Real time responsive animation with personality
Perlin, K.
Visualization and Computer Graphics, IEEE Transactions on
Volume 1, Issue 1, Mar 1995 Page(s):5 - 15
Digital Object Identifier 10.1109/2945.468392
Summary:Building on principles from prior work on procedural texture
synthesis (K. Perlin, 1985), we are able to create remarkably lifelike,
responsively animated characters in real time. Rhythmic and stochastic
noise functions are used to define time varying parameters that drive
computer generated puppets. Because we are conveying just the
“texture” of motion, we are able to avoid computation of
dynamics and constraint solvers. The subjective impression of dynamics
and other subtle influences on motion can be conveyed with great visual
realism by properly tuned expressions containing pseudo random noise
functions. For example, we can make a character appear to be dynamically
balancing herself, to appear nervous, or to be gesturing in a particular
way. Each move has an internal rhythm, and transitions between moves are
temporally constrained so that “impossible” transitions are
precluded. For example, if while the character is walking we specify a
dance turn, the character will always step into the turn onto the
correct weight bearing foot. An operator can make a character perform a
properly connected sequence of actions, while conveying particular moods
and attitudes, merely by pushing buttons at a high level. Potential uses
of such high level “textural” approaches to computer graphic
simulation include role playing games, simulated conferences,
“clip animation”, graphical front ends for MUDs, and
synthetic performances
View citation and abstract |