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While CG researchers and practitioners have had much success in
creating characters that appear "real" on first sight, they have
been less successful in attempts to simulate and automate believable
human motion. Human motor function is a complex issue in the
physical world. Re-creating those complexities in the digital world
is a Herculean task. Among the many approaches under development
that rise to the challenge, physics-based animation holds
significant promise, as it attempts to harness the underlying
science of the mechanics of human motion. |
Such is what moves the digital crowd in the computer science lab
at the University of Toronto, where researcher Petros Faloutsos,
along with Michiel van de Panne and Demetri Terzopoulos, have
developed a framework of physics-based controllers for enhancing the
motor abilities of virtual characters. |
"Our physics-based animation technique addresses the difficult,
open problem of synthesizing a broad repertoire of realistic human
motions by automatically controlling a physically modeled,
anthropomorphic graphical character," says Faloutsos. The system is
the first to demonstrate a dynamic anthropomorphic character with
controlled reactions to disturbances or falls in any direction, as
well as the ability to pick itself up off the ground in several
ways, among other controlled motions. |
Prior work in this area has focused on the design of individual,
highly specialized motor controllers tailored to specific actions
such as running or certain other athletic actions. In contrast, says
Faloutsos, the new technique offers a controller-composition system
that combines specialized motor controllers that enable it to tackle
the bigger problem of designing significantly broader, more
competent control systems for physics-based human characters.
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"Our method creates autonomous characters that have an
unprecedented range of motor skills, such as balancing in gravity,
stepping in a natural, protective manner when balance is disturbed,
using the arms to protect the body when falling to the ground,
regaining an upright stance in various different ways after a fall,
sitting down on a chair and standing back up again, and various
other actions," says Faloutsos. |
The motion framework comprises families of composable controllers
for articulated skeletons whose physical parameters reflect the
anthropometric make-up of a fully fleshed adult male. |
Within the system, the controllers are considered "black boxes"
that encapsulate control knowledge obtained from a number of
sources, including biomechanics literature, robotics control
literature, and techniques developed specifically for animation
control. Each controller is responsible for a specific movement or
state, such as balance or stepping. The individual controllers are
managed by a supervisor controller. When no controller is active,
the supervisor polls the pool of controllers, asking each whether it
can handle the transition of the dynamic character from its current
state to the desired goal state. Individual controllers return a
confidence score to bid on becoming active for a given motion
situation. |
For each potential motion, if an individual controller can
satisfy certain requirements, it is added to a larger group of
controllers to achieve increasingly higher-order movement. First,
the controller has to determine whether or not it can take the
dynamic character from its current state to the desired goal state.
If so, it then has to determine whether it has succeeded or failed
in achieving the goal. |
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Within this context, a fundamental component of the system is its
ability to model "preconditions," which are sets of parameters
required of the character and the environment to achieve a specific
motion. If these conditions are met, then the controller can operate
and possibly enable the character to satisfy the post conditions,
which are the parameters defining the desired state. |
One of the unique features of the new system is its reliance, for
the first time in computer graphics, not only on manual techniques
for assessing preconditions, but also on a popular machine-learning
technique known as the "Support Vector Machine" (SVM) for automating
the determination of pre-conditions. SVMs fit functions to sets of
labeled training data. In this application, the SVMs systematically
sample individual controller behavior to learn appropriate
preconditions. |
The early focus of the new system is on everyday actions,
including the simple tasks of standing, recovering balance when
pushed, and falling. Impressed by the early results, the researchers
are already looking toward enhancements. "There are several
possibilities," says Faloutsos. "Currently, only one controller is
active at any point in time. It would be desirable to allow multiple
controllers to operate at the same time so that more elaborate
behaviors can be implemented." Another possibility is the addition
of a motion planing module which, given the available controllers
and the current state of the character, would be able to compute
more optimal sequences of controllers to achieve a desired goal.
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The control composition framework is implemented within an
open-source, freely available animation environment called Dance,
developed at the University of Toronto. Dance is a portable,
extensible, object-oriented modeling and animation system that
provides a platform for easily implementing animation and control
techniques with minimal design overhead. |
Once refined, the new system will be useful for a range of
applications, says Faloutsos. "Interactive physics-based virtual
characters with a large repertoire of motion skills are of great
interest in virtual reality applications, robotics, and video games.
Such characters can also be of use in the film industry, for
example, to perform dangerous stunts that are currently performed by
human stuntmen and women." He suggests that the most likely first
commercial application will be in interactive video games.
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More information on the composable controller system can be found
at http://www.dgp.toronto.edu. |
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Diana Phillips Mahoney is chief technology editor of Computer
Graphics World. |
Computer Graphics World July, 2001 Author(s) :
Diana Phillips Mahoney
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CURRENT ISSUE |
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February 2002
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