[comp.graphics] 4/26 8PM Bay Area ACM/SIGGRAPH

siggraph@pioneer.arpa (Siggraph) (04/20/88)

The next meeting of the Bay Area Association for Computing Machinery
Special Interest Group on Computer Graphics (ACM/SIGGRAPH)

	   Physically Based Modeling For Vision And Animation

			     Andrew Witkin
			      Michael Kass
			  Demetri Terzopoulos
			     Kurt Fleischer

		    Schlumberger Palo Alto Research

The speakers are researchers at Schlumberger Palo Alto Research, and the
producers of critically acclaimed short videos, including "Knot Reel" and
"Cooking with Kurt."  They have published a number of papers in recent
ACM/SIGGRAPH Proceedings, as well as elsewhere.  Computer animators, and
would-be animators, should make themselves aware of the exciting potential of
these ground breaking methods.  Here's how our speakers describe their work:

Our approach to modeling for vision and graphics uses the machinery of
physics.  We will describe two current foci of our research:

To create models of real-world objects we use simulated materials that
move and deform in response to applied forces.   Elasticity theory is
used to construct nonrigid curves, surfaces, and solids that model the
behavior of elastic materials such as rubber, and inelastic materials
such as clay or silly putty.  These deformable models respond actively
to applied forces and impenetrable obstacles in a simulated physical
environment.  Forces are also used to coerce the models into states that
satisfy constraints.  Realistic animation is produced by solving the
differential equations of motion numerically.   In visual analysis, we
employ constraint forces, derived from images, to create models that
mimic the shape and motion of objects observed in 2-D images.  Examples
of this approach to vision include simulated pieces of springy wire
attracted to edges, and symmetry-seeking elastic bodies used to recover
three-dimensional shapes from 2-D views.

To animate active character models we use a new method called
``space-time constraints.''  The animator specifies what the character
has to do, for instance, ``jump from here to there, clearing a hurdle in
between;'' how the motion should be performed, for instance ``don't
waste energy,'' or ``come down hard enough to splatter whatever you land
on;'' the character's physical structure---the geometry, mass,
connectivity, etc.  of the parts; and the physical resources available
to the character to accomplish the motion, for instance the character's
muscles, a floor to push off from, etc.  The requirements contained in
this description, together with Newton's laws, comprise a problem of
constrained optimization.  The solution to this problem is a physically
valid motion satisfying the ``what'' constraints and optimizing the
``how'' criteria.  We will present animation of a Luxo lamp performing a
variety of coordinated motions.  These realistic motions conform to such
principles of traditional animation as anticipation, squash-and-stretch,
follow-through, and timing.

We will conclude with a videotape presenting an overview of our recent
vision and animation work.

Date: Tuesday, April 26
Time: 8:00 PM
Place: Xerox Palo Alto Research Center (PARC)
	3333 Coyote Hill Road, Palo Alto