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11-1 Department of Computer Science and Engineering 11 Behavioural Animation Chapter 11 Behavioural Animation

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Page 1: 11 Behavioural Animation Chapter 11

11-1Department of Computer Science and Engineering

11 Behavioural Animation

Chapter 11

Behavioural Animation

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11-2Department of Computer Science and Engineering

11 Behavioural Animation

Behavioral Animation

Knowing the environment

Aggregate behavior

Primitive behavior

Intelligent behavior

Crowd management

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11 Behavioural Animation

Behavioral Animation

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11 Behavioural Animation

Knowing the environment

Vision – what do you know about the present

Memory – what is recorded about the environment

More about AI than graphics

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11 Behavioural Animation

Vision

Geometric issue – what’s in sight?

OR

Can I see X?

Perceptual issue – what do you see?

Computation v. accuracy

Cognitive modeling – necessary? At what level?

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Omniscience

Everything in database is ‘known’

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11 Behavioural Animation

FOV Vision

Use surrogate bounding volumes, or sample points

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11 Behavioural Animation

Occluded Vision

ray casting

sample environment

z-buffer

use object IDs as color

Use surrogate bounding volumes

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11 Behavioural Animation

Target-testing vision

Can I see X?

Cast ray

Use surrogate bounding volumes

Sample object

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11 Behavioural Animation

Object Recognition

Cognitive modeling

How much and what part is needed?

Application need?

Not yet addressed in literature

More AI than graphics

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11 Behavioural Animation

Other senses?

Hearing?

Smell?

Model sensors & signal propagation

Spatial occupancy approach?

Applications?

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11 Behavioural Animation

Memory

What is recorded about the environment

Transience of objects: time-stamps

Spatial occupancy

hierarchy: short-term, long-term

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11 Behavioural Animation

Spatial Occupancy

doorway

doorway

transiency

wal

l

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11 Behavioural Animation

Aggregate Behavior:E pluribus unum

Emergent Behavior

Type Elements Physics

Env/Others

Intelligence

Particles 102-104 Much/none None

Flocking 101-103 Some/some Limited

Crowds 101-102 Little/much Little-much

Typical qualities

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11 Behavioural Animation

Primitive Behavior - Flocking

Local control – for realism, the flock member only reacts to

locally accessible information

Perception – FOV vision – angle can change with speed

Interacting with other members – stay with friends, avoid

bumping into each other

Interacting with the environment – collision avoidance is

primary

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11 Behavioural Animation

Primitive Behavior - Flocking

Global control – need control of flock

script flock leader

global migratory urge

Negotiating the motion

Collision avoidance – steer to avoid

Splitting and rejoining – difficult to tune parameters

Modeling flight – e.g., banking into turns

Original work by Craig Reynolds

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11 Behavioural Animation

Negotiating the MotionForces

Or

“Reasoning”

(e.g. rule-based)

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11-18Department of Computer Science and Engineering

11 Behavioural AnimationNavigating Obstacles

Problems with repulsive forces

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11 Behavioural Animation

Navigating using bounding sphere

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11 Behavioural Animation

NavigatingTesting for being on a collision path with (bounding) sphere

rt

kst

PCs

V

VPCk

22

)(

Given: P, V, C, r

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11-21Department of Computer Science and Engineering

11 Behavioural Animation

Finding closest non-colliding point

sWUtPCPB

UVU

UVUW

PC

PCU

trs

PC

PCrkt

ttPCPCtrk

tPCsk

tsr

rPCk

)(

2

2

)(

22

222

22222

222

222

22

Calculate s,t

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11 Behavioural Animation

Navigating – finding a pass

To avoid collision: find closest point on edge to pass object

Vision Options:

Render in z-buffer

Sample environments with rays

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11 Behavioural Animation

Modeling Flight –common in flocking

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11 Behavioural Animation

Modeling Flight

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11 Behavioural Animation

Modeling Flight

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11 Behavioural Animation

Modeling Flight

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11 Behavioural Animation

Primitive Behavior - Prey-Predator

unbalanced abilities

vision - distance, movement, fov

maximum velocity

maximum acceleration

maximum angular velocity maximum

angular acceleration

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11 Behavioural Animation

Prey-Predator - vision

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11 Behavioural Animation

Prey-Predator agility: speed and turning

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Prey-Predator – hidden by forces

Using pure forces

May not prevent object penetration

Prey can be ‘hidden’ by environmental repulsive forces

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11 Behavioural Animation

Intelligent Behavior

Autonomous behavior

‘Self-animated’ characters

Perception & reasoning about environment

Personality, emotions, dispositions

Manifestations of Individuality

Body Expressions and Gestures

Facial expressions

Speech

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11-32Department of Computer Science and Engineering

11 Behavioural Animation

Internal State

Suggested precedence classes of internal state variables

Imperatives

Desires

Suggestions

Models what the agent needs to do

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11 Behavioural Animation

Levels of Behavior

Hooks for the

animator to

impose control

Arbitration

among

competing

intentions

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Expressions and Gestures

BEAT

EMOTE

RUTH

Greta

ToBI – Tones and Break Indices

LMA – Laban Movement Analysis

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EMOTE

Expressive MOTion Engine (EMOTE)

Speech driven movement and gestures

Torso & arms

Laban Movement Analysis

Effort

Shape

N. Badler at U.Penn

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BEAT

Input text – marked up

Generate non-verbal

behavior in sync with speech

Facial expressions,

head & body motions

gestures

J. Cassell at M.I.T.

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ruth

http://www.cs.rutgers.edu/~village/ruth/

Doug DeCalro at Rutgers

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11 Behavioural Animation

Facial Expression

http://expression.sourceforge.net/

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11 Behavioural Animation

Facial Expression

Ken Perlin: http://mrl.nyu.edu/~perlin/

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11 Behavioural Animation

SmartBody

https://www.youtube.com/watch?v=sD7Q777wIaQ

More videos: https://smartbody.ict.usc.edu/video

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11 Behavioural Animation

Modeling Personality

Personality – long term qualities

Emotions – short term

Mood – third level

Basic emotions: happy, sad, fear, disgust, surprise, anger

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11 Behavioural Animation

Personality ModelsBiology/evolutionary approaches

brain & anatomy

biochemistry & personality

genetics & personality

Psychoanalytic approach

psychometrics

Freud, Adler, Jung

Adaptation Theory:

traits: passive, aggressive, withdrawn

Need theory: Freud + experiential learning

Arousal Theory: absorb & discharge energy

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11 Behavioural Animation

Type & Trait Theory

Type: individuals slotted into a type

e.g. introvert v. extrovert

Trait: lie on gradation

combination defines behavior in situation

e.g.,

Internal states: how perceptions dictate emotional

experience

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Trait Theory

OCEAN: openness, conscientiousness, extroversion,

agreeableness, neuroticism

PEN: extraversion, neuroticism, psychoticism

OCC: how perceptions dictate emotional experience

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Modeling Individuality

Improv

AlphaWolf

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11 Behavioural AnimationDominant personality

AlphaWolf: http://alumni.media.mit.edu/~badger/alphaWolf.html

Simulation of a pack of wolves and their behavior

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11 Behavioural Animation

Crowd Management

Emergent behavior

Statistical behavior v. believable individual behaviors

Homogeneous activity v. Internal structure

For evaluation

Pedestrian traffic simulation

Traffic flow

Emergency response modeling

For entertainment

Background crowds

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11 Behavioural Animation

Crowds

Emergent behavior:

similar to flocking

collision avoidance

‘intelligent’ paths

From a distance: statistical behavior

nonsensical detailed motion

reasonable visual effect

Internal structure

limited interaction among members

group formation

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11 Behavioural Animation

Crowd Applications

For evaluation

Building evacuation, e.g. virtual fire drill

Architecture evaluation, e.g. signage

For training

Military scenarios, e.g. sniper training

Emergency response, e.g. disaster response

For entertainment: e.g., background crowds

games

films, e.g., Titanic, Saving Private Ryan,

Lord of the Rings

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Qualities of crowd

Individual processing – amount of computation per member

Physics – simulated reaction to environment

Intelligence - reasoning capability - agents

Emergent behavior - similar to flocking, flocking system

Uniform – sameness of members

Quantity & density - average distance between members

Viewing distance – aggregate behavior, inspect individuals

Function – simple traversal, background activity, main actions

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11 Behavioural Animation

Uniformity, granularity

Individuality:

Believable activity at level of individual

Background noise:

Activity without intention

Statistical behavior:

On average, intentional activity

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11 Behavioural Animation

Execution environment

Real-time v. Off-line computation

simple computations

avoid n-squared algorithms

size limited

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11 Behavioural Animation

Spatial organization

Cellular decomposition:

Regular 2D grid

Adjacency accessible

Density limited

Cells define obstructions

Continuous space:

Step in any direction

Need to decipher obstructions

Perception needed

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11 Behavioural Animation

Perception Modeling

Vision

Memory

Knowledge of environment

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11 Behavioural Animation

Navigation

Rule-based

Fluid flow:

density fields, potential functions

Cognitive modeling

Flocking systems:

individual perception, navigation

Particle systems:

Individual navigation

Cellular automata

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11 Behavioural Animation

Panic & Congestion handling

Personal space

Packing people during evacuation

Stairwell traversal

Exit awareness

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11 Behavioural Animation

Motion & Navigation

Potential fields

Path planning

Passing on pathways

Roadmaps

Forming & maintaining subgroups

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11 Behavioural Animation

Structure in crowds

A collection of Individuals – personality

modeling

Homogenous – no individuality

Subgroups

Group by belief systems

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Penn Station

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Other topics

Comparison to real-world situations

Heterogeneous – pedestrians and cars

Data driven crowds – image processing

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Massivehttp://www.massivesoftware.com/ Commercial de facto standard

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Examples

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Examples

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11 Behavioural Animation

Examples