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. 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 of life.
Topics include modeling and animation of plants, animals, and humans,
behavioral animation, communication and interaction with synthetic
characters 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
DreamWorks SKG
100 Universal Plaza, Building 601, Universal City, CA, 91608
email: cwr@anim.dreamworks.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?
Graphics researchers have begun to explore a new frontier--a world of
objects of enormously greater complexity than is typically accessible
through geometric or 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 is 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,
learning, and intelligence. 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 shows how artificial life techniques are currently 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 demonstrate how complex animations can emerge with
minimal effort on the part of the animator from behavioral rules
governing the interaction of many autonomous agents within their
virtual world. 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 models of animals for use in animation
and virtual reality. We will present a modeling approach in which we
simulate the physics of the animal in its world, the animal's use of
physics for locomotion, and its ability to link perception to action
through adaptive behavior. As a concrete example, we will explain the
details of an autonomous virtual fish model. The artificial fish 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 present 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 sensor-based navigation, game playing, walking on
challenging terrain, grasping, etc. We will also explore communication
between virtual humans, behavior of crowds of virtual humans, and
communication between real and virtual humans. Techniques for
real-time virtual humans in real scenes will also be discussed.
-
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