Computer Graphics
Si Lu
Fall 2017
http://web.cecs.pdx.edu/~lusi/CS447/CS447_547_Comp uter_Graphics.htm 11/27/2017
Computer Graphics Si Lu Fall 2017 - - PowerPoint PPT Presentation
Computer Graphics Si Lu Fall 2017 http://web.cecs.pdx.edu/~lusi/CS447/CS447_547_Comp uter_Graphics.htm 11/27/2017 Last time o Ray tracing 2 Today o Animation o Final Exam: 14:00-15:30, Novermber 29, 2017 n To-know list available 3 CS
http://web.cecs.pdx.edu/~lusi/CS447/CS447_547_Comp uter_Graphics.htm 11/27/2017
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n color transfer n filters and their application n multiresolution representations n image alignment / registration
n image blending n high dynamic range n image warping and interpolation
n image segmentation
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n Generate a sequence of images that, when played one after the other, make things move n One image is called a frame
aliasing
resolution
n Interlacing: Display every second row for one frame, every
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n Even if there is a transition period between the images n Can even put distracters in and motion is still perceived
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n How fast can the images be generated? n How easy is it to control the appearance of the animation? n How much human expertise is required to generate the animation? n Can the animation be generated in response to a user’s action (interactive animation)?
n Feature film animation is different from interactive gaming animation
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n Perceptual factors, such as directing the viewer’s attention and smoothing the motion for easier perception n Conveying emotion through motion
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n Animator specifies important positions throughout the animation – the keyframes n Someone or something fills in the intermediate frames – inbetweening, or just ’tweening
n System captures motion data from a real enactment of the animation n The data then drives a virtual character or object
n A set of equations or rules are evaluated to determine how the animation behaves
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n Process has shifted to computers, but basic approach is the same
n The in-between frames are interpolated from the keyframes n Originally done by armies of underpaid animators n Now done with computers n Which of the techniques that we have learned about is used extensively for keyframe animation?
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control points
n For example, Cardinal cubics ( Shirley book ch. 15.5.3)
controlling speed
1 2 3 Keyframes Animation
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n Position, Orientation, Scale, Deformation, Patch Control Points (facial animation), Color, Surface normals…
n Use quaternions to represent rotation and do spherical interpolation
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n Optical – take video and extract motion n Magnetic/Radio – attach magnets, transponders and use sensors to get location n Mechanical methods of extracting motion (for small motions)
n Solution: Break scenes into smaller pieces and re-construct later
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From http://www.batou.fr/wp-content/uploads/motion_capture_1.jpg demo: https://www.youtube.com/watch?v=4NU9ikjqjC0
n Gather lots of snippets of motion capture
n Arrange them so that they can be pieced together smoothly n At run time, figure out which pieces to play to have the character do the desired thing
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https://www.youtube.com/watch?v=ohmajJTcpNk
Thies, etc. Face2Face: Real-time Face Capture and Reenactment of RGB Videos. CVPR 2016
n Program some rules for how the system will behave n Choose some initial conditions for the world n Run the program, maybe with user input to guide what happens
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n A position in the world n Rules for how it moves over time n Rules for how it is drawn
n Controls when particles are created and destroyed n Makes sure that all the particles are updated
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n Ken Perlin: An academy award
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n All images from Industrial Light and Magic (ILM)
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https://www.youtube.com/watch?v=W9Tdw5nG4dQ&t=18s
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Due to Xiaoyuan Tu, http://www.dgp.toronto.edu/people/tu
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http://www.dgp.toronto.edu/~tu/animations.html
n Colliding rigid objects n Cloth
http://www.youtube.com/watch?v=04nXlhdPxB4&noredirect=1
n Water n Smoke
n Squishy objects n Humans n New ones every year
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n Particularly appropriate for cloth
n Motion captured person kicks a ball which is then physically simulated to find out where it goes
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Technique Control Time to Create Computation Cost Interactivity Key-Framed Excellent Poor Low Low Motion Capture Good at time
after that poor Medium Medium Medium Procedural Poor Poor to create program High High
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n Hair animation and rendering n Skin rendering n Facial animation n Walking, running, climbing
n Fluids, hair, physics n Realistic lighting and shading
n Making it easier for artists and directors to get the results they want
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