Affiliation:
1. Southampton Solent University, UK
Abstract
This chapter discusses the inherent limitations in conventional animation techniques and possible solutions through optimisation and machine learning paradigms. For example, going beyond pre–recorded animation libraries towards more intelligent self-learning models. These models present a range of difficulties in real-world solutions, such as, computational cost, flexibility, and most importantly, artistic control. However, as we discuss in this chapter, advancements in massively parallel processing power and hybrid models provides a transitional medium for these solutions (best of both worlds). We review trends and state of the art techniques and their viability in industry. A particular area of active animation is self–driven characters (i.e., agents mimic the real-world through physics-based models). We discuss and debate each techniques practicality in solving and overcoming current and future limitations.
Reference47 articles.
1. Amadieu, F., Marin´e, C., & Laimay, C. (2011). The attention–guiding effect and cognitive load in the comprehension of animations. Computers in Human Behavior, 27(1), 36-40.
2. Bruderlin, A., & Calvert, T. W. (1989). Goal-directed, dynamic animation of human walking. ACM SIGGRAPH Computer Graphics, 23(3), 233-242.
3. Motion signal processing.;A.Bruderlin;Proceedings of the 22nd annual conference on Computer graphics and interactive techniques,1995
4. Budin, L., Golub, M., & Budin, A. (2010). Traditional techniques of genetic algorithms applied to floating–point chromosome representations. Sign, 1(11), 52.
5. Burtnyk, N., & Wein, M. (1976). Interactive skeleton techniques for enhancing motion dynamics in key frame animation. Communications of the ACM, 19(10), 564-569.