제 6 주. 응용 -2: graphics artificial life for computer graphics d. terzopoulos, communications...
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제 6 주 . 응용 -2: GraphicsArtificial Life for Computer Graphics
D. Terzopoulos, Communications of the ACM, vol. 42, no. 8, pp. 33~42, 1999
학습목표Understanding biological and evolutionary models to give life to self-animating graphical characters with bodies, brains, beh
avior, perception, learning and cognition
개요 CG 분야의 발전방향
– Purely geometric models more elaborate physics-based models
– A world of objects of much greater complexity that looks alive
Artificial life
– Construction of advanced graphics models for image synthesis, animation, multimedia, and virtual reality
– Incorporation of state-of-the-art geometric and physics-based modeling techniques
– Natural process to simulation
• Birth and death, growth and development, natural selection, evolution, perception, locomotion, manipulation, adaptive behavior, learning, intelligence
– Goal: elf-creating, self-evolving, self-controling, self-animating
Signs of ALife
Modeling hierarchy
Applications
– Motion picture special effects industry
• Stanley and Stella, Batman Returns, Cliffhanger, Lion King, Hercules, Spawn, Mulan, Bug’s Life, etc
– Interactive games
CognitiveBehavioral
PhysicalKinematicGeometric
ALife Evolutionary
Applications Artificial plants
– L-systems (formal language framework) to grow highly complex and realistic graphics models of plants
Artificial evolution
– Karl Sims’ evolutionary work for graphics (survival of the fittest) Behavioral modeling and animation
– Craig Reynolds’ boids experiment: form of behavioral rules governing interaction of multiple autonomous agents capable of locomotion and perception within a virtual world
Artificial animals
– Motor control, perception, behavior, learning, cognition Artificial humans
– Sensory perception in human modeling, equipping virtual humans with visual, tactile, and auditory sensors sensory awareness
Interactive synthetic characters
– Creatures, ALIVE, Swamped
Lifelike Autonomous Agents
Artificial Fishes
– X. Tu at Univ. of Toronto
– Autonomous agent with a deformable body actuated by internal muscles
– Eye, brain, motor, perception, behavior, learning centers
– Perceptual awareness of the virtual world
– Collision avoidance, foraging, preying, schooling, mating
– Digitized photographs through computer vision techniques
– Lagrangian equations of motion (69 equations per fish)
– Primitive, reflexive behavior routines: obstacle avoidance
– More sophisticated motivational behavior routines: schooling, mating
– Cognitive capacity with action-selection mechanism
– SMART Toronto (www.sto.org)
– Trimension Reality Theater (www.trimension-inc.com)
Conclusion
Alife’s role in computer graphics
– Image synthesis, modeling, animation, interactive games, multimedia, virtual reality
Challenge to graphics researchers
– Develop and creatively deploy ever more sophisticated graphics models by simulating the mechanisms of life