View-dependent culling of dynamic systems in virtual environments
Proceedings of the 1997 symposium on Interactive 3D graphics
Simulation levels of detail for real-time animation
Proceedings of the conference on Graphics interface '97
Efficient dynamics modeling for VRML and Java
Proceedings of the third symposium on Virtual reality modeling language
NeuroAnimator: fast neural network emulation and control of physics-based models
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Neural Networks for Pattern Recognition
Neural Networks for Pattern Recognition
Timewarp rigid body simulation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Sampling plausible solutions to multi-body constraint problems
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Simulation level of detail for multiagent control
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1
Simulation levels of detail for plant motion
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Adaptive dynamics of articulated bodies
ACM SIGGRAPH 2005 Papers
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Procedural animation, via dynamical systems, has many advantages over keyframe animation, yet suffers from high computational cost and difficulties in modeling. We describe tools that analyze and process systems to enable culling if the system is not in view, based on a qualitative model of viewer prediction. Application of these tools results in the cost of dynamic simulation growing linearly with the number of systems in view, regardless of the number of systems out of view. To address the difficulties of modeling, we present a runtime layer that interfaces between a VRML browser and simple descriptions of dynamics written in Java. To create these runtime environments, we developed a modeling program in which a user interactively builds models and previews their dynamics. An important outcome of this work is the emergence of a library of dynamical systems, each of which is simple to incorporate into a virtual world. Together, our tools enable large numbers of complex dynamic models to be efficiently and easily included in a VRML world while maintaining high frame rates.