1 / 30

7M836 Animation & Rendering

7M836 Animation & Rendering. Animation. Jakob Beetz J.Beetz@tue.nl. Joran Jessurun A.J.Jessurun@tue.nl. Week 8. Subject: Virtual Reality and Examples When: June 14 th Where: Design Systems Lab. (Vertigo 9.16). Animation. History of cartoon and computer animation

Télécharger la présentation

7M836 Animation & Rendering

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. 7M836 Animation & Rendering Animation Jakob Beetz J.Beetz@tue.nl Joran Jessurun A.J.Jessurun@tue.nl

  2. Week 8 Subject: Virtual Reality and Examples When: June 14th Where: Design Systems Lab. (Vertigo 9.16)

  3. Animation • History of cartoon and computer animation • Extensive description of techniques and algorithms Rick ParentComputer Animation, Algorithms and Techniqueswww.cis.ohio-state.edu/~parent/book/outline.html • How to make an animation • Exampleswww.pixar.com

  4. Animation • Animation • “To give live to” • Make objects change over timeaccording to scripted actions • By showing a sequence of fastchanging images • Series images (frames) • Film 24 fps • Video 30 fps => 1 hour animation 108000 frames

  5. What can be animated? • Position and orientation of objects • Geometry (shape) and scaling of objects • Illumination • Reflection • Camera • In fact, everything!

  6. Animation process - traditional • Storyboard • The story • Sequence of images with descriptions • Key frames • Draw a number of important images (key frames) • Motion-based description • Inbetweens • Draw the rest of the frames • Painting • Redraw frames onto cels • Color them in • Put animation onto film

  7. Key framing Computer animation • Computer animation pipeline • 3D modeling • Motion specification • Motion simulation • Rendering • Post-processing

  8. Keyframe animation • Each “keyframe” specified by a number of key-parameters (state) • Inbetweening: Interpolate these parameters

  9. Keyframe animation • For each key parameter, specify value at “important” frames • Computer creates path for each parameter by interpolating this key parameter for inbetween frames

  10. Interpolation • Linear interpolation • Usually discontinuities • Not a smooth movement

  11. Interpolation • Spline interpolation • Smooth transitions • Beware of unwanted side effects

  12. Interpolation – speed control • Include velocity of interpolation • It is often more realistic to start a movement slowly, then speed up, and end it again slowly • Use speed curve • Speed curve relates time with position on interpolation spline • Position on interpolation spline determines interpolated key parameter value

  13. Interpolation – speed control

  14. Keyframing summarized • Specification of key frames/parameters • Determine key parameters and their values at certain important points in time • Specify type of interpolation • Specify speed curve for interpolation • Computer generates inbetween frames

  15. Animation of articulated structures • Articulated structure: • Object consists of a number of (sub-)objects (links) connected by joints • Each joint is specified by at least one (key-)parameter • Movement of object described by changing parameter values

  16. Constraints on joints Examples of joints

  17. Skeleton consists of 14 joints Each joint has 2 or 3 degrees of freedom Some parameters constrained Articulated structure

  18. Kinematics • Kinematics is the study of movement of (hierarchical) objects • Position, orientation, velocity, acceleration • Without taking into account dynamic properties (forces) (dynamics) • Forward kinematics • Inverse kinematics

  19. Forward kinematics • Animator sets parameter values for joints • Computer computes positions/orientations for links links:

  20. Forward kinematics • Animation by specification / interpolation of joint parameters

  21. Forward kinematics

  22. Forward kinematics

  23. Forward kinematics

  24. Kinematics • What to do when animation knows the desired end-position of the (sub-)object? • E.g. to grab something?

  25. Inverse kinematics • Animator specifies position (and orientation) within scene at wich link (end-effector) has to be positioned • Computer computes joint parameter values to get link at desired position: • After that. computer computes positions of all links by applying these joint parameter values for all joints

  26. Inverse kinematics

  27. Inverse kinematics • Animation by specification / interpolation of end-effector position • Or animation by interpolation of joint parameter values at start and end frame

  28. Inverse kinematics • Problems • Often more than one solution • Extra requirements to solution • Result not always desired path (e.g. collisions) • What to do when end-effector position specified outside operation area of object?

  29. Inverse kinematics • Inverse kinematics is also used to compute dependency of joint parameter values • E.g. for object with closed loops

  30. Kinematics summarized • Forward kinematics • Animator controls through joint parameters • Direct control over object state • Often many parameters to control • Inverse kinematics • Animator controls through position/orientation end-effector • Simpler specification of movements • Less parameters • Better feeling for positions in scene • Complex computations

More Related