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Grant: Engage Grants Program

University of Regina

$25,000.00

Measures of perceived animation quality for interactive entertainment software

EF 2012-13

Résumé
As a leading computer game developer, Electronic Arts (EA) Canada wants to deliver acceptable looking animations at interactive speeds (typically 30 or 60 frames per second). Computer games display animations by first updating the game state (e.g., by updating the position of every character in the scene), and then rendering the game state by converting information about the game state into a picture. EA Canada personnel routinely devise procedures (parts of computer game programs) that simplify the updating and rendering processes in order to speed them up. For each part of updating and rendering, the challenge is to make decisions about whether to use a slower method that gives better animation quality or a faster method that gives poorer quality. Making these decisions is time consuming so EA Canada would like to automate them. Since game players are the final judges of animation quality, they would like a calculated measure that mimics human perception of quality. Such a measure could be implemented in software to enable a computer game to efficiently balance animation quality and real-time performance. The main objective of the project is to find a mathematical or algorithmic quality measure that mimics the human perception of the quality of animation. The particular focus will be on measures that perform well in the context of evaluating the same animation clip with varying types and amounts of introduced errors. Some relevant types of errors are jitter/pop, offset errors, interpenetration of geometric models, and loss of motion smoothness (due to jumps in velocity). Ideally, such a quality measure would lend itself to finding thresholds on the amount of each of these types of errors, or combinations of these errors, where animation quality goes from acceptable to unacceptable.
Programme
Engage Grants Program
Bénéficiaire
Emplacement
Saskatchewan, Canada
Type de bénéficiaire
Academia
Type
Grant
Source
NSERC's Awards Data

Tel que publié

Application id
435141-2012
Name nom
Hamilton, Howard
Department département
Computer Science
Organization id
17
Institution établissement
University of Regina
Province en
Saskatchewan
Province fr
Saskatchewan
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2012
Competition year année de concours
2012
Award amount
25000
Program id
EGP
Program name en
Engage Grants Program
Program name fr
Programme de subventions d'engagement partenariat
Group en
Research partnerships programs
Group fr
Programmes de partenariat
Committee code
1555
Committee name en
Prairie Internal Decision Committee
Committee name fr
Comité de décision interne pour les Prairies
Area of application code
801
Area of application group en
Information and communication services
Area of application group fr
Services d'information et de télécommunications
Area of application en
Computer software
Area of application fr
Logiciel
Research subject code
2705
Research subject group en
Information technology
Research subject group fr
Technologie de l'information
Research subject en
Software and development
Research subject fr
Logiciels et développement
Partie
1
Nb partie
1
Application title
Measures of perceived animation quality for interactive entertainment software
Keyword
NSERC
Application summary
As a leading computer game developer, Electronic Arts (EA) Canada wants to deliver acceptable looking animations at interactive speeds (typically 30 or 60 frames per second). Computer games display animations by first updating the game state (e.g., by updating the position of every character in the scene), and then rendering the game state by converting information about the game state into a picture. EA Canada personnel routinely devise procedures (parts of computer game programs) that simplify the updating and rendering processes in order to speed them up. For each part of updating and rendering, the challenge is to make decisions about whether to use a slower method that gives better animation quality or a faster method that gives poorer quality. Making these decisions is time consuming so EA Canada would like to automate them. Since game players are the final judges of animation quality, they would like a calculated measure that mimics human perception of quality. Such a measure could be implemented in software to enable a computer game to efficiently balance animation quality and real-time performance. The main objective of the project is to find a mathematical or algorithmic quality measure that mimics the human perception of the quality of animation. The particular focus will be on measures that perform well in the context of evaluating the same animation clip with varying types and amounts of introduced errors. Some relevant types of errors are jitter/pop, offset errors, interpenetration of geometric models, and loss of motion smoothness (due to jumps in velocity). Ideally, such a quality measure would lend itself to finding thresholds on the amount of each of these types of errors, or combinations of these errors, where animation quality goes from acceptable to unacceptable.