By Xiaoyuan Tu
After approximately part a century of analysis, the Holy Grail of the ?eld of artwork- cial intelligence (AI) is still a finished computational version able to emulating the extraordinary skills of animals, together with locomotion, p- ception, habit, manipulation, studying, and cognition. the great modeling of upper animals –humans and different primates –remains elusive; although, the learn documented during this monograph achieves not anything under a useful desktop version of definite species of decrease animals which are under no circumstances trivial of their complexity. stated herein is the 1996 ACM Doctoral Dissertation Award successful paintings of Xiaoyuan Tu, which she conducted within the division of desktop technological know-how on the college of Toronto. Tu provides “arti?cial ?shes”, a rema- capable computational version of popular marine animals of their average habitat. initially conceived within the context of special effects, Tu’s is up to now the one PhD dissertation from this significant sub?eld of computing device technological know-how (and the single thesis from a Canadian collage) to win the coveted ACM award.
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Additional info for Artificial Animals for Computer Animation: Biomechanics, Locomotion, Perception, and Behavior
We start by presenting the structure of the dynamic ﬁsh model, then introduce the dynamics of this model and the simulated aquatic environment. The numerical method employed for solving the diﬀerential equations of motion of the ﬁsh model is discussed next. Subsequently we describe the biomechanics-based modeling and control of the ﬁsh’s locomotion, paying special attention to the construction of the motor controllers. This includes the abstraction of the muscle movements for useful locomotion and the functional modeling of the pectoral ﬁns.
When we say the behavior of a virtual animal looks realistic, we generally mean that the behavior it exhibits makes sense. Like a real animal, the virtual animal “knows” to avoid hazards, to exploit opportunities and to reasonably allocate resources, etc. Our approach to achieving such realism in animation involves identifying the important principles by which animals select actions, especially priorities between diﬀerent behaviors, and employing these principles as the design criteria for building action selection mechanisms in virtual animals.
8a and Fig. 6 Note the resemblance between the shape of the artiﬁcial ﬁsh during swimming and that of a natural ﬁsh during swimming shown in Fig. 8b. Most ﬁshes use their anterior muscles for turning and, up to the limit of the ﬁsh’s physical strength, the turn angle is approximately proportional to the degree and speed of the anterior bend . The artiﬁcial ﬁsh turns by contracting and relaxing the muscles of the turning segments (see Fig. 2) in a similar fashion. For example, a left turn is achieved by contracting the left side muscles of the segments and relaxing those on the right side at 5 6 The swimming motor controller controls the swimming segment muscles (see Fig.