TL;DR: The Behavior Expression Animation Toolkit (BEAT) as discussed by the authors allows animators to input typed text that they wish to be spoken by an animated human figure, and to obtain as output appropriate and synchronized nonverbal behaviors and synthesized speech in a form that can be sent to a number of different animation systems.
Abstract: The Behavior Expression Animation Toolkit (BEAT) allows animators to input typed text that they wish to be spoken by an animated human figure, and to obtain as output appropriate and synchronized nonverbal behaviors and synthesized speech in a form that can be sent to a number of different animation systems. The nonverbal behaviors are assigned on the basis of actual linguistic and contextual analysis of the typed text, relying on rules derived from extensive research into human conversational behavior. The toolkit is extensible, so that new rules can be quickly added. It is designed to plug into larger systems that may also assign personality profiles, motion characteristics, scene constraints, or the animation styles of particular animators.
TL;DR: Reports on Move3D, a software platform dedicated to collision-free path planning, focuses on results obtained in logistics for industrial installations, in graphics animation and in mobile robotics as well.
Abstract: Reports on Move3D, a software platform dedicated to collision-free path planning. The algorithms are based on probabilistic approaches and take advantage of the progress of computer performance. The generality comes from a dedicated software architecture allowing a rapid design of path planners. The paper focuses on results obtained in logistics for industrial installations, in graphics animation and in mobile robotics as well.
TL;DR: In this paper, the authors compared the impression effects of videotaped dyadic interactions with 3D-computer animations based on movement transcripts of the same interactions to determine whether similar effects could be obtained.
Abstract: Impression effects of videotaped dyadic interactions were compared with 3D-computer animations based on movement transcripts of the same interactions to determine whether similar effects could be obtained. One minute sequences of movement behavior taken from three different dyadic interactions were transcribed using the Bernese Coding System (BCS). Descriptive data were converted into animation scripts for professional animation software. Original video documents and computer animations were shown to separate groups of observers and their socio-emotional impressions were assessed on a standard adjective checklist. Only marginal differences were found between the two presentation modes. On the contrary, the data point to remarkable similarities in the impression ratings in both conditions, indicating that most of the relevant social information available to observers in the video recordings was also conveyed by computer animations. Overall, the data suggest that the systematic use of computer animation techniques in nonverbal research deserves further scientific attention.
TL;DR: In this article, a hybrid explicit/implicit algorithm is used to integrate a physically based model with rapid collision detection and response, as well as wind or liquid drag effects to enhance realism.
TL;DR: The process of turning plain text into animated sequences using a digital image generator, which can be a computer or digital video system is disclosed in this article, where a text string is analyzed to determine the concepts contained in the string and an animation compositor is used to compose an animated sequence based on the selected concept.
Abstract: The process of turning plain text into animated sequences using a digital image generator, which can be a computer or digital video system is disclosed. A text string is analyzed to determine the concepts contained in the string. An Animation Compositor is used to compose an animated sequence based on the selected concept. The disclosed invention combined with the animation compositor can take a text string and display an animated story, which is conceptually related to the text.
TL;DR: Virtual reality technology was utilized to assess the effect of component orientation and component design on the range of motion prior to impingement following total hip arthroplasty.
TL;DR: On Object User Interface (OOUI) as discussed by the authors is a system and method for graphically showing the animation order of animated elements in a presentation program or other software, which consists of a user interface (UI) widget which shows the order of the animation in the presentation.
Abstract: A system and method for graphically showing the animation order of animated elements in a presentation program or other software. The invention consists of a User Interface (UI) widget which shows the order of the animation in the presentation. This UI employs an animation On Object User Interface (OOUI), or animation tag, that is preferably a rectangular control that encloses a number, and labels the order in which objects are animated. Each animation OOUI or animation tag is associated with an object on a display during creation and editing. The animation OOUI or tag is preferably placed in close proximity to the object it is associated with, rather than in a separate window or dialog box, and is hence termed ‘On Object’. The animation tag is active and responds to computer input device selection actions. Each animation OOUI is typically associated with an animation list.
TL;DR: A new technique for expressive and realistic speech animation that uses an optical tracking system that extracts the 3D positions of markers attached at the feature point locations to capture the movements of the face of a talking person and forms a vector space representation that offers insight into improving realism of animated faces.
Abstract: We describe a new technique for expressive and realistic speech animation. We use an optical tracking system that extracts the 3D positions of markers attached at the feature point locations to capture the movements of the face of a talking person. We use the feature points as defined by the MPEG-4 standard. We then form a vector space representation by using the principal component analysis of this data. We call this space "expression and viseme space". Such a representation not only offers insight into improving realism of animated faces, but also gives a new way of generating convincing speech animation and blending between several expressions. As the rigid body movements and deformation constraints on the facial movements have been considered through this analysis, the resulting facial animation is very realistic.
TL;DR: A muscle model that is suitable for computer graphics based on physiological and anatomical considerations is proposed that can accommodate most superficial human muscles, and could easily be integrated into current modeling packages.
Abstract: In this paper, we extend our previous work (Proc. Computer Animation and Simulation, pp. 125-135, Aug. 2000) and propose a muscle model that is suitable for computer graphics based on physiological and anatomical considerations. Muscle motion and deformation is automatically derived from one or several action lines, each action line being deformed by a 1D mass-spring system. The resulting model is fast, can accommodate most superficial human muscles, and could easily be integrated into current modeling packages. Example animations can be found at .
TL;DR: In this paper, a method and system for generating an animation transform using a neutral face image is presented, where the neutral face features are automatically found on the front and side head images using elastic bunch graph matching.
Abstract: The present invention is embodied in a method and system for generating an animation transform using a neutral face image. An avatar editor uses a frontal head image and a side head image of a neutral face model for generating an avatar. The avatar is generated by automatically finding head feature locations on the front and side head images using elastic bunch graph matching. Significant time savings may be accomplished by a generating an animation transform using the neutral face features. The animation transform for the neutral face features may be applied to the other facial expression avatar meshes to improve the quality of the resulting avatar. The neutral-face-based animation transform provides significant improvement to the facial expression head models without the significant editing time incurred by generating a particular animation transform for each particular facial expression (and/or pose) features.
TL;DR: The main idea is to describe mesh geometry in a differential way, thus, insertion of local features from one shape into another does not suffer from difference in absolute coordinates, and the technique proves to be a powerful modeling tool.
Abstract: Mesh morphing techniques are capable of producing a sequence of meshes, gradually changing from a source to a target shape. However, current techniques do not allow to describe the local behavior of the morph. A solution to this problem is presented. The main idea is to describe mesh geometry in a differential way, thus, insertion of local features from one shape into another does not suffer from difference in absolute coordinates. Besides interesting possibilities for animation the technique proves to be a powerful modeling tool.
TL;DR: Investigation of the Conceptual Congruence Hypothesis found that animated graphics were more effective than text in some cases, especially for participants with low spatial ability, but animation did not further increase effectiveness.
Abstract: Animated graphics have been increasingly adopted to teach complex systems, encouraged by the preconception that realism is effective. Nevertheless, the evidence has been discouraging as to their effectiveness. By the Conceptual Congruence Hypothesis, graphics should be effective in conveying concepts that are literally or metaphorically spatial. By extension, animated graphics should be effective in conveying change in time. This hypothesis was investigated by comparing three interfaces that presented text, text plus static graphics, or text plus animated graphics. Evidence was obtained for the static version of the Conceptual Congruence Hypothesis. Graphics were more effective than text in some cases, especially for participants with low spatial ability, but animation did not further increase effectiveness.
TL;DR: In this article, a point (parameter) to be edited is judged to be present in the shape or moving state of an object (to be displayed) during reproduction of animation, the user selects the object on the screen (S201-204) Varying parameters (variation parameters; position, and the like) of the object are extracted during the reproduction of the animation and displayed on another display screen.
Abstract: When a point (parameter) to be edited is judged to be present in the shape or moving state of an object (to be displayed) during reproduction of animation, the user selects the object on the screen (S201-204) Varying parameters (variation parameters; position, and the like) of the object are extracted during the reproduction of the animation and displayed on another display screen The animation can be corrected by stopping it at a part to be edited and correcting the values of the displayed variation parameters (S205-208) Since the variation parameters can be extracted and the animation can be edited, edition of animation is facilitated
TL;DR: In this paper, an improved method for instructing how to most efficiently effect a product changeover on an assembly line includes the steps of providing an instructional animation which schematically shows the steps which are to be taken by a plurality of workers to effect the changeover.
Abstract: An improved method for instructing how to most efficiently effect a product changeover on an assembly line includes the steps of providing an instructional animation which schematically shows the steps which are to be taken by a plurality of workers to effect the changeover. Preferably, the animation is a computer animation, and includes color-coded representations of the various workers and the steps that should be taken in a particular sequence. Preferably, the workers are also provided with instructional badges which could be carried by the workers, and which are also color-coded. The animation will also include access to these color-coded instruction to provide further feedback to both the worker, and the supervisory personnel of the steps an individual worker should be taking during a particular point in the assembly in changeover. Further, the present invention includes a method of identifying a required changeover time including the steps of preparing a table showing the number of components which need to be changed, and then providing an identification of the required time for that particular changeover. The components are all preferably used in combination in a method of changing over an assembly line.
TL;DR: The components of the system used for real-time facial communication using a cloned head, including the automatic face cloning using two orthogonal photographs of a person, and the speech processing techniques used forreal-time phoneme extraction and subsequent speech animation module are described.
Abstract: We describe the components of the system used for real-time facial communication using a cloned head. We begin with describing the automatic face cloning using two orthogonal photographs of a person. The steps in this process are the face model matching and texture generation. After an introduction to the MPEG-4 parameters that we are using, we proceed with the explanation of the facial feature tracking using a video camera. The technique requires an initialization step and is further divided into mouth and eye tracking. These steps are explained in detail. We then explain the speech processing techniques used for real-time phoneme extraction and subsequent speech animation module. We conclude with the results and comments on the integration of the modules towards a complete system.
TL;DR: This paper presents a prototype of a forest in which a video game player can move and interact physically with the trees, and two animation approaches are combined: a procedural method which handles most of the trees efficiently, and a physically-based method which allows user interaction with the Trees.
Abstract: We present a prototype of a forest in which a video game player can move and interact physically with the trees.The trees are procedurally built on-the-fly at each redraw. Two animation approaches are combined: a procedural method which handles most of the trees efficiently, and a physically-based method which allows user interaction with the trees. The physically-based method is dynamically applied only where needed. Physical data is computed only where the physical method is applied, and deleted afterwards. Smooth transitions between animation methods are performed.Levels of detail are used for rendering and for procedural animation. Our method allows the display and the animation, including user action, of a 256-tree forest at interactive rates.
TL;DR: SimHuman is a platform for the generation of real-time 3D environments with virtual agents that has an embedded physically based modelling engine and can use features such as path finding, inverse kinematics and planning to achieve their goals.
Abstract: In this paper, we present SimHuman, a platform for the generation of real-time 3D environments with virtual agents. SimHuman is highly dynamic and configurable, as it is not based on fixed scenes and models, and has an embedded physically based modelling engine. Its agents can use features such as path finding, inverse kinematics and planning to achieve their goals. The paper explains in detail design and implementation issues and presents the architecture of the system as well as an illustrative example.
TL;DR: The authors locate their theory of digital inscription within a proposal, briefly summarised in the article, of a wider model of a social semiotic grammar of the moving image.
Abstract: This article will consider the making of animated film by Year 6 pupils (11 years old) based on the story of Little Red Riding Hood, using digital drawing and animation software. It will examine how the act of inscription - making signs on a page or screen using software, pens or other materials—might be different in the context of digital composition of the moving image, and how, at the present time, digital modes of inscription may offer a greater freedom of expression to users, especially in education. The authors locate their theory of digital inscription within a proposal, briefly summarised in the article, of a wider model of a social semiotic grammar of the moving image.
TL;DR: A new algorithm is proposed to compress animated 3D mesh models by using a transform coding method, which yields a much higher compression ratio than the MPEG-4 codec.
Abstract: A new algorithm is proposed to compress animated 3D mesh models. First, an input mesh model is partitioned into segments, and each segment is motion compensated from that of the previous time instance. Then, the motion residuals are effectively compressed by using a transform coding method. It is shown that the proposed algorithm yields a much higher compression ratio than the MPEG-4 codec.
TL;DR: It is proposed that animations should in particular emphasize the visualization of correctness invariants and the complexity of the algorithms.
Abstract: We give an overview of rules and techniques to create a good algorithm animation, with emphasis on animations that would be used when teaching algorithms. In this context, we propose that animations should in particular emphasize the visualization of correctness invariants and the complexity of the algorithms. This implies that writing a good animation must be more than just showing the graphically enhanced runtime debugging provided by most common animation systems; instead, each animation must be individually designed and programmed.
TL;DR: This scripting language uses the flexibility of the Animal system and provides many additional new graphic primitives and animation effects that go beyond the traditional Animal GUI features.
Abstract: In this paper, we present the AnimalScript visualization language. This scripting language uses the flexibility of the Animal system and provides many additional new graphic primitives and animation effects that go beyond the traditional Animal GUI features.AnimalScript can easily be configured by changing the content of a registration file. Users may also have multiple registration files, as AnimalScript will always use the first registration file it finds. AnimalScript can easily be extended with additional features without needing to read, let alone change, any existing code.
TL;DR: In this paper, the authors show the importance of virtual humans in virtual reality and identify the main problems to solve to create believable virtual humans, and propose a solution to solve them.
Abstract: The purpose of this chapter is to show the importance of virtual humans in Virtual Reality and to identify the main problems to solve to create believable virtual humans
TL;DR: This work presents an application for image-based visual servoing: computer graphics animation and applies this approach in two different contexts: highly reactive applications (virtual reality, video games) and the control of humanoid avatars.
Abstract: Presents an application for image-based visual servoing: computer graphics animation. Indeed, the control of a virtual camera in a virtual environment is not a trivial problem and usually requires skilled operators. Visual servoing, a now well known technique in robotics and computer vision, consists in positioning a camera according to the informations perceived in the images. Using this method within a computer graphics context leads to a very intuitive approach of animation. Furthermore, in that case a full knowledge about the scene is available. It allows us to easily introduce constraints within the control law in order to react automatically to modifications of the environment. We apply this approach in two different contexts: highly reactive applications (virtual reality, video games) and the control of humanoid avatars.
TL;DR: In this article, a software application that features the visualization of commonly used data structures and their associated insertion and deletion operations is introduced, which can be used to animate user-defined algorithms.
Abstract: Data Structures and Algorithms is a fundamental course in Computer Science. However, many students find it difficult because it requires abstract thinking. It would be very helpful if there was a visualization tool of data structures such as arrays, queues, stacks, trees and graphs for students to manipulate. The tool would allow students to see how an element is inserted into or deleted from different data structures, how a tree is traversed in different order (preorder, in-order, post order, level-order), etc. Moreover, this tool would provide a simple language, by which students can write their own algorithms so that the execution of the algorithm is animated. This project is intended to create an exploration environment, in which students can learn through experimentation. This tool can be used as an effective supplement to the traditional classroom education and textbook for Data Structures and Algorithms courses. In this paper, a software application that features the visualization of commonly used data structures and their associated insertion and deletion operations is introduced. In addition, this software can be used to animate user-defined algorithms.
TL;DR: A method for simultaneously learning asymmetrically coupled linear models for the faces of two different people and how these models can be used to animate one face given a video sequence of the other is presented.
Abstract: We present a method for simultaneously learning linear models of multiple high dimensional data sets and the dependencies between them. For example, we learn asymmetrically coupled linear models for the faces of two different people and show how these models can be used to animate one face given a video sequence of the other. We pose the problem as a form of Asymmetric Coupled Component Analysis (ACCA) in which we simultaneously learn the subspaces for reducing the dimensionality of each dataset while coupling the parameters of the low dimensional representations. Additionally, a dynamic form of ACCA is proposed, that extends this work to model temporal dependencies in the data sets. To account for outliers and missing data, we formulate the problem in a statistically robust estimation framework. We review connections with previous work and illustrate the method with examples of synthesized dancing and the animation of facial avatars.
TL;DR: Empirical evidence is presented indicating remarkable overall correspondence between video recordings and computer animations, and a decline in visual attention for the face area could be observed, which did not affect the impression ratings.
Abstract: A new approach for the use of computer animation in experimental nonverbal research is introduced. The method was evaluated in a pilot study comparing video recordings of movement in dyadic interactions with computer animations based on transcripts of the behavior, to determine whether similar impression effects could be obtained. At the core of our development is a software tool allowing for the conversion of so-called position time-series protocols of movement into animation scripts for a professional computer animation platform. Our software combines computer-assisted movement transcription and editing with state-of-the-art 3-D animation technology. We present empirical evidence indicating remarkable overall correspondence between video recordings and computer animations. Due to the lack of facial activity in the computer animations, a decline in visual attention for the face area could be observed, which did not, however, affect the impression ratings.
TL;DR: This paper has developed a fully implemented prototype based on the Unreal/sup TM/ game engine and carried out experiments with a simple sitcom-like scenario, and presented several examples of short plots and situations generated by the system from the dynamic interaction of artificial actors.
Abstract: In this paper, we describe a method for implementing AI-based animation of artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal/sup TM/ game engine and carried out experiments with a simple sitcom-like scenario. We discuss the central role of artificial actors in interactive storytelling and how real-time generation of their behaviour participates to the creation of a dynamic storyline. We follow previous work describing the behaviour of artificial actors through AI planning formalisms, and adapt it to the context of narrative representation. The set of all possible behaviours, accounting for various instantiations of a basic plot, can be represented through an AND/OR graph. A real-time variant of the AO* algorithm can be used to interleave planning and action, thus allowing characters to interact between themselves and with the user. Finally, we present several examples of short plots and situations generated by the system from the dynamic interaction of artificial actors.
TL;DR: In this paper, an optimization-based inverse dynamics algorithm is used to determine values of control variables and each time step during a forward simulation so that the model is driven toward the specified set of desired kinematics while at the same time potentially optimizing various other aspects of the motion.
Abstract: In accordance with a set of embodiments of the present invention, a method can be used to filter the motion of a body or a system of articulated bodies so that the motion conforms to the laws of classical dynamics. Based on a specified set of kinematic inputs, on a dynamic model that represents the articulated bodies, and on a set of tunable filter parameters, an optimization-based inverse dynamics algorithm can be used to determine values of control variables and each time step during a forward simulation so that the model is driven toward the specified set of desired kinematics while at the same time potentially optimizing various other aspects of the motion. The embodiments may be useful in the areas of biomechanics, medicine, ergonomics, computer animation, or other areas where realistic motion generation is desired.
TL;DR: A fully implemented prototype for interactive storytelling using the Unreal/sup TM/ engine is described, which provides an evaluation of the concepts of how the dynamic interactions between agents and/or the user influence the generation of story.
Abstract: We describe a fully implemented prototype for interactive storytelling using the Unreal/sup TM/ engine. We describe the important mechanisms involved in the variability of plot instantiations, within a scenario of sitcom genre. We also provide an evaluation of the concepts of how the dynamic interactions between agents and/or the user influence the generation of story, with first results of examples.