11 Behavioural Animation Chapter 11
Transcript of 11 Behavioural Animation Chapter 11
![Page 1: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/1.jpg)
11-1Department of Computer Science and Engineering
11 Behavioural Animation
Chapter 11
Behavioural Animation
![Page 2: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/2.jpg)
11-2Department of Computer Science and Engineering
11 Behavioural Animation
Behavioral Animation
Knowing the environment
Aggregate behavior
Primitive behavior
Intelligent behavior
Crowd management
![Page 3: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/3.jpg)
11-3Department of Computer Science and Engineering
11 Behavioural Animation
Behavioral Animation
![Page 4: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/4.jpg)
11-4Department of Computer Science and Engineering
11 Behavioural Animation
Knowing the environment
Vision – what do you know about the present
Memory – what is recorded about the environment
More about AI than graphics
![Page 5: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/5.jpg)
11-5Department of Computer Science and Engineering
11 Behavioural Animation
Vision
Geometric issue – what’s in sight?
OR
Can I see X?
Perceptual issue – what do you see?
Computation v. accuracy
Cognitive modeling – necessary? At what level?
![Page 6: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/6.jpg)
11-6Department of Computer Science and Engineering
11 Behavioural Animation
Omniscience
Everything in database is ‘known’
![Page 7: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/7.jpg)
11-7Department of Computer Science and Engineering
11 Behavioural Animation
FOV Vision
Use surrogate bounding volumes, or sample points
![Page 8: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/8.jpg)
11-8Department of Computer Science and Engineering
11 Behavioural Animation
Occluded Vision
ray casting
sample environment
z-buffer
use object IDs as color
Use surrogate bounding volumes
![Page 9: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/9.jpg)
11-9Department of Computer Science and Engineering
11 Behavioural Animation
Target-testing vision
Can I see X?
Cast ray
Use surrogate bounding volumes
Sample object
![Page 10: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/10.jpg)
11-10Department of Computer Science and Engineering
11 Behavioural Animation
Object Recognition
Cognitive modeling
How much and what part is needed?
Application need?
Not yet addressed in literature
More AI than graphics
![Page 11: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/11.jpg)
11-11Department of Computer Science and Engineering
11 Behavioural Animation
Other senses?
Hearing?
Smell?
Model sensors & signal propagation
Spatial occupancy approach?
Applications?
![Page 12: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/12.jpg)
11-12Department of Computer Science and Engineering
11 Behavioural Animation
Memory
What is recorded about the environment
Transience of objects: time-stamps
Spatial occupancy
hierarchy: short-term, long-term
![Page 13: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/13.jpg)
11-13Department of Computer Science and Engineering
11 Behavioural Animation
Spatial Occupancy
doorway
doorway
transiency
wal
l
![Page 14: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/14.jpg)
11-14Department of Computer Science and Engineering
11 Behavioural Animation
Aggregate Behavior:E pluribus unum
Emergent Behavior
Type Elements Physics
Env/Others
Intelligence
Particles 102-104 Much/none None
Flocking 101-103 Some/some Limited
Crowds 101-102 Little/much Little-much
Typical qualities
![Page 15: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/15.jpg)
11-15Department of Computer Science and Engineering
11 Behavioural Animation
Primitive Behavior - Flocking
Local control – for realism, the flock member only reacts to
locally accessible information
Perception – FOV vision – angle can change with speed
Interacting with other members – stay with friends, avoid
bumping into each other
Interacting with the environment – collision avoidance is
primary
![Page 16: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/16.jpg)
11-16Department of Computer Science and Engineering
11 Behavioural Animation
Primitive Behavior - Flocking
Global control – need control of flock
script flock leader
global migratory urge
Negotiating the motion
Collision avoidance – steer to avoid
Splitting and rejoining – difficult to tune parameters
Modeling flight – e.g., banking into turns
Original work by Craig Reynolds
![Page 17: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/17.jpg)
11-17Department of Computer Science and Engineering
11 Behavioural Animation
Negotiating the MotionForces
Or
“Reasoning”
(e.g. rule-based)
![Page 18: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/18.jpg)
11-18Department of Computer Science and Engineering
11 Behavioural AnimationNavigating Obstacles
Problems with repulsive forces
![Page 19: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/19.jpg)
11-19Department of Computer Science and Engineering
11 Behavioural Animation
Navigating using bounding sphere
![Page 20: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/20.jpg)
11-20Department of Computer Science and Engineering
11 Behavioural Animation
NavigatingTesting for being on a collision path with (bounding) sphere
rt
kst
PCs
V
VPCk
22
)(
Given: P, V, C, r
![Page 21: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/21.jpg)
11-21Department of Computer Science and Engineering
11 Behavioural Animation
Finding closest non-colliding point
sWUtPCPB
UVU
UVUW
PC
PCU
trs
PC
PCrkt
ttPCPCtrk
tPCsk
tsr
rPCk
)(
2
2
)(
22
222
22222
222
222
22
Calculate s,t
![Page 22: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/22.jpg)
11-22Department of Computer Science and Engineering
11 Behavioural Animation
Navigating – finding a pass
To avoid collision: find closest point on edge to pass object
Vision Options:
Render in z-buffer
Sample environments with rays
![Page 23: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/23.jpg)
11-23Department of Computer Science and Engineering
11 Behavioural Animation
Modeling Flight –common in flocking
![Page 24: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/24.jpg)
11-24Department of Computer Science and Engineering
11 Behavioural Animation
Modeling Flight
![Page 25: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/25.jpg)
11-25Department of Computer Science and Engineering
11 Behavioural Animation
Modeling Flight
![Page 26: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/26.jpg)
11-26Department of Computer Science and Engineering
11 Behavioural Animation
Modeling Flight
![Page 27: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/27.jpg)
11-27Department of Computer Science and Engineering
11 Behavioural Animation
Primitive Behavior - Prey-Predator
unbalanced abilities
vision - distance, movement, fov
maximum velocity
maximum acceleration
maximum angular velocity maximum
angular acceleration
![Page 28: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/28.jpg)
11-28Department of Computer Science and Engineering
11 Behavioural Animation
Prey-Predator - vision
![Page 29: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/29.jpg)
11-29Department of Computer Science and Engineering
11 Behavioural Animation
Prey-Predator agility: speed and turning
![Page 30: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/30.jpg)
11-30Department of Computer Science and Engineering
11 Behavioural Animation
Prey-Predator – hidden by forces
Using pure forces
May not prevent object penetration
Prey can be ‘hidden’ by environmental repulsive forces
![Page 31: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/31.jpg)
11-31Department of Computer Science and Engineering
11 Behavioural Animation
Intelligent Behavior
Autonomous behavior
‘Self-animated’ characters
Perception & reasoning about environment
Personality, emotions, dispositions
Manifestations of Individuality
Body Expressions and Gestures
Facial expressions
Speech
![Page 32: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/32.jpg)
11-32Department of Computer Science and Engineering
11 Behavioural Animation
Internal State
Suggested precedence classes of internal state variables
Imperatives
Desires
Suggestions
Models what the agent needs to do
![Page 33: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/33.jpg)
11-33Department of Computer Science and Engineering
11 Behavioural Animation
Levels of Behavior
Hooks for the
animator to
impose control
Arbitration
among
competing
intentions
![Page 34: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/34.jpg)
11-34Department of Computer Science and Engineering
11 Behavioural Animation
Expressions and Gestures
BEAT
EMOTE
RUTH
Greta
ToBI – Tones and Break Indices
LMA – Laban Movement Analysis
![Page 35: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/35.jpg)
11-35Department of Computer Science and Engineering
11 Behavioural Animation
EMOTE
Expressive MOTion Engine (EMOTE)
Speech driven movement and gestures
Torso & arms
Laban Movement Analysis
Effort
Shape
N. Badler at U.Penn
![Page 36: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/36.jpg)
11-36Department of Computer Science and Engineering
11 Behavioural Animation
BEAT
Input text – marked up
Generate non-verbal
behavior in sync with speech
Facial expressions,
head & body motions
gestures
J. Cassell at M.I.T.
![Page 37: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/37.jpg)
11-37Department of Computer Science and Engineering
11 Behavioural Animation
ruth
http://www.cs.rutgers.edu/~village/ruth/
Doug DeCalro at Rutgers
![Page 38: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/38.jpg)
11-38Department of Computer Science and Engineering
11 Behavioural Animation
Facial Expression
http://expression.sourceforge.net/
![Page 39: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/39.jpg)
11-39Department of Computer Science and Engineering
11 Behavioural Animation
Facial Expression
Ken Perlin: http://mrl.nyu.edu/~perlin/
![Page 40: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/40.jpg)
11-40Department of Computer Science and Engineering
11 Behavioural Animation
SmartBody
https://www.youtube.com/watch?v=sD7Q777wIaQ
More videos: https://smartbody.ict.usc.edu/video
![Page 41: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/41.jpg)
11-41Department of Computer Science and Engineering
11 Behavioural Animation
Modeling Personality
Personality – long term qualities
Emotions – short term
Mood – third level
Basic emotions: happy, sad, fear, disgust, surprise, anger
![Page 42: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/42.jpg)
11-42Department of Computer Science and Engineering
11 Behavioural Animation
Personality ModelsBiology/evolutionary approaches
brain & anatomy
biochemistry & personality
genetics & personality
Psychoanalytic approach
psychometrics
Freud, Adler, Jung
Adaptation Theory:
traits: passive, aggressive, withdrawn
Need theory: Freud + experiential learning
Arousal Theory: absorb & discharge energy
![Page 43: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/43.jpg)
11-43Department of Computer Science and Engineering
11 Behavioural Animation
Type & Trait Theory
Type: individuals slotted into a type
e.g. introvert v. extrovert
Trait: lie on gradation
combination defines behavior in situation
e.g.,
Internal states: how perceptions dictate emotional
experience
![Page 44: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/44.jpg)
11-44Department of Computer Science and Engineering
11 Behavioural Animation
Trait Theory
OCEAN: openness, conscientiousness, extroversion,
agreeableness, neuroticism
PEN: extraversion, neuroticism, psychoticism
OCC: how perceptions dictate emotional experience
![Page 45: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/45.jpg)
11-45Department of Computer Science and Engineering
11 Behavioural Animation
Modeling Individuality
Improv
AlphaWolf
![Page 46: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/46.jpg)
11-46Department of Computer Science and Engineering
11 Behavioural AnimationDominant personality
AlphaWolf: http://alumni.media.mit.edu/~badger/alphaWolf.html
Simulation of a pack of wolves and their behavior
![Page 47: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/47.jpg)
11-47Department of Computer Science and Engineering
11 Behavioural Animation
Crowd Management
Emergent behavior
Statistical behavior v. believable individual behaviors
Homogeneous activity v. Internal structure
For evaluation
Pedestrian traffic simulation
Traffic flow
Emergency response modeling
For entertainment
Background crowds
![Page 48: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/48.jpg)
11-48Department of Computer Science and Engineering
11 Behavioural Animation
Crowds
Emergent behavior:
similar to flocking
collision avoidance
‘intelligent’ paths
From a distance: statistical behavior
nonsensical detailed motion
reasonable visual effect
Internal structure
limited interaction among members
group formation
![Page 49: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/49.jpg)
11-49Department of Computer Science and Engineering
11 Behavioural Animation
Crowd Applications
For evaluation
Building evacuation, e.g. virtual fire drill
Architecture evaluation, e.g. signage
For training
Military scenarios, e.g. sniper training
Emergency response, e.g. disaster response
For entertainment: e.g., background crowds
games
films, e.g., Titanic, Saving Private Ryan,
Lord of the Rings
![Page 50: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/50.jpg)
11-50Department of Computer Science and Engineering
11 Behavioural Animation
Qualities of crowd
Individual processing – amount of computation per member
Physics – simulated reaction to environment
Intelligence - reasoning capability - agents
Emergent behavior - similar to flocking, flocking system
Uniform – sameness of members
Quantity & density - average distance between members
Viewing distance – aggregate behavior, inspect individuals
Function – simple traversal, background activity, main actions
![Page 51: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/51.jpg)
11-51Department of Computer Science and Engineering
11 Behavioural Animation
Uniformity, granularity
Individuality:
Believable activity at level of individual
Background noise:
Activity without intention
Statistical behavior:
On average, intentional activity
![Page 52: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/52.jpg)
11-52Department of Computer Science and Engineering
11 Behavioural Animation
Execution environment
Real-time v. Off-line computation
simple computations
avoid n-squared algorithms
size limited
![Page 53: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/53.jpg)
11-53Department of Computer Science and Engineering
11 Behavioural Animation
Spatial organization
Cellular decomposition:
Regular 2D grid
Adjacency accessible
Density limited
Cells define obstructions
Continuous space:
Step in any direction
Need to decipher obstructions
Perception needed
![Page 54: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/54.jpg)
11-54Department of Computer Science and Engineering
11 Behavioural Animation
Perception Modeling
Vision
Memory
Knowledge of environment
![Page 55: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/55.jpg)
11-55Department of Computer Science and Engineering
11 Behavioural Animation
Navigation
Rule-based
Fluid flow:
density fields, potential functions
Cognitive modeling
Flocking systems:
individual perception, navigation
Particle systems:
Individual navigation
Cellular automata
![Page 56: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/56.jpg)
11-56Department of Computer Science and Engineering
11 Behavioural Animation
Panic & Congestion handling
Personal space
Packing people during evacuation
Stairwell traversal
Exit awareness
![Page 57: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/57.jpg)
11-57Department of Computer Science and Engineering
11 Behavioural Animation
Motion & Navigation
Potential fields
Path planning
Passing on pathways
Roadmaps
Forming & maintaining subgroups
![Page 58: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/58.jpg)
11-58Department of Computer Science and Engineering
11 Behavioural Animation
Structure in crowds
A collection of Individuals – personality
modeling
Homogenous – no individuality
Subgroups
Group by belief systems
![Page 59: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/59.jpg)
11-59Department of Computer Science and Engineering
11 Behavioural Animation
Penn Station
![Page 60: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/60.jpg)
11-60Department of Computer Science and Engineering
11 Behavioural Animation
Other topics
Comparison to real-world situations
Heterogeneous – pedestrians and cars
Data driven crowds – image processing
![Page 61: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/61.jpg)
11-61Department of Computer Science and Engineering
11 Behavioural Animation
Massivehttp://www.massivesoftware.com/ Commercial de facto standard
![Page 62: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/62.jpg)
11-62Department of Computer Science and Engineering
11 Behavioural Animation
Examples
![Page 63: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/63.jpg)
11-63Department of Computer Science and Engineering
11 Behavioural Animation
Examples
![Page 64: 11 Behavioural Animation Chapter 11](https://reader033.fdocuments.in/reader033/viewer/2022052113/6288830691af8078fb04a358/html5/thumbnails/64.jpg)
11-64Department of Computer Science and Engineering
11 Behavioural Animation
Examples