiple animate agents to
perform useful tasks such as navigation and game playing for
multimedia applications.
-
Artificial Animals (Demetri Terzopoulos):
This segment will show how to build highly realistic, autonomous
models of animals for use in animation and virtual reality. We will
present a bottom-up, holistic modeling approach in which we simulate
the physics of the animal in its world, the animal's ability to
exploit physics for locomotion, and its ability to link perception to
action through adaptive behavior. As a concrete example, we will
explain the details of a realistic virtual fish model that has
(i) a 3D body with internal muscles and functional fins which
locomotes in accordance with biomechanic and hydrodynamic principles,
(ii) sensors, including eyes that can image the virtual environment,
and (iii) a brain with motor, perception, behavior, and learning
centers. We will outline a general approach to teaching artificial
animals to perform complex locomotion tasks. Similar zoomimetic
modeling principles are applicable to human animals. In particular,
we will explore the highly automated construction of anatomically
correct, functional models of people's heads from scanned data for
facial animation.
-
Artificial Humans in Virtual Worlds (Daniel Thalmann):
This
segment of the course comprises an in-depth investigation of
techniques for modeling and animating the most complex living
systems--human beings. In particular, we will explore the
increasingly important role of perception in human modeling. Virtual
humans are made aware of their virtual world by equipping them with
visual, tactile, and auditory sensors. These sensors provide
information to support human behavior such as visually directed
locomotion, manipulation of objects, and response to sounds and
utterances. We will demonstrate synthetic vision for visually-guided
local and global navigation, game playing, walking on challenging
terrain, etc. We will explore human sound rendering and auditory
sensors that allow virtual actors to talk to one another and enable
the animator to talk to them.
-
Interactive Autonomous Agents (Bruce Blumberg):
In the final
segment of the course, we explore the design and implementation of
systems that enable full-body interaction between human participants
and graphical worlds inhabited by artificial life forms that people
find engaging. Entertaining agents can be modeled as autonomous,
behaving entities. These agents have their own goals and can sense and
interpret the actions of participants and respond to them in real
time. We will explore immersive, nonintrusive interaction techniques
requiring no goggles, data-gloves/suits, or tethers. The general
approach will be illustrated with the ALIVE
(Artificial Life Interactive Video Environment) system, which many
participants have experienced at SIGGRAPH exhibitions.
Time | Topic | Speaker |
08:30 | Introduction | Terzopoulos |
08:45 | Artificial Plants | Prusinkiewicz |
09:45 | Artificial Evolution for Graphics and Animation | Sims |
10:00 | Break | | |
10:15 | Artificial Evolution, cont'd | Sims |
11:00 | Behavioral Animation | Reynolds |
12:00 | Lunch | | |
13:30 | Artificial Animals | Terzopoulos |
14:30 | Artificial Humans in Virtual Worlds | Thalmann |
15:00 | Break | | |
15:15 | Artificial Humans, cont'd | Thalmann |
15:45 | Interactive Autonomous Agents for VR | Blumberg |
16:45 | Questions & Answers | | |
17:00 | Adjourn | | |
sims.mov.gz | reynolds.mov.gz | blumberg.mov.gz | terzopoulos.mov.gz | thalmann.mov.gz