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EUROGRAPHICS ’0x / N.N. and N.N. (Editors) Volume 0 (200x), Number 0 A Grammar-Based Approach to the Modeling of Animal-like Characters F. Usai 1 , M. Kovaˇ ciˇ c 1 , R. Scateni 1 Abstract We present here the preliminary results of our efforts towards the definition of a novel paradigm for the procedural generation of pseudo-animals, using a grammar-based approach. With the term “pseudo-animal” we denote a living being characterized by a set of features mimicking the ones of real animals, but not necessarily belonging to existing species. The generation of these pseudo-animals should also plausibly reflect the properties of the environment where the model will live. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling— 1. Introduction Current 3D modeling methods allow to create synthetic char- acters having a high level of detail and visual realism. Al- though, looking at secondary synthetic characters in video- games and movies, we notice a steep quality downgrading. Especially the use of the same 3D model, with very little variations, to represent each instance of a given class of characters decrease the overall quality of the scene. The modelers put a big effort to create high quality main 3D models, hence it is not reasonable to manually create every single character that should appear on a scene. This is not a big problem for sporadic appearances, but when a scene contains a few of them, and even more, when they form a crowd, their evenness becomes evident. Currently various tools for aided shape modeling exist. Particularly we can find sketch-based approaches [NISA07]; compositional ap- proaches [CKGK11] and techniques of shape generation from an input skeleton [BMW12]. All of them lack in the possibil- ity of describing model classes and generate several different shapes within a given class, or binding the model generation with environmental constraints. Our work can be somehow compared with the Spore creature editor [HRE * 08] that is, indeed, more focused on the modelling (in a compositional fashion) and the animation and not necessarily on the adapta- tion of the generated creature to the chosen environment, that stands as our main goal. Our work would like to address both these limitations. Another approach, procedural modeling, has been mainly used for vegetation creation [MP96] and urban modeling [PM01], thus sensibly reducing user interac- tion and leading to the possibility of generating quite easily large and complex systems such as forests and cities. The attempt to convey the automatic generation of several similar objects in the field of animated character is the aim of this work. We have the long-term goal of introducing a novel tool providing a simple and flexible way to generate 3D models of animals, or pseudo-animals (as it will be explained later), in a full or semi-automatic manner, conforming to a general pattern, but being, each of them, one of a kind. 2. Our approach We describe here the theoretical basis of our approach, show- ing some early results. The contribution is a work-in-progress project. 2.1. Pseudo-animals The aim of our project is to create a framework and tools that can be used for the generation of a number of animal-like shapes all having some user-selected features. Our hypothesis is that, given a selection of these features, it is possible to evaluate them in order to obtain what we call a pseudo-animal having a mix of physical characteristics that summarizes those features in a coherent and plausible way. An example of this reasoning is the case of a user that wants to create a giraffe-like predator with a big head. The expected result using our tool should be a big pseudo-animal with puissant body and limbs, and a moderately long neck. This is mainly submitted to EUROGRAPHICS 200x.
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  • EUROGRAPHICS ’0x / N.N. and N.N.(Editors)

    Volume 0 (200x), Number 0

    A Grammar-Based Approach to theModeling of Animal-like Characters

    F. Usai1, M. Kovačič1, R. Scateni1

    Abstract

    We present here the preliminary results of our efforts towards the definition of a novel paradigm for the proceduralgeneration of pseudo-animals, using a grammar-based approach. With the term “pseudo-animal” we denote aliving being characterized by a set of features mimicking the ones of real animals, but not necessarily belongingto existing species. The generation of these pseudo-animals should also plausibly reflect the properties of theenvironment where the model will live.

    Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometryand Object Modeling—

    1. Introduction

    Current 3D modeling methods allow to create synthetic char-acters having a high level of detail and visual realism. Al-though, looking at secondary synthetic characters in video-games and movies, we notice a steep quality downgrading.Especially the use of the same 3D model, with very littlevariations, to represent each instance of a given class ofcharacters decrease the overall quality of the scene. Themodelers put a big effort to create high quality main 3Dmodels, hence it is not reasonable to manually create everysingle character that should appear on a scene. This is nota big problem for sporadic appearances, but when a scenecontains a few of them, and even more, when they form acrowd, their evenness becomes evident. Currently varioustools for aided shape modeling exist. Particularly we canfind sketch-based approaches [NISA07]; compositional ap-proaches [CKGK11] and techniques of shape generation froman input skeleton [BMW12]. All of them lack in the possibil-ity of describing model classes and generate several differentshapes within a given class, or binding the model generationwith environmental constraints. Our work can be somehowcompared with the Spore creature editor [HRE∗08] that is,indeed, more focused on the modelling (in a compositionalfashion) and the animation and not necessarily on the adapta-tion of the generated creature to the chosen environment, thatstands as our main goal. Our work would like to address boththese limitations. Another approach, procedural modeling,has been mainly used for vegetation creation [MP96] and

    urban modeling [PM01], thus sensibly reducing user interac-tion and leading to the possibility of generating quite easilylarge and complex systems such as forests and cities. Theattempt to convey the automatic generation of several similarobjects in the field of animated character is the aim of thiswork. We have the long-term goal of introducing a novel toolproviding a simple and flexible way to generate 3D modelsof animals, or pseudo-animals (as it will be explained later),in a full or semi-automatic manner, conforming to a generalpattern, but being, each of them, one of a kind.

    2. Our approach

    We describe here the theoretical basis of our approach, show-ing some early results. The contribution is a work-in-progressproject.

    2.1. Pseudo-animals

    The aim of our project is to create a framework and tools thatcan be used for the generation of a number of animal-likeshapes all having some user-selected features. Our hypothesisis that, given a selection of these features, it is possible toevaluate them in order to obtain what we call a pseudo-animalhaving a mix of physical characteristics that summarizesthose features in a coherent and plausible way. An exampleof this reasoning is the case of a user that wants to createa giraffe-like predator with a big head. The expected resultusing our tool should be a big pseudo-animal with puissantbody and limbs, and a moderately long neck. This is mainly

    submitted to EUROGRAPHICS 200x.

  • 2 F. Usai & M. Kovačič &R. Scateni / A Grammar-Based Approach to the Modeling of Animal-like Characters

    (a) Axiom. (b) Step 1. (c) Step 2. (d) Step 3. (e) Step 4. (f) Final step.

    Figure 1: Example of some derivation steps for the generation of a biped with a tail.

    due to the necessary tradeoff between the selected featuresand the environmental constraints.

    This approach should be flexible enough to guarantee thatmodifications to the features of the environment should leadto different combination of pseudo-animal features, accordingto these modifications. For example, a pseudo-animal couldprobably have a thinner body and a longer neck in a lowgravity planet. Moreover, the generation of several distinctindividuals belonging to the same pseudo-species could bepossible by inserting random noise in the input parametersand limiting their ranges.

    2.2. Generation

    We base upon Open L-Systems, in a fashion inspired by[MP96, PM01], using a node replacement grammar. We startfrom an axiom (Figure 1.a) that contains information aboutthe user’s desiderata. At each derivation step of the definedgrammar (Figure 1) the system take into account a set oflocal and global constraints which implement the effectivebalancing between the required features. At the end of thegrammar-derivation process we obtain a labelled and at-tributed graph, that is a skeleton-like structure with a set ofattributes needed to generate the mesh of the pseudo-animal.Some of these attributes are: body volume, node type and la-bel of the body part. Given these information we can generatea pre-segmented and labeled mesh with its skeleton (Figure 2),helpful for rigging, skinning and animation. This could alsogive the ability to create almost complete pseudo-animals,having the information on how to characterize head, hands,feet or paws of the shape, possibly using a compositionalmethod like in [CKGK11].

    3. Conclusions and future work

    Our current work in progress on procedural modeling of liv-ing beings having a set of characteristics mixed up startingfrom the user input. We call this kind of living beings withthe name of pseudo-animals. This work is a first attempt tocreate a tool having the same benefits of the state of the arttools for procedural generation of virtual worlds, but aimingto the generation of the characters that will populate them.The evolution of this project will investigate all the possible

    evolutions and limitations of this approach, select a well-defined set of animal features to be made available to the useralong with the environment’s characteristics which may bemodified. Results will have to be tested in depth in order tocreate a reliable procedural modeling tool, work that shouldinvolve a comparison between this kind of creatures model-ing approach and a standard 3D artist modeling routine. Wealso plan to explore the possibilities of using our frameworkin the specification and the implementation of artificial lifeenvironments, useful mainly for didactic purposes.

    Figure 2: Two meshes generated with our approach.References[BMW12] BÆRENTZEN J., MISZTAL M., WEŁNICKA K.: Con-

    verting skeletal structures to quad dominant meshes. Computers &Graphics 36, 5 (2012), 555 – 561. Shape Modeling International(SMI) Conference 2012. 1

    [CKGK11] CHAUDHURI S., KALOGERAKIS E., GUIBAS L.,KOLTUN V.: Probabilistic reasoning for assembly-based 3d mod-eling. In ACM SIGGRAPH 2011 papers (New York, NY, USA,2011), SIGGRAPH ’11, ACM, pp. 35:1–35:10. 1, 2

    [HRE∗08] HECKER C., RAABE B., ENSLOW R. W., DEWEESEJ., MAYNARD J., VAN PROOIJEN K.: Real-time motion retar-geting to highly varied user-created morphologies. In ACM SIG-GRAPH 2008 papers (New York, NY, USA, 2008), SIGGRAPH’08, ACM, pp. 27:1–27:11. 1

    [MP96] MĚCH R., PRUSINKIEWICZ P.: Visual models of plantsinteracting with their environment. In Proceedings of the 23rdannual conference on Computer graphics and interactive tech-niques (New York, NY, USA, 1996), SIGGRAPH ’96, ACM,pp. 397–410. 1, 2

    [NISA07] NEALEN A., IGARASHI T., SORKINE O., ALEXA M.:Fibermesh: designing freeform surfaces with 3d curves. ACMTrans. Graph. 26, 3 (July 2007). 1

    [PM01] PARISH Y. I. H., MÜLLER P.: Procedural modeling ofcities. In Proceedings of the 28th annual conference on Computergraphics and interactive techniques (New York, NY, USA, 2001),SIGGRAPH ’01, pp. 301–308. 1, 2

    submitted to EUROGRAPHICS 200x.


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