By ANDREW BRIDGES
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 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 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 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.''