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SIGGRAPH 97 Course 23 |
Tuesday / Full Day / Intermediate
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This course investigates the increasingly important role that concepts from the field of artificial life are playing across the breadth of computer graphics, including image synthesis, modeling, animation, multimedia, and virtual reality. Attendees will be systematically introduced to techniques for realistically modeling and animating objects that are alive. They will also explore graphics techniques that emulate phenomena fundamental to biological organisms, such as biomechanics, behavior, growth, and evolution. The challenge is to develop sophisticated graphics models that are self-creating, self-evolving, self-controlling, and/or self-animating by simulating the natural mechanisms of life.
Topics include modeling and animation of plants, animals, and humans, behavioral animation, communication and interaction with synthetic characters in virtual worlds, and artificial evolution for graphics and animation.
Who Should Attend
Graphics researchers and practitioners,
including animators and VR enthusiasts, seeking a close encounter with
``life'' at the leading edge of graphics modeling.
Demetri Terzopoulos, Professor
Department of Computer Science, University of Toronto
King's College Road, Toronto, ON, Canada M5S 1A4
email: dt@cs.toronto.edu
Bruce Blumberg, Professor
Media Laboratory, Massachusetts Institute of Technology
20 Ames Street, Cambridge, MA 02139
email: bruce@media.mit.edu
Przemyslaw Prusinkiewicz, Professor
Department of Computer Science, University of Calgary
University Dr. NW, Calgary, AL, Canada, T2N 1N4
email: pwp@cpsc.ucalgary.ca
Craig Reynolds, Computer Scientist
DreamWorks SKG
100 Universal Plaza, Building 601, Universal City, CA, 91608
email: cwr@anim.dreamworks.com
Karl Sims, Founder
Genetic Arts
8 Clinton Street, Cambridge, MA 02139
email: ksims@media.mit.edu
Daniel Thalmann, Professor
Computer Graphics Lab, Swiss Federal Institute of Technology
CH-1015 Lausanne, Switzerland
email: thalmann@lig.di.epfl.ch
Computer graphics modeling for animation, multimedia, and virtual reality has made significant advances in the last decade. The field has witnessed the transition from an earlier generation of purely geometric models to more elaborate physics-based models. We can now simulate and animate a variety of real-world objects with stunning realism. Where do we go from here?
Graphics researchers have begun to explore a new frontier--a world of objects of enormously greater complexity than is typically accessible through geometric or physical modeling alone--objects that are alive. The modeling and simulation of living systems for computer graphics resonates with the burgeoning field of scientific inquiry called Artificial Life. Conceptually, artificial life transcends the traditional boundaries of computer science and biological science. The natural synergy between computer graphics and artificial life can be potentially beneficial to both disciplines. As this course will demonstrate, potential is becoming fulfillment.
The goal of the course is to investigate the vital role that concepts from artificial life can play in the construction of advanced graphics models for animation, multimedia, and virtual reality. The course will demonstrate and elucidate new models that realistically emulate a broad variety of living things--both plants and animals--from lower animals all the way up the evolutionary ladder to humans. Typically, these models inhabit virtual worlds in which they are subject to physical laws. Consequently, they often make use of physics-based modeling techniques. More significantly, however, they must also simulate many of the natural processes that uniquely characterize living systems--such as birth and death, growth, natural selection, evolution, perception, locomotion, manipulation, adaptive behavior, learning, and intelligence. The challenge is to develop sophisticated graphics models that are self-creating, self-evolving, self-controlling, and/or self-animating by simulating the natural mechanisms fundamental to life.
The course shows how artificial life techniques are currently being exploited in graphics, animation, multimedia, and virtual reality and will progress according to the six sessions summarized below:
Artificial Plants (Przemyslaw Prusinkiewicz):
Artificial Evolution for Graphics and Animation
(Karl Sims):
Behavioral Animation and Evolution of Behavior (Craig
Reynolds):
Artificial Animals (Demetri Terzopoulos):
Artificial Humans in Virtual Worlds (Daniel Thalmann):
Interactive Autonomous Agents (Bruce Blumberg):
| Time | Topic | Speaker | |
|---|---|---|---|
| 08:30 | Introduction | Terzopoulos | |
| 08:45 | Artificial Plants | Prusinkiewicz | |
| 09:45 | Artificial Evolution for Graphics and Animation | Sims | |
| 10:00 | Break | ||
| 10:15 | Artificial Evolution, cont'd | Sims | |
| 11:00 | Behavioral Animation | Reynolds | |
| 12:00 | Lunch | ||
| 13:30 | Artificial Animals | Terzopoulos | |
| 14:30 | Artificial Humans in Virtual Worlds | Thalmann | |
| 15:00 | Break | ||
| 15:15 | Artificial Humans, cont'd | Thalmann | |
| 15:45 | Interactive Autonomous Agents for VR | Blumberg | |
| 16:45 | Questions & Answers | ||
| 17:00 | Adjourn |