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| Ken Perlin, "Real Time Responsive Animation with Personality," IEEE Transactions on Visualization and Computer Graphics, vol. 1, no. 1, pp. 5-15, March, 1995. | |||
| BibTex | x | ||
| @article{ 10.1109/2945.468392, author = {Ken Perlin}, title = {Real Time Responsive Animation with Personality}, journal ={IEEE Transactions on Visualization and Computer Graphics}, volume = {1}, number = {1}, issn = {1077-2626}, year = {1995}, pages = {5-15}, doi = {http://doi.ieeecomputersociety.org/10.1109/2945.468392}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - JOUR JO - IEEE Transactions on Visualization and Computer Graphics TI - Real Time Responsive Animation with Personality IS - 1 SN - 1077-2626 SP5 EP15 EPD - 5-15 A1 - Ken Perlin, PY - 1995 KW - Controlled randomization KW - dance KW - forward kinematics KW - gesture KW - procedural synthesis KW - real time animation KW - simulation of body language. VL - 1 JA - IEEE Transactions on Visualization and Computer Graphics ER - | |||
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 [15], [6], and synthetic performances.
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[2] N.I. Badler, C.B. Phillips, and B.L. Webber, Simulating Humans: Computer Graphics Animation and Control, Oxford University Press, New York, 1993.
[3] R. Brooks,“A robust layered control system for a mobile robot,” IEEE J. of Robotics and Automation, vol. 2, no. 1, pp. 14-23, 1986.
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[5] D. Ebert, K. Musgrave, D. Peachey, K. Perlin, and S. Worley, Texturing and Modeling: A Procedural Approach. Academic Press, Oct. 1994.
[6] D. Gerlernter,Mirror Worlds, Oxford Univ. Press, 1992.
[7] M. Girard and A.A. Maciejewski,“Computational modeling for the computer animation of legged figures,” Computer Graphics (SIGGRAPH’85 Proceedings), vol. 20, no. 3, pp. 263-270, 1985.
[8] P. Maes et al., “The MIT ALIVE Project,” Computer Graphics (SIGGRAPH’93 Proceedings), 1993.
[9] C.L. Morawetz and T.W. Calvert,“Goal-directed human animation of multiple movements,” Proc. Graphics Interface, pp. 60-67, 1990.
[10] K. Perlin, “An Image Synthesizer,” Computer Graphics (SIGGRAPH '85 Proc.), B.A. Barsky, ed., vol. 19, no. 3, pp. 287-296, July 1985.
[11] K. Perlin,“Danse Interactif,” Computer Graphics (SIGGRAPH’94 Proceedings), vol. 28, no. 3, 1994.
[12] M. Raibert et al., Legged Robots That Balance, MIT Press, 1986.
[13] SGI, SGI Programmers Manual,Mountain View, Calif.: Silicon Graphics Inc., 1994.
[14] K. Sims,“Evolving virtual creatures,” Computer Graphics (SIGGRAPH’94 Proceedings), vol. 28, no. 3, pp. 15-22, 1994.
[15] N. Stephenson,Snow Crash,New York, N.Y.: Bantam Doubleday, 1992.

