The computer game industry continues to progress toward realistic-looking character motion. However, even in state-of-the-art games, the use of motion capture data in character animation may result in errors such as “foot slipping,” where the feet do not match up with the floor properly during translation. Various algorithms have been...
The high cost of manually producing background characters creates a demand for a
way to automatically generate plausible behaviors. These background extras need to
behave in a manner that is believable such that they do not distract the focus of the
audience from the primary action occurring in the scene....
This thesis presents a novel technique for retiming keyframe-based animation. We call our approach Performance Timing. Keyframing is a standard technique for generating computer animation that typically requires artistic ability and a set of skills for the software package being used. From our experience observing novice animators and their work,...
We present an approach for generating a character’s response in anticipation of an impending impact. Protective anticipatory movement is built upon several simple actions that have been identified as response mechanisms in monkeys and in humans. These actions are parameterized by a model of the interaction based on the approaching...
Graph-based approaches for sequencing motion capture data have produced some of the most realistic and controllable character motion to date. Most previous graph-based approaches have employed a run-time global search to find paths through the motion graph that meet user-defined constraints such as a desired locomotion path. Such searches do...
Recent efforts in user-control of data-driven characters have focused on designing high-level graph data-structures that we call a Behavior Finite State Machine (BFSM). A BFSM is an interactive data-structure that benefits from the advantages of both motion graphs and blend-based techniques for generating animated motion. Each node in a BFSM...
How might capabilities for algorithm animation be seamlessly integrated into a programming language that is both visual and declarative? Until now, visual programming language researchers have not attempted to answer that question, making the fruits of algorithm animation available only to users of textual programming languages. Users of visual programming...
How might capabilities for algorithm animation be seamlessly integrated into a programming language that is both visual and declarative? Until now, visual programming language researchers have not attempted to answer that question, making the fruits of algorithm animation available only to users of textual progranming languages. Users of visual programming...
This paper presents an empirical approach for measuring and characterizing the responsiveness of a character to changes in goal. Our approach is based on keeping track of the character's progress towards a frequently changing goal. A "distance-to-goal" function is defined to measure the progress. We then calculate an asymptotic proportion...
Fluid simulation on interacting deformable surfaces is a challenging problem that has many applications. In this paper, we present a framework in which artistic as well as physically realistic flows can be generated on surfaces during deformation and collision. Our simulation system provides comprehensive control over the motion and deformation...
Communicating dynamic motion content, such as exercise, with a static medium, such as paper, is difficult. The technology exists for presenting 3D animated exercise content to patients; however, the tools for allowing exercise domain experts to effectively author the content do not exist. We conducted two formative studies with exercise...
In this dissertation, we present a user-in-the-loop method for the design of an interactive motion data structure that benefits from the advantages of both motion graphs and blend-based techniques. Our novel approach automatically analyzes a traditional motion graph built from labeled motion clips. The result is a more condensed, coarser...
Full dynamic control of physically simulated characters is the holy grail of video
games and other interactive applications. Recent advances in the field have
presented controllers that can handle the balance and fall response after a
collision. This thesis addresses the development of a controller that handles the
response before...
My thesis in Environmental Arts and Humanities concerned the idea of animal language, as well as other posthuman ideas around animality and indistinction. I also explored virtual space as it relates to human identity, our notions of reality and perception, and the way contemporary digital artists approach animal subjectivity in...
This dissertation details an experiment designed to identify gender differences in learning using three experimental treatments: animation, static graphics, and verbal instruction alone. Three learning presentations were used in testing of 332 university students. Statistical analysis was performed using ANOVA, binomial tests for differences of proportion, and descriptive statistics. Results...