Animation Models
3D Graphics
Animation Models 3D Graphics What we see today Skeleton-based - - PowerPoint PPT Presentation
Animation Models 3D Graphics What we see today Skeleton-based animations o Suitable to animate human-like models Blendshape-based animations o Suitable to animate faces Data-driven animations o Allow to model motion of human-like
3D Graphics
…
𝑘 rigidly transformed with matrix 𝑈 𝑘
𝑘 composed by hierarchical structure
∗ = (σ𝑘 𝜕𝑗,𝑘𝑈 𝑘) 𝑞𝑗
blend skinning
to joint locations for large deformations
to achieve desired effects
exist for
computation
shape variation due to change of identity and/or motion
not shown as close-ups (e.g. crowds)
Image from [Stolpner, Siddiqi, Whitesides, Approximating the Medial Axis by Shooting Rays: 3D Case, CCCG 2011] Method and Figure from [Baran, Popovic, Automatic Rigging and Animation
3D Characters, SIGGRAPH 2007]
blendshapes 𝐵0, … , 𝐵0 + 𝐵𝑗, … , 𝐵0 + 𝐵𝑜
𝐺 =
𝑗
𝛽𝑗𝐵𝑗
interpolated
database of 3D scans of population
change of identity and/or motion
today
time
synchronized cameras
despite of occlusions
Examples of use:
(library of typical motion)
To make it generally applicable
Ex: direct kinematics with key-frames, inverse kinematics
Examples :
« Procedural animation »
(fire, smoke, rain, bees, fishes…)
Laws of motion from mechanics
Motion & deformations
Advantage: a help towards realism!
Examples :
23
Standard animation algorithm
1. Compute new speed (use law & applied forces) 2. Compute new position & deformation 3. Display
1. Detect collisions 2. Compute new applied forces
24
Exercise:
Physically-based models
25
Ex:
26
Structured
Ex : ball, organ, cloth, paper…
Un-structured
Ex : mud, clay, liquids, smoke...
used in Computer Graphics Point-based physics
Solid physics
∑ M = I (d/dt) + I
Difficulty: representation of orientations!
28
used in Computer Graphics
Articulated solids
(Lagrange multipliers..)
Deformable models
NB: Eulerian vs Lagrangian discretization
F m, I
[Terzopoulos 87]
Animation algorithm
V(t+dt) = V(t) + ∑ F(t)/m dt X(t+dt) = X(t) + V(t) dt
Integration:
Lots of f sim simple obje jects
Physically-based particle systems
weak in tangential one
1D, 2D, 3D mass-spring networks
Joint = spring of zero length Exercise :
articulated solid with springs? (to enable rotation)
F m, I
dynamics
distance force
[Tonensen91] [Desbrun98]
36
Physic icall lly-based models ls
Processing them: an advantage of physically-based models!
37
Physically-based models
38
Physically-based models
Broad phase of collision detection Method 1: Event-based detection
39
Physically-based models
Broad phase of collision detection Method 2: Space grid
Exercise:
40
Physically-based models
Broad phase of collision detection Method 3: Bounding volumes
distance < R1 + R2 ?
(X1-max > X2-min) & (Y1-max > Y2-min) & (Z1-max > Z2-min)
41
Physically-based models
Broad phase of collision detection Method 4: Hierarchies of bounding volumes
Exercise: Write the animation loop Extend to constant time, approximate detection
42
Physically-based models
Narrow phase = test object geometry
Use the geometric description
between pairs of faces (O(n^2))
Done only for faces of the other object lying in the bounding volume of the first one!
43
Physically-based models
Narrow phase: remarks
hardware (GPU)
Untangling cloth [Baraff03]
44
Physically-based models
Step 1: Collision detection Step 2: Contact modeling ?
Inequalities expressing non-penetration Global system to be solved
Display a non-penetrating proxy (god-object)
45
Physically-based models
Step 3: Response to collisions
V = Vt + Vn
Modified speed: V := Vt – k Vn
(mirror with energy decay in normal direction)
46
V
Physically-based models
Step 3: Response to collisions
Deep penetration: overshooting problem!
47
F
Virtual spring F = kl