| H. Noser, D. Thalmann, "The Animation of Autonomous Actors Based on Production Rules", Proceedings Computer Animation' 96 , June 3-4, 1996, Geneva Switzerland, IEEE Computer Society Press, Los Alamitos, California, pp 47-57 |
....rule based behaviours, object interaction, human crowd control. INTRODUCTION For several years, we have been working on modelling and simulations of realistic virtual humans. A most important aspect of our work was to investigate virtual human behaviours (for instance: Becheiraz, 1996; Noser, 1996) and body motion control (Boulic et al. 1997) However, less attention has been given towards the integration of these techniques in larger applications, where interaction with the virtual environment is needed. This paper presents an architecture integrating different aspects of human and object ....
.... authors have worked in order to provide techniques to control with physical rules many autonomous agents using particle systems (Bouvier et al., 1997; Brogan and Hodgins, 1997) Behavioural systems consider the autonomous agent as an intelligent agent who can make decisions using specific rules (Noser and Thalmann, 1996; Bcheiraz 1998, Reynolds, 1999; Tu and Terzopoulos, 1994) Our typical application uses a crowd management method (Musse and Thalmann, 1997; Musse et al., 1998) for which we need a virtual city database in order to establish the connection with the virtual environment and to synchronise various ....
Noser, H., and D. Thalmann. 1996. The Animation of Autonomous Actors Based on Production Rules.
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H. Noser, D. Thalmann, "The Animation of Autonomous Actors Based on Production Rules", Proceedings Computer Animation' 96 , June 3-4, 1996, Geneva Switzerland, IEEE Computer Society Press, Los Alamitos, California, pp 47-57
....experimenting with autonomous synthetic vision based actors [14] Figure 14, for instance, shows a picture from an animation where an actor with synthetic vision looks for the exit of a maze containing impasses and circuits. The behavior and the maze are completely modeled with rules according to [15]. The window of the synthetic vision of the actor is in the lower left corner of the user s window. From this image, rendered from the actor s point of view, it can extract information about obstacles in front of it by using color and z buffer values of pixels. Lworld supports this kind of testbed ....
H. Noser, D. Thalmann, The Animation of Autonomous Actors Based on Production Rules, Proceedings Computer Animation '96, June 3-4, 1996, Geneva Switzerland, IEEE Computer Society Press, Los Alamitos, California, pp 47-57.
....In the simulation mode actors play against each other and a synchronized and rendered sound track can be automatically generated for a raytraced video sequence. We focus on sensor based behavior modeling allowing autonomous actors to play tennis and to judge a tennis game. Our behavioral L system [NT93, NT94C, NT96, PRUS90] is extended with new roles for synthetic actors. In section 3 we describe the modeling of various actor sensors (vision, audition, touch) for the perception of the virtual world. Especially the integration of an audition interface constitutes a new element for actor communication. Then, we ....
....to model the development and behavior of static objects, plant like objects and autonomous creatures. The behavioral L system we use, is based on a timed, parametric, stochastic and conditional production system, force fields, synthetic vision and audition. More information can be found in [NT93, NT94c, NT95b, NT96]. The L system interpreter controls and synchronizes the animation of the actors and the virtual environment that integrates geometric, physical and acoustic elements. 2.1 Geometric modeling The L system model associates to its symbols basic geometric primitives as cubes, spheres, trunks, ....
H. Noser, D. Thalmann, The Animation of Autonomous Actors Based on Production Rules, Proceedings Computer Animation'96, June 3-4, 1996, Geneva Switzerland, IEEE Computer Society Press, Los Alamitos, California, pp 47-57
....a classification of levels of interaction and abstraction required in different applications. More recently, Thalmann et al., 26] 27] proposed a new classification of synthetic actors according to the method of controlling motion, interaction and control of face and body. Noser and Thalmann [28] has described a L system animation to model autonomous agents able to learn using synthetic vision and perception issues. Brogan et al. [29] and Bouvier [30] have also presented groups and crowd simulations using particles systems and significant dynamic. In recent work, a crowd model has been ....
Noser H. and Thalmann D., (1996) The Animation of Autonomous Actors Based on Production Rules, Proceedings Computer Animation'96, June 3-4, 1996, Geneva Switzerland, IEEE Computer Society Press, Los Alamitos, California, pp 47-57
....avoidance method, the employed control method, etc. Particle systems have been used by several authors to provide many autonomous agents controlled by physical rules [4] 5] Behavioural systems consider the autonomous agent as an intelligent agent which can make decisions using specific rules [13][18] 16] Flocking systems treat the crowd motion as a flock problem, i.e. animation is specified in terms of distributed global motion, and the individuals seek a goal, can walk together with the others and at the same time they are able to avoid collision [11] 10] We have defined a crowd as a ....
Noser, H. Thalmann, D. The Animation of Autonomous Actors Based on Production Rules, Proc. Computer Animatio'96, 1996, Geneva, Switzerland.
....L systems or Lindenmayer systems were conceived as a mathematical theory of plant development [10] They represent a powerful method for graphical modeling of complex hierarchical or fractal structures. In the last ten years many papers on L systems and useful extensions have been published [11, 12, 13, 14]. A simple L system such as shown in Table 4 consists essentially of an axiom and a set of rewriting rules. Table 4. A simple L system and some of its iterations The L system definition A few iterations of the Lsystem Axiom: b Rule 1: a ab Rule 2: b a b a ab aba abaab Rule 1 ....
H. Noser, D. Thalmann, The Animation of Autonomous Actors Based on Production Rules, Proceedings Computer Animation'96, June 3-4, 1996, Geneva Switzerland, IEEE Computer Society Press, Los Alamitos, California, 1996, pp. 47-57.
....Interactive VR Environments 13 normal corresponds to the real racket normal and a spin dependent physical collision response. Parts of the generic ball model were successfully used in a networked VR tennis game described in [4] At present it is implemented in a rewriting system based VR system [7, 8] at the Multimedia Laboratory of the University of Zurich, and it serves as a test bed for networked VR ball games (see Fig. 11) 5 Conclusions One of the difficulties of networked ball game models is the presence of fast moving objects. Whereas slow moving objects can be animated without ....
H. Noser, D. Thalmann, The Animation of Autonomous Actors Based on Production Rules, Proceedings Computer Animation'96, June 3-4, 1996, Geneva Switzerland, IEEE Computer Society Press, Los Alamitos, California, pp 47-57
....approaches and different implementations. Examples that influenced our work are [Zeltzer82] on task level animation, Reynolds87] on behavioral group animation, Blumberg95] on autonomous creatures for interactive virtual environments, Badler93] and [Thalmann96] on autonomous humanoids and [Noser96] on behavioral L systems. Systems that implement such behaviors are typically rather complex. As NCVE systems are already very complex themselves, our approach to Autonomous Behaviors in NCVEs is interfacing the two systems externally rather then trying to integrate them completely in a single, ....
H. Noser, D. Thalmann, The Animation of Autonomous Actors Based on Production Rules, Proceedings Computer Animation'96, June 3-4, 1996, Geneva Switzerland, IEEE Computer Society Press, Los Alamitos, California, pp 47-57
....force fields, synthetic vision and audition. More details about our L system based animation may be found in [7, 8, 9, 10] Original L systems [11] were created as a mathematical theory of plant development with a geometrical interpretation based on turtle geometry. Our behavioral L system [12] is based on the general theory about L Grammars described in this work. An L system is given by an axiom being a string of parametric and timed symbols, and production rules specifying how to replace corresponding symbols in the axiom during the time evolution. The L system interpreter associates ....
Noser H., Thalmann D., The Animation of Autonomous Actors Based on Production Rules, Proc. Computer Animation '96, IEEE Computer Society Press, 1996
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