Since adding background music and sound effects even to short animations is not simple, an automatic music generation system would help improve the total quality of computer generated animations. This paper describes a prototype system which automatically generates background music and sound effects for existing animations. The inputs to the system are music parameters (mood types and musical motifs) and motion parameters for individual scenes of an animation. Music is generated for each scene. The key for a scene is determined by considering the mood type and its degree, and the key of the previous scene. The melody for a scene is generated from the given motifs and the chord progression for the scene which is determined according to appropriate rules. The harmony accompaniment for a scene is selected based on the mood type. The rhythm accompaniment for a scene is selected based on the mood type and tempo. The sound effects for motions are determined according to the characteristics and intensity of the motions. Both the background music and sound effects are generated so that the transitions between scenes are smooth.* A phrase is an intermediate unit of melody. In the Classical period, it typically has four measures. Since it usually ends with some form of cadence, it is also the unit of a harmonic progression.
In this paper, we present a method for an animated human agent to construct motion plans to achieve 3D-space postural goals, e.g. a goal of a hand, while avoiding collisions. we us the potential field approach by providing mechanisms to handle the problem of local minimum. Given a conjunctive goal of multiple control points on the body, the potential field approach tries to minimize the objective function typically defined to be a weighted sum of individual goals. The local minimum problem arises as the planner tries to locally minimize the weighted sum of individual goals, even when multiple goals of the control points do not conflict with each other in 3D space. Our approach handles this problem by trying to achieve multiple goals individually, not by means of a weighted sum. To do so, the planner uses a qualitative kinematic model, which specifies what joint motions move what body parts in which directions in 3D space. The model is used to suggest joint motions for individual goals, and to explicitly detect and remove conflicts between the suggested joint motions. The local minimum problem arises more obviously when the original goals and collisionavoidance constraints, i.e.repulsive potential fields due to obstacles conflict with each other in 3D space. Our approach avoids this conflict by finding intermediate postural goals of the endangered body parts, based on the kinematic simulation of the current plan. AbstractIn this paper, we present a method for an animated human agent to construct motion plans to achieve 3D-space postural goals, e.g. a goal of a hand, while avoiding collisions. We use the potential eld approach by providing mechanisms to handle the problem of local minimum. Given a conjunctive goal of multiple control points on the body, the potential eld approach tries to minimize the objective function typically dened to be a weighted sum of individual goals. The local minimum problem arises as the planner tries to locally minimize the weighted sum of individual goals, even when multiple goals of the control points do not conict with each other in 3D space. Our approach handles this problem by trying to achieve multiple goals individually, not by means of a weighted sum. To do so, the planner uses a qualitative kinematic model, which species what joint motions move what body parts in which directions in 3D space. The model is used to suggest joint motions for individual goals, and to explicitly detect and remove conicts between the suggested joint motions. The local minimum problem arises more obviously when the original goals and collision-avoidance constraints, i.e. repulsive potential elds due to obstacles conict with each other in 3D space. Our approach avoids this conict by nding intermediate postural goals of the endangered body parts, based on the kinematic simulation of the current plan. IntroductionAs well documented in [1], the animation of human motion has a wide variety of applications, e.g. entertainment, ergonomic studies, computer-aided design of human workspaces, and gene...
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