1 / 71

Computer Animation Algorithms and Techniques

Computer Animation Algorithms and Techniques. Figure Animation. Vitrual Human Representation. Body Modeling Geometric representation level of detail DoFs accessories: hair, clothes rigid v. flexible. Activities upper body tasks: reaching, grasping locomotion: walking, running

nessa
Télécharger la présentation

Computer Animation Algorithms and Techniques

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. Computer AnimationAlgorithms and Techniques Figure Animation

  2. Vitrual Human Representation Body Modeling Geometric representation level of detail DoFs accessories: hair, clothes rigid v. flexible Activities upper body tasks: reaching, grasping locomotion: walking, running body language: stance, gestures Secondary motion upper body tasks: reaching, grasping locomotion: walking, running body language: stance, gestures

  3. Body Modeling - Geometry Polygonal representations

  4. Body Modeling - Geometry

  5. Body Modeling - Geometry Subdivision surfaces

  6. Body Modeling - Geometry Implicit surfaces

  7. Body Modeling - Geometry Body scan http://www.cyberware.com/

  8. Animation– Rigid Links Hierarchical animation Use FK or IK to animate Interpolate between key frames

  9. Animation – Skeleton Driven http://www.emeraldinsight.com/journals.htm?articleid=1532798&show=html

  10. Animation – Skeleton Driven

  11. Animation– Layered Approach

  12. Reaching Modeling the arm The shoulder joint The hand Coordinated movement Obstacles Strength

  13. Modeling the Arm Also used is 3-2-2 DoF

  14. Modeling the Arm

  15. Modeling the Arm Determine plane of motion (3 DoF) then 1-1 DoF arm Then 2/3 DoF wrist

  16. Modeling the Shoulder

  17. Reaching

  18. Approximating Human Reaching Volumes Using Inverse Kinematics I. Rodrígueza, M. Peinadoa, R. Boulicb, D. Meziata inma@aut.uah.es, manupg@aut.uah.es, ronan.boulic@epfl.ch, meziat@

  19. Modeling the Hand

  20. Grasping

  21. Grasping

  22. Grasping Grasp planning for digital humans Faisal Amer Goussous, U. of Iowa

  23. Reaching – close v. distant Extended grasping behavior for Autonomous Human Agents R. Max, R. Boulic, D. Thalmann

  24. Mechanics of locomotion walk cycle v. run cycle Pelvic transport Pelvic rotation Pelvic Tilt Knee flexion Ankle and toe joints

  25. Anatomy of the Walk

  26. Anatomy of the Run

  27. Pelvic transport

  28. Pelvic rotation over foot

  29. Pelvic rotation around hips

  30. Motion of pelvic

  31. Pelvic tilt

  32. Knee bend to allow tilt

  33. Ankle and Toe bend

  34. Walk Data

  35. Walk Data

  36. Walk Data

  37. Walk Data

  38. Walk Data

  39. Using Dynamics in the Walk

  40. Using Dynamics in the Walk

  41. Using Dynamics in the Walk

  42. facial animation Expressions v. speech

  43. facial animation Parameterized facial attributues Blend shapes Muscle models surface muscles deep muscles Performance (or data) driven instrumented (mocap system) video http://www.youtube.com/watch?v=uQJ7gwG0G5g

  44. Parameterized Facial features

  45. Facial blend shapes

  46. Facial muscle model

  47. Surface muscle model Geometry-based Muscle Modeling for Facial Animation Kolja K¨ahler J¨org Haber Hans-Peter Seidel

  48. “computer animation” facial http://www.youtube.com/watch?v=uQJ7gwG0G5g

  49. “computer animation” facial Text to speech Break down to phonemes Audio to speech Phonemes to mouth shapes (visemes) coarticulation prosody http://www.youtube.com/watch?v=fxADT-kZNrA

  50. Dressing the Figure Cloth and clothing Simple draping Clothes Modeling dynamics Collision detection and response

More Related