Debevec, P.
Invited paper for The 4th International Conference on 3-D Digital Imaging and Modeling (3DIM)
(October 2003)
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This paper presents an overview of techniques for generating photoreal computer graphics models of real-world places and objects. Our group’s early efforts in modeling scenes involved the development of Facade, an interactive photogrammetric modeling system that uses geometric primitives to model the scene, and projective texture mapping to produce the scene appearance properties. Subsequent work has produced techniques to model the incident illumination within scenes, which we have shown to be useful for realistically adding computer-generated objects to image-based models. More recently, our work has focussed on recovering lighting-independent models of scenes and objects, capturing how each point on an object reflects light. Our latest work combines three-dimensional range scans, digital photographs, and incident illumination measurements to produce lighting-independent models of complex objects and environments.
Joshi, P., Tien, W., Desbrun, M., Pighin, F.
Proceedings of the Symposium on Computer Animation 2003
Shapiro, A., Pighin, F., Faloutsos, P.
Proceedings of Pacific Graphics 2003
Mao, W., Gratch, J.
Conference Proceeding
(Kloster Irsee, Germany, September, 2003)
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Social credit assignment is a process of social judgment whereby one singles out individuals to blame or credit for multi-agent activities. Such judgments are a key aspect of social intelligence and underlie social planning, social learning, natural language pragmatics and computational models of emotion. Based on psychological attribution theory, this paper presents a preliminary computational approach to forming such judgments based on an agent’s causal knowledge and conversation interactions.
Martinovski, B., Traum, D., Robinson, S., Garg, S.
Proceedings of Diabruck (7th Workshop on the Semantics and Pragmatics of Dialogue
(Saarbruecken Germany, September 2003)
Martinovski, B., Traum, D.
Proceedings of the ISCA tutorial and research workshop on Error handling in dialogue systems
(Chateau-d'Oex-Vaud Switzerland, 2003)
Itti, L., Dhavale, N., Pighin, F.
Proc. SPIE 48th Annual International Symposium on Optical Science and Technology
Gardner, A., Tchou, C., Hawkins, T., Debevec, P.
ACM Transactions on Graphics (SIGGRAPH 2003)
(2003)
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This paper presents a technique for estimating the spatially-varying reflectance properties of a surface based on its appearance during a single pass of a linear light source. By using a linear light rather than a point light source as the illuminant, we are able to reliably observe and estimate the diffuse color, specular color, and specular roughness of each point of the surface. The reflectometry apparatus we use is simple and inexpensive to build, requiring a single direction of motion for the light source and a fixed camera viewpoint. Our model fitting technique first renders a reflectance table of how diffuse and specular reflectance lobes would appear under moving linear light source illumination. Then, for each pixel we compare its series of intensity values to the tabulated reflectance lobes to determine which reflectance model parameters most closely produce the observed reflectance values. Using two passes of the linear light source at different angles, we can also estimate per-pixel surface normals as well as the reflectance parameters. Additionally our system records a per-pixel height map for the object and estimates its per-pixel translucency. We produce real-time renderings of the captured objects using a custom hardware shading algorithm. We apply the technique to a test object exhibiting a variety of materials as well as to an illuminated manuscript with gold lettering. To demonstrate the technique’s accuracy, we compare renderings of the captured models to real photographs of the original objects.
Hill, R., Douglas, J., Gordon, A., Pighin, F., van Velsen, M.
Proceedings of the Fifteenth Innovative Applications of Artificial Intelligence Conference (IAAI-03)
(Acapulco, Mexico, August 12-14, 2003)
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Think Like a Commander - Excellence in Leadership (TLAC-XL) is an application designed for learning leadership skills both from the experiences of others and through a structured dialogue about issues raised in a vignette. The participant watches a movie, interacts with a synthetic mentor and interviews characters in the story. The goal is to enable leaders to learn the human dimensions of leadership, addressing a gap in the training tools currently available to the U.S. Army. The TLAC-XL application employs a number of Artificial Intelligence technologies, including the use of a coordination architecture, a machine learning approach to natural language processing, and an algorithm for the automated animation of rendered human faces.
Making a Game of System Design
Swartout, W., van Lent, M.
Communications of the ACM
(July 2003)
Learning Controls for Blend Shape Based Realistic Facial Animation
Joshi, P., Tien, W., Desbrun, M., Pighin, F.
SIGGRAPH 2003 technical sketches
Cao, Y., Faloutsos, P., Pighin, F.
Proceedings of the Symposium on Computer Animation 2003
Traum, D., Rickel, J., Gratch, J., Marsella, S.
Proceedings of the AAMAS Conference 2003
Wenger, A., Hawkins, T., Debevec, P.
Eurographics Symposium on Rendering: 14th Eurographics Workshop on Rendering
(June 2003)
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Unger, J., Wenger, A., Hawkins, T., Gardner, A., Debevec, P.
Eurographics Symposium on Rendering: 14th Eurographics Workshop on Rendering
(June 2003)
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This paper presents a process for capturing spatially and directionally varying illumination from a real-world scene and using this lighting to illuminate computer-generated objects. We use two devices for capturing such illumination. In the first we photograph an array of mirrored spheres in high dynamic range to capture the spatially varying illumination. In the second, we obtain higher resolution data by capturing images with an high dynamic range omnidirectional camera as it traverses across a plane. For both methods we apply the light �02eld technique to extrapolate the incident illumination to a volume. We render computer-generated objects as illuminated by this captured illumination using a custom shader within an existing global illumination rendering system. To demonstrate our technique we capture several spatially-varying lighting environments with spotlights, shadows, and dappled lighting and use them to illuminate synthetic scenes. We also show comparisons to real objects under the same illumination.
Morie, J., Iyer, K., Valanejad, K., Sadek, R., Miraglia, D., Milam, D., Luigi, D., Leshin, J., Williams, J.
SIGGRAPH Conference 2003
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The Sensory Environments Evaluation (SEE) Project seeks to formulate a new design methodology for virtual environments that utilize multiple sensory inputs to induce presence. Deviating from virtual reality’s twenty-year focus on photo-realism, our “feels-real” design alternative aims directly at understanding the interdependencies of sensory stimuli in their creation of mental constructs, and the subsequent degree of realism perceived.
Morie, J., Williams, J.
International Workshop on Presence 2003
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The majority of research in the field of virtual reality to date has focused on increasing the fidelity of the environments created and trying to determine the quality of the participant experience. Efforts have been made to quantify such aspects, especially in regards to visuals and sound, and to a lesser extent to the user experience. Recent thinking has tended towards the assumption that ever-greater fidelity would ensure a better user experience. However, such emphasis on photo-realism and audio-realism does not take into account the collective results of our multimodal sensory inputs with their intertwined effects. Our design philosophy for the creation of virtual environments attempts to replicate the human experience, and asks the question: Is there an underlying fidelity of feels-real through which the quality of the participant experience could be improved?
The Social Credit Assignment Problem (Extended Version)
ICT, T.
Technical Report
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Social credit assignment is a process of social judgment whereby one singles out individuals to blame or credit for multi-agent activities. Such judgments are a key aspect of social intelligence and underlie social planning, social learning, natural language pragmatics and computational models of emotion. Based on psychological attribution theory, this report presents a preliminary computational approach to forming such judgments using an agent’s causal knowledge and conversation interactions.
Gratch, J., Mao, W.
Conference Proceeding
(AZ, May, 2003)
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This paper presents automated methods for facilitating after action review in team training exercises. Much of the learning from team training arises from frank after-the-fact discussions of the exercise, combining individual attributions of blame or credit into a more objective view of what transpired. These individual attributions are social judgments involving not only causality but also explanations of individual responsibility, free will and mitigating circumstances. Such judgments are a key aspect of social intelligence and underlie social planning, social learning, natural language pragmatics and computational models of emotion. Here we introduce a computational model of this judgment process based on psychological Attribution Theory and discuss its potential to facilitate after action review in team training.
Swartout, W., Gratch, J., Hill, R., Hovy, E., Lindheim, R., Marsella, S., Rickel, J., Traum, D.
Multimodal Intelligent Information Presentation
Hill, R., Gratch, J., Marsella, S., Rickel, J., Swartout, W., Traum, D.
KI special issue on Embodied Conversational Agents
(2003)
Traum, D., Fleischman, M., Hovy, E.
AAAI spring symposium on Natural Language Generation in Spoken and Written Dialogue
(March 2003)
Traum, D.
International Workshop on Computational Semantics
(January 2003)
Coping Behavior in Virtual Humans: Don’t worry, Be happy
Rickel, J. Modeling
Autonomous Agents and Multi-Agent Systems
(Sydney, Australia, 2003)
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Emotions play a powerful, central role in human behavior. Our goal is to relate insights from the psychology of human emotion to the design of virtual humans, software entities that look and act like people, but that live in simulated graphical environments. A key aspect of psychological research on emotion is coping, the process by which an individual deals with emotionally significant events. Although coping is increasingly viewed in the psychological literature as having a central role in human adaptive behavior, it has been largely ignored in computational models of emotion. In this paper, we show how psychological research on the interplay between human emotion, cognition and coping behavior can serve as a central organizing principle for the behavior of human-like autonomous agents. Our main focus in this paper is the coping component of this framework. We present a detailed domain-independent model of coping based on this framework that significantly extends our previous work. We argue that this perspective provides novel insights into realizing adaptive behavior.
FlatWorld: Combining Hollywood Set-Design Techniques with VR
Neumann, U.
IEEE Computer Graphics and Applications
(January/February 2003)
Bharitkar, S., Hilmes, P., Kyriakakis, C.
IEEE 36th Asilomar Conference on Signals, Systems & Computers
(Pacific Grove. CA. Nov. 3-6, 2002)
Perceptual Multiple Location Equalization with Clustering
Bharitkar, S., Kyriakakis, C.
IEEE 36th Asilomar Conference on Signals, Systems & Computers
(Pacific Grove, CA, Nov. 3-6, 2002)
Robustness of Multiple Listener Equalization with Magnitude Response Averaging
Bharitkar, S., Hilmes, P., Kyriakakis, C.
Audio Engineering Society Convention Paper Presented at the 113th Convention 2002
(October 5-8, 2002)
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Traditionally, room response equalization is performed to improve sound quality at a given listener. How- ever, room responses vary with source and listener positions. Hence, in a multiple listener environment, equalization may be performed through spatial averaging of magnitude responses at locations of interest. However, the performance of averaging based equalization, at the listeners, may be affected when listener positions change. In this paper, we present a statistical approach to map variations in listener positions to a performance metric of equalization for magnitude response averaging. The results indicate that, for the analyzed listener configurations, the zone of equalization depends on distance of microphones from a source and the frequencies in the sound.
Pighin, F., Szeliski, R., Salesin, D.
International Journal of Computer Vision, special issue on video computing 2002, invited paper
Limited Domain Synthesis of Expressive Military Speech for Animated Characters
Johnson, L., Narayanan, S., Whitney, R., Das, R., LaBore, C.
IEEE 2002 Workshop on Speech Synthesis
(September 11-13, 2002)
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Text-to-speech synthesis can play an important role in interactive education and training applications, as voices for animated agents. Such agents need high-quality voices capable of expressing intent and emotion. This paper presents preliminary results in an effort aimed at synthesizing expressive military speech for training applications. Such speech has acoustic and prosodic characteristics that can differ markedly from ordinary conversational speech. A limited domain synthesis approach is used employing samples of expressive speech, classified according to speaking style. The resulting synthesizer was tested both in isolation and in the context of a virtual reality training scenario with animated characters.
Rickel, J., Marsella, S., Gratch, J., Hill, R., Traum, D., Swartout, W.
IEEE Intelligent Systems
(2002)
Morie, J., Iyer, K., Valanejad, K., Sadek, R., Miraglia, D., Milam, D.
Army Science Conference 2002
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This paper describes a project currently in progress at the University of Southern California’s Institute for Creative Technologies (ICT). Much of the research at ICT involves developing better graphics, sound and artificial intelligence to be used in creating the next generation of training tools for the United States Army. Our project focuses on the use of emotional responses as an enhancement for training.
A Lighting Reproduction Approach to Live-Action Compositing
Wenger, A., Tchou, C., Gardner, A., Waese, J.
SIGGRAPH 2002
(San Antonio, TX, July 21-26, 2002)
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We describe a process for compositing a live performance of an actor into a virtual set wherein the actor is consistently illuminated by the virtual environment. The Light Stage used in this work is a two-meter sphere of inward-pointing RGB light emitting diodes focused on the actor, where each light can be set to an arbitrary color and intensity to replicate a real-world or virtual lighting environment. We implement a digital two-camera infrared matting system to composite the actor into the background plate of the environment without affecting the visible-spectrum illumination on the actor. The color reponse of the system is calibrated to produce correct color renditions of the actor as illuminated by the environment. We demonstrate moving-camera composites of actors into real-world environments and virtual sets such that the actor is properly illuminated by the environment into which they are composited.
Anticipating Where to Look: Predicting the Movements of Mobile Agents in Complex Terrain
Kim, Y.
Proceedings of the 1st International Joint Conference on Autonomous Agents and Multi-Agent Systems
(Bologna, Italy, July 2002)
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This paper describes a method for making short-term predictions about the movement of mobile agents in complex terrain. Virtual humans need this ability in order to shift their visual attention between dynamic objects predicting where an object will be located a few seconds in the future facilitates the visual reacquisition of the target object. Our method takes into account environmental cues in making predictions and it also indicates how long the prediction is valid, which varies depending on the context. We implemented this prediction technique in a virtual pilot that flies a helicopter in a synthetic environment.
Motion Graphs
Kovar, L., Gleicher, M., Pighin, F.
SIGGRAPH 2002
(San Antonio, TX, July 21-26, 2002)
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In this paper we present a novel method for creating realistic, controllable motion. Given a corpus of motion capture data, we automatically construct a directed graph called a motion graph that encapsulates connections among the database. The motion graph consists both of pieces of original motion and automatically generated transitions. Motion can be generated simply by building walks on the graph. We present a general framework for extracting particular graph walks that meet a user’s specifications. We then show how this framework can be applied to the specific problem of generating different styles of locomotion along arbitrary paths.
Morie, J., Williams, J.
Visual Learning for Science and Engineering, Report from the Visual Learning Campfire
(Snowbird UT, 2002)
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Much has been made about visual learning’s increasing relevance towards understanding complex concepts in science and engineering. In this media-saturated age, the visualization of subject matter is quickly supplanting text and lecture-based presentation in the classroom and in our day-to-day lives. However, vision is only one part of our sensory complement. Though comprising the “highest bandwidth” of information received, isolated visual learning risks suffering the inherent limitations inherent in any single-sensory modality.
Data-Driven Photorealistic Faces for Virtual Actors
Pighin, F., Cohen, J.
Visionary Magazine
(April 2002)
Traum, D., Rickel, J.
International Joint Conference on Autonomous Agents and Multi-agent Systems (AAMAS 2002)
(July 2002)
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Traum, D.
Computational Linguistics in the Netherlands 2001: Selected Papers from the Twelth CLIN Meeting
(2002)
Interactive Virtual Humans: Some Assembly Required
Rickel, J., André, E., Badler, N., Cassell, J., Petajan, E.
IEEE Intelligent Systems, 54-63
(July/August 2002)
Perceptually Driven Cognitive Mapping Of Urban Environments
Hill, R., Han, C., van Lent, M.
Proceedings of the 1st International Joint Conference on Autonomous Agents and Multi-Agent Systems
(Bologna, Italy, July 2002)
Virtual Humans to Support Team Training in Virtual Reality
Rickel, J.
In G. Lakemeyer and B. Nebel (Eds.), Exploring Artificial Intelligence in the New Millennium, Morgan Kaufmann Publishers
(San Francisco, CA, 2002)
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This paper describes the use of virtual humans and distributed virtual reality to support team training, where students must learn their individual role in the team as well as how to coordinate their actions with their teammates. Students, instructors, and virtual humans cohabit a three-dimensional, interactive, simu- lated mock-up of their work environment, where they can practice together in realistic situations. The virtual humans can serve as instructors for individual students, and they can substitute for missing team members, allowing students to practice team tasks when some or all human instructors and teammates are unavailable. The paper describes our learning environment, the issues that arise in developing virtual humans for team training, and our design for the virtual humans, which is an extension of our Steve agent previously used for one-on-one tutoring.
Emotionally Evocative Environments for Training
Iyer, K., Valanejad, K., Sadek, R., Miraglia, D., Milam, D.
Army Science Conference 2002
(2002)
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This paper describes a project currently in progress at the University of Southern California\’s Institute for Creative Technologies (ICT). Much of the research at ICT involves developing better graphics, sound and artificial intelligence to be used in creating the next generation of training tools for the United States Army. Our project focuses on the use of emotional responses as an enhancement for training.
Applying Perceptually Driven Cognitive Mapping to Virtual Urban Environments
Han, C.
14th Innovative Applications of Artificial Intelligence Conference (IAAI 02)
(2002)
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This paper describes a method for building a cognitive map of a virtual urban environment. Our routines enable virtual humans to map their environment using a realistic model of perception. We based our implementation on a computational framework proposed by Yeap and Jefferies (Yeap & Jefferies 1999) for representing a local environment as a structure called an Absolute Space Representation (ASR). Their algorithms compute and update ASRs from a 2-1/2D 1 sketch of the local environment, and then connect the ASRs together to form a raw cognitive map. Our work extends the framework developed by Yeap and Jefferies in three important ways. First, we implemented the framework in a virtual training environment, the Mission Rehearsal Exercise (Swartout et al. 2001). Second, we describe a method for acquiring a 2- 1/2D sketch in a virtual world, a step omitted from their framework, but which is essential for computing an ASR. Third, we extend the ASR algorithm to map regions that are partially visible through exits of the local space. Together, the implementation of the ASR algorithm along with our extensions will be useful in a wide variety of applications involving virtual humans and agents who need to perceive and reason about spatial concepts in urban environments.
Alternative Model for Sound Signals Encountered in Reverberant Environments
Georgiou, P., Kyriakakis, C.
Audio Engineering Society Convention Paper Presented at the 113th Convention 2002
(2002)
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In this paper we investigate an alternative to the Gaussian density for modeling signals encountered in audio environments. The observation that sound signals are impulsive in nature, combined with the reverberation effects commonly encountered in audio, motivates the use of the Sub-Gaussian density. The new Sub-Gaussian statistical model and the separable solution of its Maximum Likelihood estimator are derived. These are used in an array scenario to demonstrate with both simulations and two different microphone arrays the achievable performance gains. The simulations exhibit the robustness of the sub-Gaussian based method while the real world experiments reveal a significant performance gain, supporting the claim that the sub-Gaussian model is better suited for sound signals.
Stable Modeling of Noise and Robust Time-Delay Estimation in the Presence of Impulsive Noise
Georgiou, P., Kyriakakis, C.
Audio Engineering Society Convention Paper Presented at the 113th Convention 2002
(2002)
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A new representation of audio noise signals is proposed, based on symmetric -stable (S S) distributions in order to better model the outliers that exist in real signals. This representation addresses a shortcoming of the Gaussian model, namely, the fact that it is not well suited for describing signals with impulsive behavior. The -stable and Gaussian methods are used to model measured noise signals. It is demonstrated that the -stable distribution, which has heavier tails than the Gaussian distribution, gives a much better approximation to real-world audio signals. The significance of these results is shown by considering the time delay estimation (TDE) problem for source localization in teleimmersion applications. In order to achieve robust sound source localization, a novel time delay estimation approach is proposed. It is based on fractional lower order statistics (FLOS), which mitigate the effects of heavy-tailed noise. An improvement in TDE performance is demonstrated using FLOS that is up to a factor of four better than what can be achieved with second-order statistics.
Emotional Variation in Speech-Based Natural Language Generation
Fleischman, M.
International Natural Language Generation Conference 2002 (INLG'02)
(2002)
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We present a framework for handling emotional variations in a speech-based natural language system for use in the MRE virtual training environment. The system is a first step toward addressing issues in emotion-based modeling of verbal communicative behavior. We cast the problem of emotional generation as a distance minimization task, in which the system chooses between multiple valid realizations for a given input based on the emotional distance of each realization from the speaker\’s attitude toward that input.
Playing the Game: Autonomous Agents Go Hollywood
Douglas, J.
International Conference on Information Systems, Analysis and Synthesis SCI 2002/ISAS 2002
(2002)
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The task of creating an interactive story in real-time is complicated by the lack of a mechanism for balancing the demands placed on the storyteller by a human interactor who is sometimes a character in a mini-drama and sometimes the target of a story told by other characters. Inspired by “story within a story” cinema, such as The Game and The Truman Show, I suggest that the tools of narrative critical theory open a space for using techniques of narrative analysis to construct interactive stories, and I describe an architecture for an interactive storytelling environment and an autonomous storytelling agent.
A Photometric Approach to Digitizing Cultural Artifacts
Cohen, J.
2nd International Symposium on Virtual Reality, Archaeology, and Cultural Heritage (VAST 2001)
(Glyfada, Greece, November 2001)
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: In this paper we present a photometry-based approach to the digital documentation of cultural artifacts. Rather than representing an artifact as a geometric model with spatially varying reflectance properties, we instead propose directly representing the artifact in terms of its reflectance field - the manner in which it transforms light into images. The principal device employed in our technique is a computer-controlled lighting apparatus which quickly illuminates an artifact from an exhaustive set of incident illumination directions and a set of digital video cameras which record the artifact\’s appearance under these forms of illumination. From this database of recorded images, we compute linear combinations of the captured images to synthetically illuminate the object under arbitrary forms of complex incident illumination, correctly capturing the effects of specular reflection, subsurface scattering, self-shadowing, mutual illumination, and complex BRDF\’s often present in cultural artifacts. We also describe a computer application that allows users to realistically and interactively relight digitized artifacts.
Olson, M., Traum, D., Van-ess Dykema, C., Weinberg, A.
Machine Translation Summit VIII
(Spain, September 2001)
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