Introduction to Computer Graphics – Animation (1) –
May 23, 2019 Kenshi Takayama
Introduction to Computer Graphics Animation (1) May 23, 2019 - - PowerPoint PPT Presentation
Introduction to Computer Graphics Animation (1) May 23, 2019 Kenshi Takayama Skeleton-based animation Simple Intuitive Low comp. cost https://www.youtube.com/watch?v=DsoNab58QVA 2 Representing a pose using skeleton Tree
May 23, 2019 Kenshi Takayama
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https://www.youtube.com/watch?v=DsoNab58QVA
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using IK, fine adjustment using FK
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https://www.youtube.com/watch?v=e1qnZ9rV_kw
as possible to the goal position
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https://mukai-lab.org/content/CcdParticleInverseKinematics.pdf
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Fast Automatic Skinning Transformations [Jacobson SIGGRAPH12] https://www.youtube.com/watch?v=PRcXy2LjI9I
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https://www.youtube.com/watch?v=c6X64LhcUyQ from Wikipedia
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https://www.youtube.com/watch?v=qC-fdgPJhQ8
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Motion Capture from Body-Mounted Cameras [Shiratori SIGGRAPH11] https://www.youtube.com/watch?v=xbI-NWMfGPs
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Motion Graphs [Kovar SIGGRAPH02] Motion Patches: Building Blocks for Virtual Environments Annotated with Motion Data [Lee SIGGRAPH06] http://www.tcs.tifr.res.in/~workshop/thapar_igga/motiongraphs.pdf
Pose similarity matrix
frame frame
unsuitable for mocap
nonexistent, ...
respecting body shape
dynamic environment
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Generalizing Locomotion Style to New Animals With Inverse Optimal Regression [Wampler SIGGRAPH14] https://www.youtube.com/watch?v=KF_a1c7zytw
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Tangible and Modular Input Device for Character Articulation [Jacobson SIGGRAPH14] Rig Animation with a Tangible and Modular Input Device [Glauser SIGGRAPH16]
https://www.youtube.com/watch?v=vBX47JamMN0
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Character motion synthesis by topology coordinates [Ho EG09] Aggregate Dynamics for Dense Crowd Simulation [Narain SIGGRAPHAsia09] Synthesis of Detailed Hand Manipulations Using Contact Sampling [Ye SIGGRAPH12] Space-Time Planning with Parameterized Locomotion Controllers.[Levine TOG11]
Interaction between multiple persons Crowd simulation Grasping motion Path planning
https://www.youtube.com/ watch?v=1S_6wSKI_nU https://www.youtube.com/ watch?v=pqBSNAOsMDc https://www.youtube.com/ watch?v=x8c27XYTLTo https://vimeo.com/33409868
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𝑗 = 1, … , 𝑜
𝑘
𝑘 = 1, … , 𝑛
𝑗 = 1, … , 𝑜 𝑘 = 1, … , 𝑛
′
𝑗 = 1, … , 𝑜
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https://www.youtube.com/watch?v=TACB6bX8SN0
𝑘 as a smooth scalar field that takes 1 on the j-th bone
Ω
𝑘 2𝑒𝐵
Ω Δ𝑥 𝑘 2𝑒𝐵 [Jacobson 11]
𝑘 ≤ 1
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Automatic rigging and animation of 3d characters [Baran SIGGRAPH07] Bounded Biharmonic Weights for Real-Time Deformation [Jacobson SIGGRAPH11]
Pinocchio demo
𝑘 as a 3×4 matrix consisting of
′ =
𝑘
send 𝐔
𝑘 to GPU at each frame
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Initial shape & two bones Twist one bone Deformation using LBS
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Initial shape & two bones Deformation using LBS Deformation using DQS
ത ො 𝑏 = 𝑏0 + 𝜁𝑏𝜁 = 𝑏0 − 𝜁𝑏𝜁
ഥ ෝ 𝐫 = 𝐫0 + 𝜁𝐫𝜁 = 𝐫0 − 𝜁𝐫𝜁
ෝ 𝐫∗ = 𝐫0 + 𝜁𝐫𝜁 ∗ = 𝐫0
∗ + 𝜁𝐫𝜁 ∗
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Geometric Skinning with Approximate Dual Quaternion Blending [Kavan TOG08]
𝑏0, 𝑏𝜁 ∈ ℝ
1 ො 𝑏 = 1 𝑏0 − 𝜁 𝑏𝜁 𝑏0
2
ො 𝑏 = 𝑏0 + 𝜁
𝑏𝜁 2 𝑏0
sin ො 𝑏 = sin 𝑏0 + 𝜁𝑏𝜁 cos 𝑏0 cos ො 𝑏 = cos 𝑏0 − 𝜁𝑏𝜁 sin 𝑏0
ෝ 𝐫 = ෝ 𝐫∗ෝ 𝐫 = 𝐫0 + 𝜁
𝐫0,𝐫𝜁 𝐫0
ෝ 𝐫−1 =
ෝ 𝐫∗ ෝ 𝐫 2
𝐫 = 1
= 1 & 𝐫0, 𝐫𝜁 = 0
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Dot product as 4D vectors
Easily derived by combining usual arithmetic rules with new rule 𝜁2 = 0 From Taylor expansion
Geometric Skinning with Approximate Dual Quaternion Blending [Kavan TOG08]
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Note: 3D vector is considered as quaternion with zero real part
Geometric Skinning with Approximate Dual Quaternion Blending [Kavan TOG08]
𝜁 2 Ԧ
𝜁 2 Ԧ
∗ + 𝜁 2 𝐫0 ∗ Ԧ
𝜁 2 Ԧ
∗ + 𝜁𝐰𝐫0 ∗ + 𝜁 2 𝐫0 ∗ Ԧ
∗ + 𝜁 2 Ԧ
∗ + 𝜁𝐫0𝐰𝐫0 ∗ + 𝜁 2 𝐫0𝐫0 ∗ Ԧ
∗
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0 + Ԧ 𝐮 𝐫0
∗
= 𝐫0
∗ 0 + Ԧ
𝐮
∗
= −𝐫0
∗ Ԧ
𝐮 𝐫0 2 = 1 3D position 𝐰 rotated by quaternion 𝐫0
Geometric Skinning with Approximate Dual Quaternion Blending [Kavan TOG08]
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Conventional notion: rotation + translation Screw motion Axis direction
Geometric Skinning with Approximate Dual Quaternion Blending [Kavan TOG08]
𝜄 = 𝜄0 + 𝜁𝜄𝜁
𝜄0, 𝜄𝜁 : real number
𝐭 = 𝐭0 + 𝜁𝐭𝜁
𝐭0, 𝐭𝜁 : unit 3D vector
𝐬, it satisfies 𝐭𝜁 = Ԧ 𝐬 × 𝐭0
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Geometric Skinning with Approximate Dual Quaternion Blending [Kavan TOG08]
1−𝑢 ෝ 𝐫1+𝑢ෝ 𝐫2 1−𝑢 ෝ 𝐫1+𝑢ෝ 𝐫2
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Geometric Skinning with Approximate Dual Quaternion Blending [Kavan TOG08]
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LBS DQS
Elasticity-Inspired Deformers for Character Articulation [Kavan SIGGRAPHAsia12] Bulging-free dual quaternion skinning [Kim CASA14]
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Decompose transformation into bend & twist, interpolate them separately [Kavan12]
Elasticity-Inspired Deformers for Character Articulation [Kavan SIGGRAPHAsia12] Bulging-free dual quaternion skinning [Kim CASA14]
LBS DQS [Kavan12]
After deforming using DQS,
LBS DQS [Kavan12]
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Differential Blending for Sketch-based Expressive Posing [Oztireli SCA13]
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Implicit Skinning; Real-Time Skin Deformation with Contact Modeling [Vaillant SIGGRAPH13]
https://www.youtube.com/watch?v=RHySGIqEgyk
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Bounded Biharmonic Weights for Real-Time Deformation [Jacobson SIGGRAPH11]
https://www.youtube.com/watch?v=P9fqm8vgdB8
Unified point/cage/skeleton handles [Jacobson 11]
https://www.youtube.com/watch?v=BFPAIU8hwQ4
BlendShape
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