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MichielVanDePanne - 26 Feb 2006
CPSC 526 Class Wiki
Test post for paper discussion.
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MichielVanDePanne - 04 Nov 2011
Contribution:
Virtual characters are represented as directed graphs having nodes and connection. A genetic language based evolution of motor as well as neural control is suggested. No user information regarding shape/size, joint constraints etc are assumed when developing the creatures.
Computation of results:
Since the entire task is computationally expensive, parallel implementation of the task is done. Evolutions of about 50 to 100 generations i.e. by mating directed graphs either by crossover operation (30%) or by grafting(30%) and sometimes asexually (only using mutations) (40%), are performed corresponding to four types of behavior, i.e. swimming, jumping, walking and following.
Another suggested method was to interactively evolve a morphology so as the creatures have aesthetic touch to them instead of just goal based evolution. Hybrid world creatures were also developed.
Reproducibility:
My view is that the paper is reproducible. Although models are not detailed mathematically, they make up for it by giving exhaustive description of the same. The models used for sensors, nerons and Effectors are detailed properly in section 3. Details about the use of physical simulation techniques e.g Feather's method to calculate accelerations, Runge-Kutta fehlberg method for integration and other details for virtual world simulation (e.g water, collison etc) are provided in section 4. The genetic optimization based behavior selection method is also well explained in section 5.
Improvements in Research/Writing:
Overall the paper is well written but I would have preferred some more light to be thrown on the technical aspects of the overall model and specially the modeling of characters as directed graphs and the genetic evolution process.
-- Main.sumanm - 17 Nov 2011
Above is the review of :
"Evolving Virtual Creatures"
-- Main.sumanm - 17 Nov 2011
Review : "Practical Character Physics for Animators"
Contribution:
- Interactive system to enhance character motions, by incorporating physical properties into a existing key frame system.
- Tools to enhance realism of balistic motions.
- Investigate physical accuracy of manually created animation by skilled animators.
Result Evaluation:
1. Ballistic Paths : The path is created based upon the center of mass m and a constraint.
The animator has 2 ways to incorporate this into the animation, either by adjusting the timing of the motion, freezing the initial and final positions or manualy adjust the path and then retime the entire motion.
2. Angular Momentum: An iterative approximation algorithm is suggested to compute the configuration (T_o) of the character given the momentum (h) specified by the user. THe method makes use of the rigid body inertia (J), velocity (v_i), the position (x)
Reproducibility:
The paper should be reproducible to a considerable extent. All the techniques used are backed up with corresponding pseudo code/step-by-step algorithm. The variables are clearly explained in both the cases of ballistic path and angular momentum. An appendix explaining the background on the equations governing the physical properties of an animation is also provided for assistance.
-- Main.sumanm - 17 Nov 2011
"Practical Character Physics for Animators"
a) Contribution
This paper contributes an extension of the traditional keyframe-based animation authoring interface that includes visualizations of physically correct motions. The goal is to provide tools and feedback to animators to allow them to produce more physically accurate motions, without removing any of the animator's control.
b) Evaluation
The system is evaluated by having professional animators use the tool, and by comparing the physical accuracy of animations produced with and without use of the tool.
c) Reproducibility
The tools described in the paper are certainly reproducible, as the algorithms used are given in sufficient detail to recreate them. The success of the tool in terms of usefulness to professional animators is not as certain to be reproducible, since not many details of the authors' specific evaluation methodologies are explained in the paper.
d) Improvements
There are a number of spelling and grammar errors present in the paper that require correction in order to improve readability and understandability. Furthermore, the figures and tables are all clumped at the end rather than located near the relevant section of the paper's body, which also makes it more difficult to read and understand exactly what the research is accomplishing.
-- Main.cdoran - 17 Nov 2011
Evolving Virtual Creatures
What is the contribution of the paper?
In previous work, control system must be designed for each type of
fixed structure. The method in this paper can generate physical
structure and its corresponding control system automatically in a
similar fashion to creature evolution. So the generated physical
structure and the control system is also called a creature. Users
don't have to specify any parameters of physical structure or control
system. The generated physical structure and control system work in 3D
physics.
How are the results evaluated?
The results are evaluated by looking at the generated creatures in
various environments. An important concern in the evaluation seem to
be how well creatures can adapt to the environment by performing
expected tasks, i.e. does it swim or walk fast, or does it jump high?
It is also evaluated by the number of generated creatures and the time
it takes to do so.
Is the paper reproducible?
Somewhat reproducible, but it's not clear to what genotypes look like
and how they can be converted to creature morphology and creature
control.
how could the paper research or paper writing be improved?
Overall, this paper is well written, but in the introduction, there is
not an overview of sections two through six and how those sections are
related to one another. It would be nice if they do so.
Practical Character Physics for Animators
What is the contribution of the paper?
Traditionally, animators use keyframing and inverse kinematics to
animate characters. This paper develops an interactive system that
allows animators to create physics-based characters which makes the
motion more physically plausible.
How are the results evaluated?
The results are evaluated by the physical realism of the animation.
Is the paper reproducible?
It looks to be reproducible, given the equation to compute ballistic
paths, and those equations and the algorithm needed to develop the
angular-momentum tool.
how could the paper research or paper writing be improved?
Section subsection headers can be more meaningful. For example,
section two "Improving Physical Realism" and section three "Keyframe
Animations' Physical Accuracy" look similar to each other and they
don't seem to summarize the respective sections very well.
Main.shuoshen - 17 Nov 2011