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A relation-based model for animating adaptive behavior in dynamic environments

机译:动态环境中基于动画的行为的基于关系的模型

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Over the past few decades many advances have been made in computer animation, which has largely replaced traditional hand-drawn animation. However, the traditional path model used in animation has not changed. This model as based on predefined paths does not effectively address the needs of scene animation, which demands unpredictable environmental influences, multiple motion interactions, and personal behaviors. Some of the suggested approaches to scene animation are sensor-effector model, rule-based model, and predefined environment model, but these approaches don't completely solve the problem. This paper presents a relation-based model for dealing with the important issues of scene animation. Two fundamental principles of our model are: the specification of atomic units of motion (relations), and the ability to combine these atomic units to produce sophisticated behaviors. Each relation models a simple responsive behavior between two objects, and has its own sensor, response, duration, strength, and state. The dynamic states of relations can be interactively structured into hierarchical layers that produce complex scene behaviors. During the animation, structured relations are dynamically triggered by either its sensing condition(s) or the state of the environment. The variable state-control hierarchies facilitate on-line scene behavior animations. Several dancing examples for the use of our model are illustrated.
机译:在过去的几十年中,计算机动画取得了许多进步,已在很大程度上取代了传统的手绘动画。但是,动画中使用的传统路径模型没有改变。这种基于预定义路径的模型不能有效地满足场景动画的需求,这需要不可预测的环境影响,多种动作交互和个人行为。建议的场景动画方法包括传感器执行器模型,基于规则的模型和预定义的环境模型,但是这些方法不能完全解决问题。本文提出了一种基于关系的模型来处理场景动画的重要问题。我们模型的两个基本原理是:运动(关系)的原子单位的规范,以及将这些原子单位组合以产生复杂行为的能力。每个关系都对两个对象之间的简单响应行为进行建模,并具有自己的传感器,响应,持续时间,强度和状态。关系的动态状态可以交互地构造为产生复杂场景行为的分层层。在动画过程中,结构化关系由其感测条件或环境状态动态触发。可变的状态控制层次结构有助于在线场景行为动画。举例说明了几个使用我们模型的舞蹈示例。

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