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Animators Strive to Tap Into
Physics
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Saturday, February 23,
2002 |
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Petros
Faloutsos, a UCLA computer scientist, created this
physics-based animation. His goal is to create
images that directors can guide as they do live
actors. (The Associated Press)
| BY
ANDREW BRIDGES THE ASSOCIATED PRESS
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 University of
California, Los Angeles 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 they believe it will
increasingly have 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, where they appear real as
they move within environments, like sinking ships or
burning buildings, that could put real actors at risk.
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.
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 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.
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