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Computer Animation

Computer Animation. 고려대학교 컴퓨터 그래픽스 연구실. Computer Animation. What is Animation? Make objects change over time according to scripted actions What is Simulation? Predict how objects change over time according to physical laws. Outline. Principles of Animation Keyframe Animation

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Computer Animation

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  1. Computer Animation 고려대학교 컴퓨터 그래픽스 연구실 cgvr.korea.ac.kr

  2. Computer Animation • What is Animation? • Make objects change over time according to scripted actions • What is Simulation? • Predict how objects change over time according to physical laws cgvr.korea.ac.kr

  3. Outline • Principles of Animation • Keyframe Animation • Articulated Figures cgvr.korea.ac.kr

  4. Principle of Traditional Animation – Disney – • Squash and Stretch • Slow In and Out • Anticipation • Exaggeration • Follow Through and Overlapping Action • Timing • Staging • Straight Ahead Action and Pose-to-Pose Action • Arcs • Secondary Action • Appeal cgvr.korea.ac.kr

  5. Squash and Stretch Stretch Squash cgvr.korea.ac.kr

  6. Slow In and Out cgvr.korea.ac.kr

  7. Anticipation cgvr.korea.ac.kr

  8. Computer Animation • Animation Pipeline • 3D modeling • Motion specification • Motion simulation • Shading, lighting, & rendering • Postprocessing cgvr.korea.ac.kr

  9. Outline • Principles of Animation • Keyframe Animation • Articulated Figures cgvr.korea.ac.kr

  10. Keyframe Animation • Define Character Poses at Specific Time Steps Called “Keyframes” cgvr.korea.ac.kr

  11. Keyframe Animation • Interpolate Variables Describing Keyframes to Determine Poses for Character in between cgvr.korea.ac.kr

  12. Inbetweening • Linear Interpolation • Usually not enough continuity cgvr.korea.ac.kr

  13. Inbetweening • Spline Interpolation • Maybe good enough cgvr.korea.ac.kr

  14. Inbetweening • Spline Interpolation • Maybe good enough • May not follow physical laws cgvr.korea.ac.kr

  15. Inbetweening • Spline Interpolation • Maybe good enough • May not follow physical laws cgvr.korea.ac.kr

  16. Inbetweening • Inverse Kinematics or Dynamics cgvr.korea.ac.kr

  17. Outline • Principles of Animation • Keyframe Animation • Articulated Figures cgvr.korea.ac.kr

  18. Articulated Figures • Character Poses Described by Set of Rigid Bodies Connected by “Joints” Base Arm Hand Scene Graph cgvr.korea.ac.kr

  19. Articulated Figures • Well-Suited for Humanoid Characters cgvr.korea.ac.kr

  20. Articulated Figures • Joints Provide Handles for Moving Articulated Figure cgvr.korea.ac.kr

  21. Inbetweening • Compute Joint Angles between Keyframes • consider the length constancy Right Wrong cgvr.korea.ac.kr

  22. Example: Walk Cycle • Articulated Figure: Hip Upper Leg (Hip Rotate) Upper Leg Hip Rotate Knee Lower Leg (Knee Rotate) Hip Rotate + Knee Rotate Lower Leg Ankle Foot (Ankle Rotate) Foot cgvr.korea.ac.kr

  23. Example: Walk Cycle • Hip Joint Orientation: cgvr.korea.ac.kr

  24. Example: Walk Cycle • Knee Joint Orientation: cgvr.korea.ac.kr

  25. Example: Walk Cycle • Ankle Joint Orientation: cgvr.korea.ac.kr

  26. Challenge of Animation • Temporal Aliasing • Motion blur cgvr.korea.ac.kr

  27. Temporal Ailasing • Artifacts due to Limited Temporal Resolution • Strobing • Flickering cgvr.korea.ac.kr

  28. Temporal Ailasing • Artifacts due to Limited Temporal Resolution • Strobing • Flickering cgvr.korea.ac.kr

  29. Temporal Ailasing • Artifacts due to Limited Temporal Resolution • Strobing • Flickering cgvr.korea.ac.kr

  30. Temporal Ailasing • Artifacts due to Limited Temporal Resolution • Strobing • Flickering cgvr.korea.ac.kr

  31. Motion Blur • Composite Weighted Images of Adjacent Frames • Remove parts of signal under-sampled in time cgvr.korea.ac.kr

  32. Summary • Animation Requires ... • Modeling • Scripting • Inbetweening • Lighting, shading • Rendering • Image processing cgvr.korea.ac.kr

  33. Kinematics & Dynamics 고려대학교 컴퓨터 그래픽스 연구실 cgvr.korea.ac.kr

  34. Overview • Kinematics • Consider only motion • Determined by positions, velocities, accelerations • Dynamics • Consider underlying forces • Compute motion from initial conditions and physics cgvr.korea.ac.kr

  35. Example: 2-Link Structure • Two Links Connected by Rotational Joints “End-Effector” X=(x, y) (0, 0) cgvr.korea.ac.kr

  36. Forward Kinematics • Animator Specifies Joint Angles: Q1 and Q2 • Computer Finds Positions of End-Effector: X X=(x, y) (0, 0) X=(l1cosQ1+ l2cos(Q1+Q2), l1sinQ1+ l2sin(Q1+Q2)) cgvr.korea.ac.kr

  37. Forward Kinematics • Joint Motions can be Specified by Spline Curves X=(x, y) (0, 0) cgvr.korea.ac.kr

  38. Forward Kinematics • Joint Motions can be Specified by Initial Conditions and Velocities X=(x, y) (0, 0) cgvr.korea.ac.kr

  39. Example: 2-Link Structure • What If Animator Knows Position of “End-Effector” “End-Effector” X=(x, y) (0, 0) cgvr.korea.ac.kr

  40. Inverse Kinematics • Animator Specifies End-Effector Positions: X • Computer Finds Joint Angles: Q1 and Q2 X=(x, y) (0, 0) cgvr.korea.ac.kr

  41. Inverse Kinematics • End-Effector Postions can be Specified by Spline Curves X=(x, y) (0, 0) cgvr.korea.ac.kr

  42. Inverse Kinematics • Problem for More Complex Structures • System of equations is usually under-defined • Multiple solutions X=(x, y) (0, 0) Three unknowns: Q1, Q2,Q3 Two equations: x, y cgvr.korea.ac.kr

  43. Inverse Kinematics • Solution for More Complex Structures • Find best solution (e.g., minimize energy in motion) • Non-linear optimization X=(x, y) (0, 0) cgvr.korea.ac.kr

  44. Summary • Forward Kinematics • Specify conditions (joint angles) • Compute positions of end-effectors • Inverse Kinematics • “Goal-directed” motion • Specify goal positions of end effectors • Compute conditions required to achieve goals Inverse kinematics provides easier specification for many animation tasks, but it is computationally more difficult cgvr.korea.ac.kr

  45. Overview • Kinematics • Consider only motion • Determined by positions, velocities, accelerations • Dynamics • Consider underlying forces • Compute motion from initial conditions and physics cgvr.korea.ac.kr

  46. Dynamics • Simulation of Physics Insures Realism of Motion cgvr.korea.ac.kr

  47. Space Time Constraints • Animator Specifies Constraints • What the character’s physical structure is • e.g., articulated figure • What the character has to do • e.g., jump from here to there within time t • What other physical structures are present • e.g., floor to push off and land • How the motion should be performed • e.g., minimize energy cgvr.korea.ac.kr

  48. Space Time Constraints • Computer Finds the “Best” Physical Motion • Satisfying constraints • Example: Particle with Jet Propulsion • x(t) is position of particle at time t • f(t) is force of jet propulsion at time t • Particle’s equation of motion is: • Suppose we want to move from a to b within t0 to t1 with minimum jet fuel: cgvr.korea.ac.kr

  49. Space Time Constraints • Discretize Time Steps cgvr.korea.ac.kr

  50. Space Time Constraints • Solve with Iterative Optimization Methods cgvr.korea.ac.kr

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