Physics brings dose of reality to
'virtual' film stunts
LOS ANGELES (AP) — 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, the animation
program, Faloutsos believes, 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 actions 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, 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
Actors 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."
Copyright 2002 The Associated Press.
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