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Computer Graphics Animation Techniques

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Keyframe interpolation, articulated models, inverse kinematics, ... Interpolate using multidimensional B zier : Or use piecewise lower-order B zier segments ... – PowerPoint PPT presentation

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Title: Computer Graphics Animation Techniques


1
Computer GraphicsAnimation Techniques
Slides borrowed from Ronen Barzel http//www.ense
ignement.polytechnique.fr/profs/informatique/Ronen
.Barzel/
2
Types of Animation
  • Scripted Animation
  • Procedural Animation
  • Motion capture

3
Scripted Animation

4
Procedural animation

5
Motion capture
6
Motion Capture
  • capture of motion of (human) actor
  • whole body, upper body, face
  • Technology optical, magnetic, mechanical
  • Employs special sensors (trackers) to record
    motion of human performer
  • Problems
  • Difficult to accurately measure motion of human
    body clothes may shift, etc
  • If object used to generate recorded motion and
    graphical object have different dimensions -gt
    animation will have noticeable flaws.

7
Topics in Animation
  • Scripted Animation
  • Keyframe interpolation, articulated models,
    inverse kinematics, deformations,
  • Procedural Animation
  • Particle Systems, Flocks, Crowds, Cloth, Fire,
    Smoke, Water,
  • Motion capture
  • Filtering, editing, retargeting, stitching,

8
Overview of CG animation
  • Story

9
Overview of CG animation
  • Art

10
Overview of CG animation
  • Recording

11
Overview of CG animation
  • Modeling

12
Overview of CG animation
  • Layout

13
Overview of CG animation
  • Animation

14
Overview of CG animation
  • Shading

15
Overview of CG animation
  • Lighting

16
Overview of CG animation
  • Rendering

17
Why CG animation?
  • One medium of many
  • live action, classical animation, clay, puppets,
  • 3D has aspects of live film
  • Camera, cinematography
  • CG has aspects of classical animation
  • Stylization, fantasy, scripted motion,
  • Accessible
  • Computer editing.
  • Dont need to act, dont need to draw.
  • Need to understand acting, need to understand
    images

18
Keyframe animation classical
  • Animator draws character at extreme poses
  • Fill in in-betweens
  • Illusion of Life

19
Keyframe animation CG
  • Model parameters
  • Position (x,y,z), joint angles, deformations,
  • Key frames data points
  • In-between interpolation
  • Many ways to interpolate
  • linear
  • splines (polynomial curves)

20
Linear interpolation
  • Given points P0 and P1, define curve L(t)
  • L(t) (1-t) P0 t P1 t in 0,1
  • Weighted average of endpoints.
  • Curve is linear segment

21
Linear interpolation N points
  • Given P0PN, define segment
  • Li(s) (1-s) Pi s Pi1 s in 0,1
  • Then define piecewise-linear curve
  • L(t) Li(s) for tilt t lt ti1
  • Where s (t-ti)/(ti1-ti)
  • and (lets say) ti i/N

22
Spline curves
  • To make smooth curves from data points
  • Many types of splines, many properties
  • Interpolating, approximating,
  • Build an order-k polynomial from k1 points

23
Spline curve segment
  • General form for a segment
  • C(t) B0(t)P0 Bk(t)Pk
  • Weighted average of k control points
  • Basis functions Bi(t), order-k polynomials
  • Many choices, many properties
  • Most commonly k3 (cubic)
  • E.g. Bézier curve

24
Speed along the spline
  • Uniform parameterization speed varies
  • Arc-length parameterization constant speed
  • User-specified speed

25
Animation Principles
  • From
  • Principles of Traditional Animation Applied
    to 3D Computer Animation
  • John Lasseter, ACM Computer Graphics, 21(4), 1987
  • In turn from
  • The Illusion of Life

26
Squash and stretch
  • Determines feeling of weight, flexibility,
    response to pressure.
  • Maintain volume

27
Timing
  • Rate of acceleration conveys weight
  • Speed and acceleration of characters movements
    convey emotion

28
Anticipation
  • Prepare for each movement
  • For physical realism
  • To direct audiences attention

29
Anticipation Overlap
30
Follow Through
  • Overlapping motion
  • Motion doesnt stop suddenly
  • Pieces continue at different rates
  • One motion starts while previous is finishing,
    keeps animation smooth

31
Staging
  • Picture is 2D
  • Make situation clear
  • Audience looking in right place
  • Action clear in silhouette

32
Action
  • Traditional Pose-to-pose or straight ahead
  • CG allows layered animation
  • First animate core and important parts
  • Gradually go back and refine, add others
  • In practice, combination of blocked poses and
    layered motion.

33
Ease-in and Ease-Out
  • Movement doesnt start stop abruptly.
  • Also contributes to weight and emotion

34
Arcs
  • Move in curves, not in straight lines
  • www.comet-cartoons.com

35
Exaggeration
  • Helps make actions clear
  • Helps emphasize story points and emotion
  • Must balance with non-exaggerated parts

36
Secondary action
  • Motion that results from some other action
  • Needed for interest and realism
  • Shouldnt distract from primary motion
  • (today often use simulation to compute secondary
    motion of hair, clothing, etc.)

37
Appeal
  • Attractive to the eye, strong design,
  • Avoid symmetries

38
Personality
  • Action of character is result of its thoughts
  • Must know purpose and mood before animating each
    action.
  • No two characters move the same way.

39
Animating skinned characters
40
Skeleton
  • restricted transformations
  • no drawn geometry, just bones

41
Use of skeleton
  • support for direct manipulation
  • support for inverse kinematics
  • skinning to build models

42
Even for non-humans
  • www.sharktacos.com

43
Even for non-animals
  • www.hermoni.com/workshop

44
Kinematics
  • Considers only motion
  • Determined by positions, velocities,
    accelerations
  • Forward kinematics
  • Low level approach where animator has to
    explicitly specify all motions of every part of
    the animated structure
  • Each node in hierarchy inherits movement of all
    nodes above it
  • Inverse kinematics
  • Requires only the position of the ends of the
    structure
  • Functions as black box - controls detailed
    movement of entire structure

45
Forward Kinematics
  • Animator specifies joint angles
  • Computer finds position of end-effector X

46
Inverse Kinematics
  • Animator specifies end-effector positions
  • Computer finds joint angles

47
Kinematics Summary
  • Forward Kinematics
  • Animator has complete freedom over the movements
    of any part of the structure
  • Amount of work is function of the complexity of
    the structure, much more expensive when dealing
    with complex structures
  • Inverse Kinematics
  • Does not leave much scope for the animator to
    inject character into the movements
  • Model does not possess the interpretation of a
    human being
  • Overall movement of structure depends on the
    formula -gt same footprints, same movements

48
What makes this hard?
  • Not always a unique solution
  • Not always well-behaved
  • Nonlinear problem
  • Joint limits

49
Not always a unique solution
  • Disjoint solutions
  • Continuum ofsolutions
  • No solution

50
Not always well-behaved
  • Small change in X can cause big change in ?
  • Changing ? might not move end towards X

51
Deformation
  • To deform a model, move its control points.
  • The rest is details
  • Types of deformation
  • Skeleton deformation
  • Function-based deformation
  • Free-form deformation
  • Point cluster deformers
  • Shape interpolation, morphing

52
Skeleton deformation
  • Skeleton (IK) inside the skin

53
Skeleton deformation
  • Associate each point with nearest link
  • When link moves, transform its points.

54
Problem collapsing, kinking
55
Point weights
  • Each point gets affected by several links
  • Take weighted average
  • Adjust the weights until it looks good

56
Function-based deformation
  • Define a function over all space
  • M R3 ? Transformation (matrix)
  • To transform a point P
  • evaluate function M at P
  • transform P by the result
  • P M(P) P

57
Undeformed model
58
Taper
59
Twist
60
Vortex
61
Bend
62
Bend
  • Given x0, y0, h, q, rh/q
  • Three regions
  • Below y0 unaffected
  • Above y0h
  • translate down by h
  • rotate by -q about (x0r, y0)
  • Between y0 and y0h
  • interpolate translation
  • interpolate rotation angle

63
Combinations of deformations
Original
Bend
Twist
BendTwist
64
Potential problem
  • If there arent enough points, model collapses
  • Solutions
  • adaptively create new points
  • build models with enough points where needed

65
Free-form deformation (FFD)
  • Define a lattice around the model
  • Move the points of the lattice
  • The model deforms with it

66
FFD example
67
FFD example
68
FFD interpolation
  • Different ways to interpolate

69
Computing FFD
  • find (s,t,u) coordinatesof P in original grid
  • interpolate deformedgrid points at (s,t,u)

70
Computing FFD coordinates
  • Grid
  • originQ, orthogonal axesU,V,W, cellsl,m,n
  • Grid points
  • Point to deform

71
Computing FFD interpolation
  • Grid points moved to Gijk
  • Interpolate using multidimensional Bézier
  • Or use piecewise lower-order Bézier segments

72
FFD with arbitrary topology
73
Skeleton with FFD
  • Skeleton moves FFD grid
  • FFD moves points

74
Point cluster deformers
  • Select cluster of points
  • Apply an operation directly to some points
  • Weights often set by spatial fields

75
Point cluster deformers
76
Point cluster deformers
  • Weights painted on by hand
  • (there are more points than shown in the
    wireframe)

77
Wires
  • Reference curves on model
  • Draw target curves

78
Shape interpolation
  • sculpt several target shapes
  • use weighted average
  • meshes must have same topology

79
Shape interpolation
  • used often for mouth shapes
  • shapes with different topology
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