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CS 184: Foundations of Computer Graphics Lecture 23: Intro to Animation Rahul Narain Animation = series of frames Animation = series of frames Animation = series of frames Animation = series of frames Animation = series of frames Animation


  1. CS 184: Foundations of Computer Graphics Lecture 23: Intro to Animation Rahul Narain

  2. Animation = series of frames

  3. Animation = series of frames

  4. Animation = series of frames

  5. Animation = series of frames

  6. Animation = series of frames

  7. Animation = series of frames • Sequence of images (“frames”) shown in rapid succession • Generated off-line (e.g. movies) • Or in real-time (e.g. games)

  8. Animation = series of frames

  9. Aesthetic principles of animation • Squash and stretch • Timing • Anticipation • Follow-through and overlapping action • Secondary action Lasseter 1987

  10. The problem • How to generate, represent, and manipulate motion... • ...in a way that’s efficient, easy to use, realistic? • Human motion • Inanimate objects • Amorphous stuff • With directability & aesthetic control

  11. Animatable models • Particles • Position and velocity • Easy way to model fireworks, smoke, spray, etc. Reeves 1983

  12. Animatable models x • Particles R • Rigid bodies O • Position and orientation

  13. Animatable models • Particles • Rigid bodies • Articulated bodies • Rigid links connected by joints • Hierarchy from root node to extremities • E.g. robots, character skeletons Autodesk Maya 2011

  14. Animatable models • Particles • Rigid bodies • Articulated bodies • Deformable bodies • Discretized as meshes with moving vertices • Cloth, hair, jello, plastic, muscle and skin, ... O’Brien et al. 2002

  15. Animatable models • Particles • Rigid bodies • Articulated bodies • Deformable bodies • Fluids • Discretized as particles or grid

  16. Animation techniques • Key-frame animation • Specify key moments by hand • Motion capture • Record motion of performer • Procedural / simulation • Automatically compute inanimate dynamics • Combinations

  17. Key-framing (manual) • Manually specify “key” moments of the action • System interpolates the in- between frames Lasseter 1987

  18. Key-framing (manual) Learning Maya 2.0 • Most basic animation tool • Animator has control over all aspects of the action • Requires extensive amount of time and skill

  19. Motion capture (recorded) • Place markers on subject, record their performance in 3D • Time-consuming clean-up • Active research problem: how to manipulate this data? Andy Serkis as Gollum in Lord of the Rings

  20. Motion capture (recorded) Majkowska et al. 2006

  21. Motion graphs Arikan et al. 2003 Lee et al. 2002

  22. Simulation (automatic) 2 a v 0 0 2 4 6 8 • Solve physical equations of motion using numerical methods n ∂ ∂ u i = ν ∆ u i − ∂ p • F = m ∙ d ² x /dt ² X ∂ tu i + + f i ( x, t ) u j ∂ x j ∂ x i j =1 n ∂ u i X div u = = 0 • Discretize continuous ∂ x i i =1 materials (cloth, fluids, etc.) into meshes/grids and solve

  23. Simulation (automatic) Goldenthal et al. 2007

  24. Simulation (automatic) Feldman et al. 2003

  25. Simulation (automatic) • Need perceptual accuracy, not necessarily predictive • Stability, ease of use, speed • How to control the result is a whole ’nother challenge

  26. Interactive animation Parker and O’Brien 2009

  27. Interactive animation Chentanez et al. 2009

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