Combining objects and planning paradigms for human skeleton animation
Identifieur interne : 00B260 ( Main/Exploration ); précédent : 00B259; suivant : 00B261Combining objects and planning paradigms for human skeleton animation
Auteurs : A. Koukam [France] ; H. Fourar [France]Source :
- Engineering Applications of Artificial Intelligence [ 0952-1976 ] ; 1998.
English descriptors
- Teeft :
- Action class, Action level, Aggregation relationship, Animation, Animation plans, Animation process, Animation system, Animation task, Animation universe, Catia, Catia primitives, Computer animation, Computer graphics, Computer science, Control knowledge, Detail class, Domain knowledge, Elsevier science, Environment object model, Fourar, Fourar engineering applications, Geometrical primitives, Hierarchical, Hierarchical architecture, Hierarchical plan, Human movement, Human skeleton, Human skeleton animation, Ieee computer graphics, Ieee computer society, Institut polytechnique, Intelligence approach, Knowledge modeling, Knowledge source, Knowledge sources, Koukam, Lower_leg movement, Mannequin class, Modeling, Modeling approach, Morgan kaufmann, Movement level, Object model, Operational model, Operational models, Plan generation, Planning paradigm, Planning process, Possible actions, Primitive objects, Problem universe, Second approach, Segment group, Sequential execution, Simulation, Simulation prototype, Skeleton, State scheme, Temporal relationship, Temporal relationships.
Abstract
Abstract: Computer animation provides an interesting and exciting approach to the modeling and simulation of human movement and performance. Of the main factors used to classify such animation systems, the assistance that they provide to the animator is of great importance. High-level assistance allows the production of the desired animation from high-level descriptions without a great deal of animator effort. To produce such an animation, the system should incorporate multiple aspects of knowledge about the entities to be animated, and an intelligent process to convert a general description to low-level instructions. This paper presents a modeling approach to the high-level description of human skeleton animation. It introduces the object-oriented paradigms used to model the animation universe, and the planning paradigm employed to define the animation process. A simulation prototype is presented as an illustration of this modeling approach.
Url:
DOI: 10.1016/S0952-1976(98)00034-7
Affiliations:
Links toward previous steps (curation, corpus...)
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Le document en format XML
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<front><div type="abstract" xml:lang="en">Abstract: Computer animation provides an interesting and exciting approach to the modeling and simulation of human movement and performance. Of the main factors used to classify such animation systems, the assistance that they provide to the animator is of great importance. High-level assistance allows the production of the desired animation from high-level descriptions without a great deal of animator effort. To produce such an animation, the system should incorporate multiple aspects of knowledge about the entities to be animated, and an intelligent process to convert a general description to low-level instructions. This paper presents a modeling approach to the high-level description of human skeleton animation. It introduces the object-oriented paradigms used to model the animation universe, and the planning paradigm employed to define the animation process. A simulation prototype is presented as an illustration of this modeling approach.</div>
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