1,581 research outputs found

    Psychological Model for Animating Crowded

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    This paper proposes a psychological model forsimulating pedestrian behaviors in a crowdedspace. Our decision-making scheme controlsplausible avoidance behavior depending onthe positional relations among surroundingpersons, on the basis of a two-stage personalspace and a virtual memory structure asproposed in social psychology. Our systemdetermines pedestrian walking speed withthe crowd density to imitate the measureddata in urban engineering, and automaticallygenerates plausible motions of the individualpedestrian by composing a locomotion graphwith motion capture data. Our approachbased on psychology and a variety of actualmeasurements can increase the accuracy ofsimulation at both the micro and macro levels

    Example Based Caricature Synthesis

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    The likeness of a caricature to the original face image is an essential and often overlooked part of caricature production. In this paper we present an example based caricature synthesis technique, consisting of shape exaggeration, relationship exaggeration, and optimization for likeness. Rather than relying on a large training set of caricature face pairs, our shape exaggeration step is based on only one or a small number of examples of facial features. The relationship exaggeration step introduces two definitions which facilitate global facial feature synthesis. The first is the T-Shape rule, which describes the relative relationship between the facial elements in an intuitive manner. The second is the so called proportions, which characterizes the facial features in a proportion form. Finally we introduce a similarity metric as the likeness metric based on the Modified Hausdorff Distance (MHD) which allows us to optimize the configuration of facial elements, maximizing likeness while satisfying a number of constraints. The effectiveness of our algorithm is demonstrated with experimental results

    Designing a Virtual Manikin Animation Framework Aimed at Virtual Prototyping

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    International audienceIn the industry, numerous commercial packages provide tools to introduce, and analyse human behaviour in the product's environment (for maintenance, ergonomics...), thanks to Virtual Humans. We will focus on control. Thanks to algorithms newly introduced in recent research papers, we think we can provide an implementation, which even widens, and simplifies the animation capacities of virtual manikins. In order to do so, we are going to express the industrial expectations as for Virtual Humans, without considering feasibility (not to bias the issue). The second part will show that no commercial application provides the tools that perfectly meet the needs. Thus we propose a new animation framework that better answers the problem. Our contribution is the integration - driven by need ~ of available new scientific techniques to animate Virtual Humans, in a new control scheme that better answers industrial expectations

    CASA 2009:International Conference on Computer Animation and Social Agents

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    Virtual Humans for Animation, Ergonomics, and Simulation

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    The last few years have seen great maturation in the computation speed and control methods needed to portray 3D virtual humans suitable for real interactive applications. We first describe the state of the art, then focus on the particular approach taken at the University of Pennsylvania with the Jack system. Various aspects of real-time virtual humans are considered, such as appearance and motion, interactive control, autonomous action, gesture, attention, locomotion, and multiple individuals. The underlying architecture consists of a sense-control-act structure that permits reactive behaviors to be locally adaptive to the environment, and a PaT-Net parallel finite-state machine controller that can be used to drive virtual humans through complex tasks. Finally, we argue for a deep connection between language and animation and describe current efforts in linking them through the JackMOO extension to lambdaMOO

    Towards Personalities for Animated Agents With Reactive and Planning Behaviors

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    We describe a framework for creating animated simulations of virtual human agents. The framework allows us to capture flexible patterns of activity, reactivity to a changing environment, and certain aspects of an agent personality model. Each leads to variation in how an animated simulation will be realized. As different parts of an activity make different demands oil an agent\u27s resources and decision-making, our framework allows special-purpose reasoners and planners to be associated with only those phases of an activity where they are needed. Personality is reflected in locomotion choices which are guided by an agent model that interacts with the other components of the framework
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