Computer Graphics LET US ENTER INTO THE MAGICAL























































- Slides: 55
Computer Graphics
LET US ENTER INTO THE MAGICAL WORLD OF ANIMATION
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 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) 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
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
Object Definitions
Key frame Specifications
In-between frames
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.
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 sequences).
SPECIALIZED ANIMATION LANGUAGES • Key frame systems • Parameterized systems • Scripting systems
Key frame Systems
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
Goal Directed System
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
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
Slow In and Out 26
Anticipation 27
Computer Animation Pipeline • • • 3 D modeling Motion specification Motion simulation Shading, lighting, & rendering Postprocessing 28
Outline Principles of Animation Keyframe Animation Articulated Figures 29
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
Inbetweening Linear Interpolation • Usually not enough continuity 32
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 35
Inbetweening Inverse Kinematics or Dynamics 36
Outline Principles of Animation Keyframe Animation Articulated Figures 37
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 Joints Provide Handles for Moving Articulated Figure 40
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 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 Knee Joint Orientation: 44
Example: Walk Cycle Ankle Joint Orientation: 45
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 • 48
Temporal Ailasing Artifacts due to Limited Temporal Resolution • Strobing • Flickering 49
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 in time 51
Space Time Constraints Editing Motion Original 52 Adapted
Space Time Constraints Morphing Motion The female character morphs into a smaller character during her spine 53
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 54
Dynamics Other Physical Simulations Rigid bodies Soft bodies Cloth Liquids Gases etc. Cloth Hot Gases cgvr. korea. ac. kr 55