Computer graphics
involves creating images or animations that are ultimately
judged by human users. Therefore visual plausibility is often
more important that the absolute physical or numerical accuracy.
We can take advantage of this observation to design efficient
algorithms for rendering and animation.
I will present our motion synthesis research for animating
synthetic characters that are ubiquitous in computer games and
TV/Film production. Creating a realistic character motion is
challenging, because people are very sensitive to the details
in motion (due to individual style as well as complex anatomical
structure of the characters). Novel motions can be created by
rearranging pieces of already known to be visually pleasing
motions. This allows us to obtain high visual quality without
necessarily the absolute physical validity. The synthesis problem
can be formulated as a combinatorial search, which tries to
find an optimal arrangement such that the synthesized motion
looks visually pleasing and performs the motions that the user
wants. I will present combinatorial search methods based around
Monte Carlo Markov chains and randomized dynamic programming.
These methods can synthesize visually pleasing character motions
that can satisfy geometric constraints ("Go to a particular
spot") or perform specific actions ("Walk and then run"). In
this context, I will also introduce a tool based on support
vector machines for recognizing actions from motions.
The visible color of a surface depends on how much light
(power) it receives and hence is a crucial computation in photorealistic
rendering. An important observation is that people are more
sensitive to frequency content than the absolute value of the
received power. My talk will include our research on approximating
this received power while maintaining frequency content in lighting.
Using such perceptually motivated approximations, we can render
realistic images of complex environments an order of magnitude
faster than other methods, without creating visually objectionable
artifacts.