Animation CS418 Interactive Computer Graphics John C. Hart - - PowerPoint PPT Presentation

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Animation CS418 Interactive Computer Graphics John C. Hart - - PowerPoint PPT Presentation

Animation CS418 Interactive Computer Graphics John C. Hart Keyframe Animation Set target positions for vertices at key frames in animations Linearly interpolate vertex positions between targets at intervening frames A


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SLIDE 1

Animation

CS418 Interactive Computer Graphics John C. Hart

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SLIDE 2

Keyframe Animation

  • Set target positions for vertices at “key”

frames in animations

  • Linearly interpolate vertex positions

between targets at intervening frames

A motivating example from: Sederberg & Greenwood, A Physically- Based Approach to 2-D Shape Blending, Proc. SIGGRAPH 92

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SLIDE 3
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SLIDE 4
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SLIDE 5
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SLIDE 6
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SLIDE 7
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SLIDE 8

Keyframe Animation

  • Set target positions for vertices at “key”

frames in animations

  • Linearly interpolate vertex positions

between targets at intervening frames

  • Lots can go wrong (like the feet)

A motivating example from: Sederberg & Greenwood, A Physically- Based Approach to 2-D Shape Blending, Proc. SIGGRAPH 92

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SLIDE 9

Keyframe Animation

  • Set target positions for vertices at “key”

frames in animations

  • Linearly interpolate vertex positions

between targets at intervening frames

  • Lots can go wrong (like the feet)
  • Can be fixed by adding key frames

A motivating example from: Sederberg & Greenwood, A Physically- Based Approach to 2-D Shape Blending, Proc. SIGGRAPH 92

slide-10
SLIDE 10

Keyframe Animation

  • Set target positions for vertices at “key”

frames in animations

  • Linearly interpolate vertex positions

between targets at intervening frames

  • Lots can go wrong (like the feet)
  • Can be fixed by adding key frames
  • Piecewise linear approach to animation

A motivating example from: Sederberg & Greenwood, A Physically- Based Approach to 2-D Shape Blending, Proc. SIGGRAPH 92

slide-11
SLIDE 11

Keyframe Animation

  • Set target positions for vertices at “key”

frames in animations

  • Linearly interpolate vertex positions

between targets at intervening frames

  • Lots can go wrong (like the feet)
  • Can be fixed by adding key frames
  • Piecewise linear approach to animation
  • Need same number and configuration of

vertices at key frames for intervening frames to make sense

A motivating example from: Sederberg & Greenwood, A Physically- Based Approach to 2-D Shape Blending, Proc. SIGGRAPH 92

slide-12
SLIDE 12

Keyframe Animation

  • Set target positions for vertices at “key”

frames in animations

  • Linearly interpolate vertex positions

between targets at intervening frames

  • Lots can go wrong (like the feet)
  • Can be fixed by adding key frames
  • Piecewise linear approach to animation
  • Need same number and configuration of

vertices at key frames for intervening frames to make sense

  • Need to have correspondences between

two collections of vertices

A motivating example from: Sederberg & Greenwood, A Physically- Based Approach to 2-D Shape Blending, Proc. SIGGRAPH 92