Computer Graphics Chapter 12 Computer Animation LET US

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Computer Graphics Chapter 12 Computer Animation

Computer Graphics Chapter 12 Computer Animation

LET US ENTER INTO THE MAGICAL WORLD OF ANIMATION

LET US ENTER INTO THE MAGICAL WORLD OF ANIMATION

Contents • • INTRODUCTION APPLICATIONS DESIGN OF ANIMATION SEQUENCES GENERAL COMPUTER ANIMATION FUNCTIONS RASTER

Contents • • INTRODUCTION APPLICATIONS DESIGN OF ANIMATION SEQUENCES GENERAL COMPUTER ANIMATION FUNCTIONS RASTER ANIMATIONS COMPUTER ANIMATION LANGUAGES KEY FRAME SYSTEMS MOTION SPECIFICATIONS

Computer Animation What is Animation? Make objects change over time according to scripted actions

Computer Animation What is Animation? Make objects change over time according to scripted actions What is Simulation? Predict how objects change over time according to physical laws 4

Introduction • Computer animation is the process used for generating animated images (moving images)

Introduction • Computer animation is the process used for generating animated images (moving images) using computer graphics. • Animators are artists who specialize in the creation of animation. • From Latin animātiō, "the act of bringing to life"; from animō ("to animate" or "give life to") and -ātiō ("the act of"). 2 D ANIMATION 3 D ANIMATION

APPLICATIONS Video games cartoon Mobile phones

APPLICATIONS Video games cartoon Mobile phones

Design Of Animation Sequences • Steps for designing animation sequences. 1. Storyboard Layout 2.

Design Of Animation Sequences • Steps for designing animation sequences. 1. Storyboard Layout 2. Object definitions 3. Key frame specifications 4. Generation of in-between frames

Storyboard Layout

Storyboard Layout

Object Definitions

Object Definitions

Key frame Specifications

Key frame Specifications

In-between frames

In-between frames

GENERAL COMPUTER ANIMATION FUNCTIONS • Animation software provide basic functions to create animation and

GENERAL COMPUTER ANIMATION FUNCTIONS • Animation software provide basic functions to create animation and process the individual object. Manipulate data object database. FUNCTIONS Motion generation. Object rendering. Amorphium Art of illusion

Raster Animations Real-time animations can be generated using raster operations.

Raster Animations Real-time animations can be generated using raster operations.

ORGANISATION OF A VIDEO COLOUR TABLE 0 1 0 0 0 1 41 H

ORGANISATION OF A VIDEO COLOUR TABLE 0 1 0 0 0 1 41 H 65 255 24 -bit 65 0 0 0 1 0 0 0 0 Pixel value 0 Red Green Blue Monitor

Computer Animation Languages • GENERAL PURPOSE LANGUAGES: • C, C++, Pascal, or Lisp(control animation

Computer Animation Languages • GENERAL PURPOSE LANGUAGES: • C, C++, Pascal, or Lisp(control animation sequences).

SPECIALIZED ANIMATION LANGUAGES • Key frame systems • Parameterized systems • Scripting systems

SPECIALIZED ANIMATION LANGUAGES • Key frame systems • Parameterized systems • Scripting systems

Key frame Systems

Key frame Systems

Motion Specifications • Various ways in which motions of objects ca be specified as:

Motion Specifications • Various ways in which motions of objects ca be specified as: • Direct Motion Specification. • Goal-Directed Systems. • Kinematics and Dynamics.

Direct Motion Specification

Direct Motion Specification

Goal Directed System

Goal Directed System

Kinematics and Dynamics • KINEMATICS: • Motion parameters such as position , velocity and

Kinematics and Dynamics • KINEMATICS: • Motion parameters such as position , velocity and acceleration are specified without reference to the forces. • INVERSE KINEMATICS: • Initial and final positions of objects at specified times and from that motion parameters. • DYNAMICS: • The forces that produce the velocities and accelerations are specified(physically based modeling). • It uses laws such as Newton’s laws of motion , Euler or Navier -stokes equations.

Outline Principles of Animation Keyframe Animation Articulated Figures 23

Outline Principles of Animation Keyframe Animation Articulated Figures 23

Principle of Traditional Animation • • • Squash and Stretch Slow In and Out

Principle of Traditional Animation • • • Squash and Stretch Slow In and Out Anticipation Exaggeration Follow Through and Overlapping Action Timing Staging Straight Ahead Action and Pose-to-Pose Action Arcs Secondary Action Appeal 24

Squash and Stretch Squash 25

Squash and Stretch Squash 25

Slow In and Out 26

Slow In and Out 26

Anticipation 27

Anticipation 27

Computer Animation Pipeline • • • 3 D modeling Motion specification Motion simulation Shading,

Computer Animation Pipeline • • • 3 D modeling Motion specification Motion simulation Shading, lighting, & rendering Postprocessing 28

Outline Principles of Animation Keyframe Animation Articulated Figures 29

Outline Principles of Animation Keyframe Animation Articulated Figures 29

Keyframe Animation Define Character Poses at Specific Time Steps Called “Keyframes” 30

Keyframe Animation Define Character Poses at Specific Time Steps Called “Keyframes” 30

Keyframe Animation Interpolate Variables Describing Keyframes to Determine Poses for Character in between 31

Keyframe Animation Interpolate Variables Describing Keyframes to Determine Poses for Character in between 31

Inbetweening Linear Interpolation • Usually not enough continuity 32

Inbetweening Linear Interpolation • Usually not enough continuity 32

Inbetweening Spline Interpolation Maybe good enough 33

Inbetweening Spline Interpolation Maybe good enough 33

Inbetweening Spline Interpolation • Maybe good enough • May not follow physical laws 34

Inbetweening Spline Interpolation • Maybe good enough • May not follow physical laws 34

Inbetweening Spline Interpolation • Maybe good enough • May not follow physical laws 35

Inbetweening Spline Interpolation • Maybe good enough • May not follow physical laws 35

Inbetweening Inverse Kinematics or Dynamics 36

Inbetweening Inverse Kinematics or Dynamics 36

Outline Principles of Animation Keyframe Animation Articulated Figures 37

Outline Principles of Animation Keyframe Animation Articulated Figures 37

Articulated Figures Character Poses Described by Set of Rigid Bodies Connected by “Joints” Base

Articulated Figures Character Poses Described by Set of Rigid Bodies Connected by “Joints” Base Arm Hand Scene Graph 38

Articulated Figures Well-Suited for Humanoid Characters 39

Articulated Figures Well-Suited for Humanoid Characters 39

Articulated Figures Joints Provide Handles for Moving Articulated Figure 40

Articulated Figures Joints Provide Handles for Moving Articulated Figure 40

Inbetweening Compute Joint Angles between Keyframes consider the length constancy Right 41 Wrong

Inbetweening Compute Joint Angles between Keyframes consider the length constancy Right 41 Wrong

Example: Walk Cycle Articulated Figure: Hip Upper Leg (Hip Rotate) Upper Leg Hip Rotate

Example: Walk Cycle Articulated Figure: Hip Upper Leg (Hip Rotate) Upper Leg Hip Rotate Knee Lower Leg Ankle Foot 42 Lower Leg (Knee Rotate) Hip Rotate + Knee Rotate Foot (Ankle Rotate)

Example: Walk Cycle Hip Joint Orientation: 43

Example: Walk Cycle Hip Joint Orientation: 43

Example: Walk Cycle Knee Joint Orientation: 44

Example: Walk Cycle Knee Joint Orientation: 44

Example: Walk Cycle Ankle Joint Orientation: 45

Example: Walk Cycle Ankle Joint Orientation: 45

Challenge of Animation Temporal Aliasing • Motion blur 46

Challenge of Animation Temporal Aliasing • Motion blur 46

Temporal Ailasing Artifacts due to Limited Temporal Resolution • Strobing • Flickering 47

Temporal Ailasing Artifacts due to Limited Temporal Resolution • Strobing • Flickering 47

Temporal Ailasing Artifacts due to Limited Temporal Resolution Strobing • Flickering • 48

Temporal Ailasing Artifacts due to Limited Temporal Resolution Strobing • Flickering • 48

Temporal Ailasing Artifacts due to Limited Temporal Resolution • Strobing • Flickering 49

Temporal Ailasing Artifacts due to Limited Temporal Resolution • Strobing • Flickering 49

Temporal Ailasing Artifacts due to Limited Temporal Resolution • Strobing • Flickering 50

Temporal Ailasing Artifacts due to Limited Temporal Resolution • Strobing • Flickering 50

Motion Blur Composite Weighted Images of Adjacent Frames • Remove parts of signal under-sampled

Motion Blur Composite Weighted Images of Adjacent Frames • Remove parts of signal under-sampled in time 51

Summary Animation Requires. . . • • • Modeling Scripting Inbetweening Lighting, shading Rendering

Summary Animation Requires. . . • • • Modeling Scripting Inbetweening Lighting, shading Rendering Image processing 52

Overview Kinematics • Consider only motion • Determined by positions, velocities, accelerations Dynamics •

Overview Kinematics • Consider only motion • Determined by positions, velocities, accelerations Dynamics • Consider underlying forces • Compute motion from initial conditions and physics 53

Example: 2 -Link Structure Two Links Connected by Rotational Joints “End-Effector” X=(x, y) (0,

Example: 2 -Link Structure Two Links Connected by Rotational Joints “End-Effector” X=(x, y) (0, 0) 54

Forward Kinematics Animator Specifies Joint Angles: Q 1 and Q 2 Computer Finds Positions

Forward Kinematics Animator Specifies Joint Angles: Q 1 and Q 2 Computer Finds Positions of End-Effector: X X=(x, y) (0, 0) X=(l 1 cos Q 1+ l cos(Q 1+Q 2), l sin. Q 1+ l sin(Q 1+Q 2)) 55 2 1 2

Forward Kinematics Joint Motions can be Specified by Spline Curves X=(x, y) (0, 0)

Forward Kinematics Joint Motions can be Specified by Spline Curves X=(x, y) (0, 0) 56

Forward Kinematics Joint Motions can be Specified by Initial Conditions and Velocities X=(x, y)

Forward Kinematics Joint Motions can be Specified by Initial Conditions and Velocities X=(x, y) (0, 0) 57

Example: 2 -Link Structure What If Animator Knows Position of “End-Effector” X=(x, y) (0,

Example: 2 -Link Structure What If Animator Knows Position of “End-Effector” X=(x, y) (0, 0) 58

Inverse Kinematics Animator Specifies End-Effector Positions: X Computer Finds Joint Angles: Q 1 and

Inverse Kinematics Animator Specifies End-Effector Positions: X Computer Finds Joint Angles: Q 1 and Q 2 X=(x, y) (0, 0) 59

Inverse Kinematics End-Effector Postions can be Specified by Spline Curves X=(x, y) (0, 0)

Inverse Kinematics End-Effector Postions can be Specified by Spline Curves X=(x, y) (0, 0) 60

Inverse Kinematics Problem for More Complex Structures System of equations is usually under-defined Multiple

Inverse Kinematics Problem for More Complex Structures System of equations is usually under-defined Multiple solutions X=(x, y) (0, 0) Q , Q 3 Three unknowns: 1 2 Two equations: x, y 61

Inverse Kinematics Solution for More Complex Structures Find best solution (e. g. , minimize

Inverse Kinematics Solution for More Complex Structures Find best solution (e. g. , minimize energy in motion) Non-linear optimization X=(x, y) (0, 0) 62

Summary Forward Kinematics Specify conditions (joint angles) Compute positions of end-effectors Inverse Kinematics “Goal-directed”

Summary Forward Kinematics Specify conditions (joint angles) Compute positions of end-effectors Inverse Kinematics “Goal-directed” motion Specify goal positions of end effectors Compute conditions required to achieve goals Inverse kinematics provides easier specification for many animation tasks, but it is computationally more difficult 63

Overview Kinematics Consider only motion Determined by positions, velocities, accelerations Dynamics Consider underlying forces

Overview Kinematics Consider only motion Determined by positions, velocities, accelerations Dynamics Consider underlying forces Compute motion from initial conditions and physics 64

Dynamics Simulation of Physics Insures Realism of Motion 65

Dynamics Simulation of Physics Insures Realism of Motion 65

Space Time Constraints Animator Specifies Constraints What the character’s physical structure is e. g.

Space Time Constraints Animator Specifies Constraints What the character’s physical structure is e. g. , articulated figure What the character has to do e. g. , jump from here to there within time t What other physical structures are present e. g. , floor to push off and land How the motion should be performed e. g. , minimize energy 66

Space Time Constraints Computer Finds the “Best” Physical Motion Satisfying constraints Example: Particle with

Space Time Constraints Computer Finds the “Best” Physical Motion Satisfying constraints Example: Particle with Jet Propulsion x(t) is position of particle at time t f(t) is force of jet propulsion at time t Particle’s equation of motion is: Suppose we want to move from a to b within t 0 to t 1 with minimum jet fuel: 67

Space Time Constraints Discretize Time Steps 68

Space Time Constraints Discretize Time Steps 68

Space Time Constraints Solve with Iterative Optimization Methods 69

Space Time Constraints Solve with Iterative Optimization Methods 69

Space Time Constraints Advantages Free animator from having to specify details of physically realistic

Space Time Constraints Advantages Free animator from having to specify details of physically realistic motion with spline curves Easy to vary motions due to new parameters and/or new constraints Challenges Specifying constraints and objective functions Avoiding local minima during optimization 70

Space Time Constraints Adapting Motion Original Jump Heavier Base 71

Space Time Constraints Adapting Motion Original Jump Heavier Base 71

Space Time Constraints Adapting Motion Hurdle 72

Space Time Constraints Adapting Motion Hurdle 72

Space Time Constraints Adapting Motion Ski Jump 73

Space Time Constraints Adapting Motion Ski Jump 73

Space Time Constraints Editing Motion Original 74 Adapted

Space Time Constraints Editing Motion Original 74 Adapted

Space Time Constraints Morphing Motion The female character morphs into a smaller character during

Space Time Constraints Morphing Motion The female character morphs into a smaller character during her spine 75

Space Time Constraints Advantages Free animator from having to specify details of physically realistic

Space Time Constraints Advantages Free animator from having to specify details of physically realistic motion with spline curves Easy to vary motions due to new parameters and/or new constraints Challenges Specifying constraints and objective functions Avoiding local minima during optimization 76

Dynamics Other Physical Simulations Rigid bodies Soft bodies Cloth Liquids Gases etc. Cloth Hot

Dynamics Other Physical Simulations Rigid bodies Soft bodies Cloth Liquids Gases etc. Cloth Hot Gases cgvr. korea. ac. kr 77

Summary Kinematics Forward kinematics Animator specifies joints (hard) Compute end-effectors (easy) Inverse kinematics Animator

Summary Kinematics Forward kinematics Animator specifies joints (hard) Compute end-effectors (easy) Inverse kinematics Animator specifies end-effectors (easier) Solve for joints (harder) Dynamics Space-time constraints Animator specifies structures & constraints (easiest) Solve for motion (hardest) Also other physical simulations 78