Introduction to Computer Graphics – Animation (1) –
July 2, 2020 Kenshi Takayama
Introduction to Computer Graphics Animation (1) July 2, 2020 - - PowerPoint PPT Presentation
Introduction to Computer Graphics Animation (1) July 2, 2020 Kenshi Takayama Skeleton-based animation Simple Intuitive Low comp. cost https://www.youtube.com/watch?v=DsoNab58QVA 2 Representing a pose using skeleton
July 2, 2020 Kenshi Takayama
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https://www.youtube.com/watch?v=DsoNab58QVA
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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=zXDuyMtzunA
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Motion Capture from Body-Mounted Cameras [Shiratori SIGGRAPH11] https://www.youtube.com/watch?v=xbI-NWMfGPs
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Flycon: real-time environment-independent multi-view human pose estimation with aerial vehicles [Nageli SIGGRAPHAsia18]
https://www.youtube.com/watch?v=iSJY-vHDmHQ
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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
for mocap
nonexistent, ...
respecting body shape
dynamic environment
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Flexible Muscle-Based Locomotion for Bipedal Creatures [Geijtenbeek et al. SIGGRAPH Asia 2013] https://www.youtube.com/watch?v=pgaEE27nsQw
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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/w atch?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 = 1, … , 𝑛
𝑗 = 1, … , 𝑜 𝑘 = 1, … , 𝑛
$
𝑗 = 1, … , 𝑜
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https://www.youtube.com/watch?v=TACB6bX8SN0
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Spline Interface for Intuitive Skinning Weight Editing [Bang,Lee,TOG18]
https://www.youtube.com/watch?v=mfEP8BlXTgQ
! as a smooth scalar field that takes 1 on the j-th bone and 0
"
! #𝑒𝐵 [Baran 07]
" Δ𝑥 ! #𝑒𝐵 [Jacobson 11]
" ≤ 1
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Automatic rigging and animation of 3d characters [Baran SIGGRAPH07] Bounded Biharmonic Weights for Real-Time Deformation [Jacobson SIGGRAPH11]
Teddy/Pinocchio demo
! as a 3×4 matrix consisting of
' =
!
"
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
) * 𝑏 = 𝑏! + 𝜁𝑏" = 𝑏! − 𝜁𝑏"
1 𝐫 = 𝐫! + 𝜁𝐫" = 𝐫! − 𝜁𝐫"
1 𝐫∗ = 𝐫! + 𝜁𝐫" ∗ = 𝐫!
∗ + 𝜁𝐫" ∗
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Geometric Skinning with Approximate Dual Quaternion Blending [Kavan TOG08]
𝑏!, 𝑏" ∈ ℝ
& ' ( = & (! − 𝜁 (" (!
#
𝑏 = 𝑏) + 𝜁
(" % (!
sin 0 𝑏 = sin 𝑏) + 𝜁𝑏* cos 𝑏) cos 0 𝑏 = cos 𝑏) − 𝜁𝑏* sin 𝑏)
8 𝐫 = 8 𝐫∗8 𝐫 = 𝐫) + 𝜁 𝐫!,𝐫"
𝐫!
8 𝐫-& =
. 𝐫∗ . 𝐫 #
𝐫 = 1
⟺ 𝐫! = 1 & 𝐫!, 𝐫" = 0
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Dot product as 4D vectors
Easily derived by combining usual arithmetic rules with new rule 𝜁! = 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]
𝐫 = 𝐫) + *
% ⃗
𝐮𝐫)
𝐫 1 + 𝜁𝐰 8 𝐫∗ = 𝐫) + *
% ⃗
𝐮𝐫) 1 + 𝜁𝐰 𝐫) + *
% ⃗
𝐮𝐫)
∗
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⃗ 𝐮𝐫"
∗ = 𝐫" ∗ ⃗
𝐮
∗
= −𝐫"
∗ ⃗
𝐮
Geometric Skinning with Approximate Dual Quaternion Blending [Kavan TOG08]
= 𝐫" + 𝜁 2 ⃗ 𝐮𝐫" 1 + 𝜁𝐰 𝐫"
∗ + 𝜁
2 ⃗ 𝐮𝐫"
∗
= 𝐫" + 𝜁 2 ⃗ 𝐮𝐫" 1 + 𝜁𝐰 𝐫"
∗ − 𝜁
2 𝐫"
∗ ⃗
𝐮 = 𝐫" + 𝜁 2 ⃗ 𝐮𝐫" 1 + 𝜁𝐰 𝐫"
∗ + 𝜁
2 𝐫"
∗ ⃗
𝐮 = 𝐫" + 𝜁 2 ⃗ 𝐮𝐫" 𝐫"
∗ + 𝜁𝐰𝐫" ∗ + 𝜁
2 𝐫"
∗ ⃗
𝐮 + 𝜁! 2 𝐰𝐫"
∗ ⃗
𝐮 = 𝐫"𝐫"
∗ + 𝜁
2 ⃗ 𝐮𝐫"𝐫"
∗ + 𝜁𝐫"𝐰𝐫" ∗ + 𝜁!
2 ⃗ 𝐮𝐫"𝐰𝐫"
∗ + 𝜁
2 𝐫"𝐫"
∗ ⃗
𝐮 + 𝜁! 4 ⃗ 𝐮𝐫"𝐫"
∗ ⃗
𝐮
= 1 + 𝜁 ⃗ 𝐮 + 𝐫)𝐰𝐫)
∗ 𝐫" ! = 1 3D position 𝐰 rotated by quaternion 𝐫"
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Conventional notion: rotation + translation Screw motion Axis direction
Geometric Skinning with Approximate Dual Quaternion Blending [Kavan TOG08]
𝜄 = 𝜄) + 𝜁𝜄*
𝜄!, 𝜄" : real number
𝐭 = 𝐭) + 𝜁𝐭*
𝐭!, 𝐭" : unit 3D vector
𝐬, it satisfies 𝐭* = ⃗ 𝐬×𝐭)
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Geometric Skinning with Approximate Dual Quaternion Blending [Kavan TOG08]
ABC 1 𝐫!DC1 𝐫" ABC 1 𝐫!DC1 𝐫"
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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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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] BlendShape
https://www.youtube.com/watch?v=hb5zH4V37r8
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