Yahoo! News News Home - Yahoo! - Help

Click Here!
Home  Top Stories  Business   Tech   Politics  World  Local  Entertainment  Sports  Op/Ed  Science  Health  Full Coverage 
Technology - AP
Technology | Reuters | CNET | AP | Reuters Internet Report | ZDNet | TechWeb | USA TODAY | NewsFactor | The New York Times | MacCentral

Full Coverage
In-depth coverage about
Digital and Interactive TV
Related News Stories
· ETA Expo: Technology Changing Face Of Entertainment - NewsBytes (Feb 22, 2002)
· On2: Move over, MPEG-4 - (Feb 22, 2002)
· Leader switch at Moxi - San Francisco Chronicle (Feb 22, 2002)
· Moxi CEO makes way for successor - (Feb 21, 2002)
· DirecTV fine-tunes TiVo deal - (Feb 21, 2002)
Opinion & Editorials
· Video on demand is no killer app - Globe and Mail. (Feb 22, 2002)
· ReplayTV Is Not Another Napster - Business Week (Feb 6, 2002)
· HDTV: Why it's only for true technophiles - ZDNet News (Jan 18, 2002)
Related Web Sites
· Clearer Pictures - interactive feature that traces the evolution of TV technology, and looks at the impact that HDTV will have on picture resolution. From MSNBC.
· Center for Digital Democracy - produced a June 2001 report, Interactive Television Technologies: New Threats to Privacy. In pdf format.
· Q&A: Digital TV - from the BBC, February 21, 2000.
Magazine Articles
· TV Goes Digital - Time Magazine (Sep 14, 2001)
· Does your TV spy on you? - Mother Jones (Jul 5, 2001)
· Digital Music's New Battle Hymn - Business Week (Jun 21, 2001)
· Entertainment Industry Struggles with Copyright Issues - NPR (Dec 26, 2001)
· Interactive Cable Ads Cause Privacy Controversy - NPR (May 8, 2001)
· Bob Pittman, COO of AOL, on "AOL Everywhere" strategy behind AOLTV - MSNBC (Jun 19, 2000)
· UK's first interactive TV channel - ITN (Oct 12, 1999)
Related Full Coverage
· Media Watch
· Telecom Industry

Physics Helps Virtual Stunt Artists
Thu Feb 21, 4:30 PM ET

By ANDREW BRIDGES, AP Science Writer

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, 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 (news - web sites) 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 (news - Y! TV).

"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."

Email this story - View most popular | Printer-friendly format

News Resources
Message Boards: Post/Read Msgs
My Yahoo!: Add Technology - AP to My Yahoo!
News Alerts: Oscars | the real world
More Alerts: News Bulletins, News, Mobile, Stocks

 Weekly Specials
· Access Your PC from Anywhere - Free Download
· Health Insurance-compare & shop online
· Get your tax refund - fast! - using TurboTax® on Yahoo! Finance
· Get The New York Times delivered right to your door - Click Here
· Open a TD Waterhouse IRA & Get MONEY!
· Quick, detailed Life Insurance quotes.
· Rent DVDs Online. No Late Fees ever. FREE TRIAL!
· FREE credit report & trial membership!


The most important new auto technology is 125 miles high.

A floor lamp that spreads sunshine all over a room.

New micro circuitry puts a digital camera, video camera and webcam in your shirt pocket for under $80....

Carry 20 GB of data in your shirt pocket.

Aiwa introduces an elegant and stylish compact stereo...

Space program research creates "smart bed" sleep surface

If the world was flat, just about any antenna would do!

News Search
Search:  Stories   Photos   Audio/Video   Full Coverage

Copyright © 2002 The Associated Press. All rights reserved. The information contained in the AP News report may not be published, broadcast, rewritten or redistributed without the prior written authority of The Associated Press.
Copyright © 2002 Yahoo! Inc. All rights reserved.
Questions or Comments
Privacy Policy - Terms of Service