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."