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People Power Teaser

Posted by Ken Pimentel, 1 October 2010 8:00 pm

People Power

For the last 4 or 5 years we've been researching some fundamental new techniques for bringing scenes to life with people. Our focus hasn't been on "hero characters" as much on secondary visualization of realistic crowds. We call this initiative, "People Power” and it comprises two thrusts: one around ergonomics (how a single person interacts with designs) and how groups of people interact with design (crowds).

What you’re going to see now is part of our crowd research. This is very much a research project, so don’t expect it as a feature in any form that you see it now. We’re trying to solve some very fundamental problems around the animation and control of crowds. We have three primary goals:

- Figure out how to display thousands of characters as interactively as possible
- Figure out how to generate believable motion with a minimum of effort
- Figure out how to deliver believable interactions amongst crowd members (avoidance being a key one)

We’ve already filed for patents on most of this stuff, so we’re really talking some leading-edge efforts. You might have heard about our Project Geppetto, well, that is one component of what we’re trying to do here. That component is what allows us to take an “ocean of motion” and create believable transitions between motion clips that avoid all the foot sliding and sudden impossible movements of all crowd systems we’re aware of. You rarely see a camera in a fixed location watching a crowd system for any length of time because at some point, there is inevitably a large “glitch” where a character does something that defies our understanding of what humans do or can do. If we do our job right, you won’t see anything like that with People Power.

Another core technology is our Kynapse path-finding AI technology. We’ve incorporated that to help define how the space is navigated and to put a lot of spatial awareness at the hands of the system (like how close to a wall can someone walk).

There’s a lot more to People Power, but that’s all I’m going to talk about at this point. You can ask questions, but let me forewarn you that I’m not likely to talk too much about what you see here at this time. There will be a time to talk more about it. I hope you’re going to Autodesk University this year…

Some notes:
- We're only showing a limited subset of motion data that we've captured
- We're only showing two segmented characters (male/female), these are just placeholders for something else...
- We're showing some concepts for controlling flow, these are just concepts
- We haven't finished our crowd avoidance engine, this is just showing some of our techniques
- We haven't finished our representation system, this is just where we're at right now
- The segmented characters are pretty much interactive in the viewport - up to around 100 or so

Enjoy!

Note: The building model in the video is courtesy of TRO Jung|Brannen, Inc

 

 

 

8 Comments

pyro777

Posted 1 October 2010 2:06 pm

Power to the people!

Pretty cool...even though I will have no use for it in my work....for the architectural vis world, this will be very useful.

mortas may

Posted 1 October 2010 10:24 pm

Hopefully this will move into simulating car traffic too..

Companioncube

Posted 2 October 2010 12:25 pm

awesome, look forward to seeing final result

timd1971

Posted 2 October 2010 3:37 pm

i assume it will be integrated into 3ds max design 2012? would be wonderful.

sparwassercom

Posted 5 October 2010 9:14 am

Sounds easy, hopefully it will be in production too.

Once I had an project with many people walking around in a big hyphermarket. I tried to do that with collision detection in the max crowd system, it doesn´t worked - the crowd helper always flys into the shelfs and the walls etc.

Than I used paths and the motion mixer for timing and direction - all with character studio that was a horrible process...but it worked. It was a animation over 3600 frames and 60 midpoly people.

Tryton

Posted 5 October 2010 3:57 pm

One thing that I'd like to see in addition to what was shown is an option for photo realism much like how AEC objects have quality settings, it would be very beneficial to have the ability to adjust the detail level of the people. The main problem Architectural Illustrators face with 3D people is the level of photo realism just isn't there. We need a solution that combines the interactivity of People Power with high quality photo realism.

Ken Pimentel

Posted 5 October 2010 4:29 pm

Yes, that is our goal too. We just don't have our "realistic people" engine working quite yet.

marko spasojevic

Posted 30 October 2010 11:12 pm

xsi's face robot approach solution for "realistic people" engine might help. Solution like zbrush is good also, if you want to sculpt you have two generic base meshes at your fingertips.

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