CS 184: Foundations of Computer Graphics Lecture 23: Intro to - - PowerPoint PPT Presentation

cs 184 foundations of computer graphics
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CS 184: Foundations of Computer Graphics Lecture 23: Intro to - - PowerPoint PPT Presentation

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


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CS 184: Foundations of Computer Graphics

Lecture 23: Intro to Animation Rahul Narain

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SLIDE 2

Animation = series of frames

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SLIDE 3

Animation = series of frames

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SLIDE 4

Animation = series of frames

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SLIDE 5

Animation = series of frames

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SLIDE 6

Animation = series of frames

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SLIDE 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)

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SLIDE 8

Animation = series of frames

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SLIDE 9
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SLIDE 10

Aesthetic principles

  • f animation
  • Squash and stretch
  • Timing
  • Anticipation
  • Follow-through and
  • verlapping action
  • Secondary action

Lasseter 1987

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SLIDE 11

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
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Animatable models

  • Particles
  • Position and velocity
  • Easy way to model

fireworks, smoke, spray, etc. Reeves 1983

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Animatable models

  • Particles
  • Rigid bodies
  • Position and orientation

x O R

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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

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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

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Animatable models

  • Particles
  • Rigid bodies
  • Articulated bodies
  • Deformable bodies
  • Fluids
  • Discretized as particles
  • r grid
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Animation techniques

  • Key-frame animation
  • Specify key moments by hand
  • Motion capture
  • Record motion of performer
  • Procedural / simulation
  • Automatically compute inanimate dynamics
  • Combinations
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Key-framing (manual)

  • Manually specify “key”

moments of the action

  • System interpolates the in-

between frames Lasseter 1987

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Key-framing (manual)

  • Most basic animation tool
  • Animator has control over all aspects of the action
  • Requires extensive amount of time and skill

Learning Maya 2.0

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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

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SLIDE 21

Motion capture (recorded)

Majkowska et al. 2006

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SLIDE 22

Motion graphs

Arikan et al. 2003 Lee et al. 2002

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Simulation (automatic)

  • Solve physical equations of

motion using numerical methods

  • F = m ∙ d²x/dt²
  • Discretize continuous

materials (cloth, fluids, etc.) into meshes/grids and solve

v a

2 4 6 8 2

∂ ∂tui +

n

X

j=1

uj ∂ui ∂xj = ν∆ui − ∂p ∂xi + fi(x, t) div u =

n

X

i=1

∂ui ∂xi = 0

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Simulation (automatic)

Goldenthal et al. 2007

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Simulation (automatic)

Feldman et al. 2003

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Simulation (automatic)

  • Need perceptual accuracy, not necessarily predictive
  • Stability, ease of use, speed
  • How to control the result is a whole ’nother challenge
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SLIDE 27

Interactive animation

Parker and O’Brien 2009

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SLIDE 28

Interactive animation

Chentanez et al. 2009