Background

Preliminary Background Research (Papers + Links)

Useful Links

Evolutionary Algorithms

Character Animation
  • Interactive Evolutionary Approach to Character Animation: A paper shockingly similar to our IED for Motion Variants paper, that I just now discovered.  Differences: the genome consists of data points (at every frame) on the anim curves, splines are not included so resulting animation may lose finesse; There is no meta-designer in this system, instead objective functions and a neural net constrain the motion variation based on examples it has seen; Their system isn't integrated into a character animation software package.
Crowd Simulation
  • Overviews:
  • Steering:  
  • Using Evolutionary Algorithms
  • Group Motion Editing: 
    • Group Motion Editing - Kwon, et al (SIGGRAPH 08) -  a technique for editing the motion of groups using geometric constraints on a graph that represents the connectivity of characters
    • Synchronized Mulit-Character Motion Editing - Kim, et al. (SIGGRAPH 09) - constraint-based optimization scheme for manipulation motions of individuals in groups quickly and precisely.  This is a direct authoring approach that requires you know precisely what you want for each crowd member.
    • Directable Crowd Simulation:
      • Crowd Brush - Ulicny, Ciechomski, Thalmann (SCA) - They tackle most of the crowd authoring problems with brush interfaces , but they don't really address the problem of authoring behaviors .  They place behavior tags on individuals and put collision objects & paths into the scene using brushes.
      • Constrained Animation of Flocks  - Anderson, McDaniel, Chenney (SCA) - uses forward sim to satisfy spatio-temporal constraints initially, then backward sim to meet end constraints , then uses Monte Carlo sampling to explore the behavior possibilities that meet those constraints.   Meets generalized spatio-temporal constraints , but requires heavy computation (definitely off-line authoring ) and assumes that constraints and plausibility will produce "good" behaviors.
      • Defeating the Authoring Bottleneck (DI Guy) - Blank, Broadbent, Crane, Pasternak (IMAGE) - programming needed to design any higher-level behaviors; finer grain control is limited to changing specific parameters for individuals (or groups) one at a time.  More of a game scenario authoring tool where the author would model complex interactions explicitly (highly-intuitive scripting).
      • Flow Tiles - Chenney (SCA) - Uses tile placement to design flow fields which drive agents as particles (their crowd example has a fixed flow field). Lots of limitations in actual application.
      • Real-Time Crowd Simulation: A Review - Legget - a short survey of real-time crowd simulation with particular attention paid to pedestrians and particle-based methods.
      • Scalable Behaviors for Crowd Simulation - Sung, Gleicher, Chenney (Eurographics) - a scalable crowd sim method that allows for situation based control (behaviors are specified spatially)
      • Simulating Crowd Motion with Shape Preference and Fuzzy Rules - Chang, Li (ISALR) - crowd simulation system for path finding while maintaining a specified crowd shape