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Computer Graphics Animation Techniques

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Computer Graphics Animation Techniques. Ronen Barzel. Deformation class #5 12 february 2003. Outline for today. Course business Deformations. Course business. Formality Projects TD4 review Field trip Animation. Field Trip.

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Computer Graphics Animation Techniques
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  1. Computer GraphicsAnimation Techniques Ronen Barzel Deformation class #5 12 february 2003

  2. Outline for today • Course business • Deformations

  3. Course business • Formality • Projects • TD4 review • Field trip • Animation

  4. Field Trip • DURAN35 Rue Gabriel Peri92130 Issy Les Moulineaux • Wednesday, 26 February9h00-12h00 (time still being finalized) • This is the next class! (no class 19 February) • I will send email with final details.

  5. Animation “Black & White”

  6. Outline for today • Course business • Deformations

  7. Point-based models • Almost all models in CG are based on points. • Polygonal meshes.

  8. Polygonal models

  9. Smooth models • Control mesh • Parametric patches: • Bézier • NURBS

  10. Smooth models • Control mesh • Subdivion surface

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

  12. 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

  13. Undeformed model

  14. Taper

  15. Twist

  16. “Vortex”

  17. Bend

  18. h q (x0+r,y0) (x0,y0) Bend • Given x0, y0, h, q, r=h/q • Three regions: • Below y0:unaffected • Above y0+h • translate down by h • rotate by -q about (x0+r, y0) • Between y0 and y0+h: • interpolate translation • interpolate rotation angle

  19. Combinations of deformations Original Bend Twist Bend+Twist

  20. Potential problem • If there aren’t enough points, model collapses • Solutions: • adaptively create new points • build models with enough points where needed

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

  22. FFD example

  23. FFD example

  24. FFD: interpolation • Different ways to interpolate:

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

  26. Computing FFD: coordinates • Grid: • origin=Q, orthogonal axes=U,V,W, # cells=l,m,n • Grid points: • Point to deform:

  27. Computing FFD: interpolation • Grid points moved to G’ijk • Interpolate using multidimensional Bézier : • Or use piecewise lower-order Bézier segments

  28. FFD with arbitrary topology

  29. Skeleton deformation • Skeleton (IK) inside the “skin”

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

  31. Problem: collapsing, kinking

  32. Point weights • Each point gets affected by several links • Take weighted average • Adjust the weights until it looks good

  33. Skeleton with FFD • Skeleton moves FFD grid • FFD moves points

  34. Point cluster deformers • Select “cluster” of points • Apply an operation directly to some points • Weights often set by spatial fields

  35. Point cluster deformers

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

  37. Wires • Reference curves on model • Draw target curves

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

  39. Shape interpolation • used often for mouth shapes: • research for shapes with different topology

  40. Deformer in Model Hierachy • Skin node has • original “rest position” points • deformed current points • Deformer node • (Examines control nodes) • Examines skin rest points • Updates skin current points Link0 Skin Link1 Deformer Link2 Link3

  41. A B Note on coordinate systems • Easiest to work in deformer’s local coords • Transform from one node’s coords to another WORLD (W-to-B)=(B-to-W)-1 (A-to-W) (B-to-W) (A-to-B) = (W-to-B) (A-to-W) = (B-to-W)-1(A-to-W)

  42. Deforming images • Like objects, but deform every pixel (s’, t’)=deform(s,t) => newimage[s’][t’]=image[s][t] • Map source features to target features

  43. Deforming images • can use weight fields, etc. • Issues • map backwards to avoid holes • ghosting if backwrads map isn’t one-to-one • must do proper image filtering

  44. Animated image morph

  45. end of class 5