Friday,
February 22, 2002
Physics gives virtual stunt artists a dose of
realityNews-Journal wire services
LOS ANGELES -- The gangly skeleton pauses at the top of the
staircase and then, fearlessly, dives headfirst, crumpling in an
apparently bone-jarring fall.
Petros Faloutsos chuckles as he replays the clip on his laptop
computer. Again and again, the UCLA scientist commands the virtual
character to dive.
The animation is primitive, the technology complex.
Beyond the initial command to jump, the fall is completely
unscripted. Physics, not the computer animator's mouse, controls the
action.
Although just a prototype, Faloutsos believes his animation
program will one day allow virtual stunt artists to replace their
flesh-and-blood counterparts in performing otherwise deadly feats of
derring-do.
"Maybe people will be directing virtual actors, and we'll have to
give them Oscars too," Faloutsos mused.
The brief clip is a glimpse into the nascent field of
physics-based animation. The technique, whether used for movies or
video games, strives to create a virtual world consistently guided
by the same physical laws that give order to the real world.
"It's the Holy Grail of character animation. Everybody wants to
do it, but there's not a whole lot of it out there right now," said
Damien Neff, senior artificial intelligence designer for NFL Fever
2002, a Microsoft video game that makes limited use of the
technique.
As the technology matures, real stunt artists have mixed feelings
about the impact on their craft.
"There's a positive side and a negative side: To talk positive,
it's made it safer to do a stunt -- you don't have to lay your neck
out on the line as much as you used to. But it's taken some cash
away also," said Ben Scott, a Hollywood stuntman who works on the
HBO series "Six Feet Under."
Traditionally, animators have relied on their own talents to draw
characters that appear to move naturally.
Movie studios and game developers also bank increasingly on
libraries of hundreds of stunts amassed by filming the
sensor-studded bodies of real performers. Those "captured motions"
can then be matched to virtual characters and inserted into movies
or games.
Animation systems such as that created by Faloutsos and his
former colleagues Michiel van de Panne, Demetri Terzopoulos and
Victor Ng-Thow-Hing attempt to trump both methods.
The key is using mathematical formulas that only loosely
choreograph the movements an animator wants a character to
undertake.
Command, say, a character's arm to move and the momentum will
force its torso and head to shift as well.
The range of motions available to a character ultimately guide
how it behaves, as does its own computer-generated sensitivity to
both gravity and any forces imparted by its virtual surroundings.
Different environments, for example, will prompt the same
character to move differently -- and unpredictably. A fall on slick
ice won't be the same as one down a steep flight of stairs.
In movies, physics-based animation techniques have been used to
render inanimate things like the waves in "The Perfect Storm" or the
shock of blue hair that coats James P. Sullivan in "Monsters Inc."
In video games, they crop up in programming that simulates such
action as racing or flying competitions.
With animated characters, attaining of realism is far more
difficult, however. Emotion can influence movement as much as
gravity does.
"You can tell from how someone is walking if they're effeminate
or angry. How would you account for that in a physics-based system?"
said Darren Hendler, technical director at Digital Domain Inc., a
Los Angeles special effects studio.
In the forthcoming film "The Time Machine," Digital Domain used a
physics-based animation technique to render the collapse of
thousands of skeletons of people turned to dust and bone.
Animators still shy away from using physics to model the movement
of people, however. They say the human eye is just too good at
spotting even the slightest hint of fakery.
But Faloutsos believes future systems will allow directors to
guide characters as they do live actors. "The ultimate goal is to
have a totally complete human inside the computer that you can
direct," he said.
Until then, officials with the Screen Actor's Guild know there
will be work for the more than 6,600 Hollywood stunt artists the
union represents.
"People, quite honestly, like to see human beings on the screen,"
said Ilyanne Kichaven, a guild spokeswoman. "There's still something
an actor can bring to the screen that a computer-generated person
cannot."
|