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Computer Animation CS 551/645 Fall 2000. Administrivia Assignment due Tuesday morning –Depending on when you downloaded writerib.C Move walls of room.

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Presentation on theme: "Computer Animation CS 551/645 Fall 2000. Administrivia Assignment due Tuesday morning –Depending on when you downloaded writerib.C Move walls of room."— Presentation transcript:

1 Computer Animation CS 551/645 Fall 2000

2 Administrivia Assignment due Tuesday morning –Depending on when you downloaded writerib.C Move walls of room one unit back in z-axis to expose entire teapot Evaluate me at www.seas.virginia.eduwww.seas.virginia.edu Put on your calendar: –Guest lecture by my advisor –Jessica Hodgins from Carnegie Mellon –Animating with Simulation –3:30 (Olsson Hall, Room 009)

3 Administrivia Great site on environment mapping –http://www.cs.unc.edu/~zimmons/cs238/maps/e nvironment.htmlhttp://www.cs.unc.edu/~zimmons/cs238/maps/e nvironment.html

4 Final Exam Final Exam will be open book (Foley and van Dam) with one page of notes

5 Extra Credit Extra Credit can increase final grade by 2.5% - equivalent to extra 20 points on an assignment Extension on due date until Friday, Dec 15 at midnight Remember, this is a hard assignment

6 Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues to consider: –Is the goal to replace or augment the artist? What does the artist bring to the project? –Is the scene/plot fixed or responsive to user? What can we automate?

7 Computer Animation

8 Keyframing Traditional animation technique Dependent on artist to generate ‘key’ frames Additional, ‘inbetween’ frames are drawn automatically by computer

9 Keyframing From “The computer in the visual arts”, Spalter, 1999 How are we going to interpolate?

10 Linear Interpolation Simple, but discontinuous velocity

11 Nonlinear Interpolation Smooth ball trajectory and continuous velocity, but loss of timing

12 Easing Adjust the timing of the inbetween frames. Can be automated by adjusting the stepsize of parameter, t.

13 Style or Accuracy? Interpolating time captures accuracy of velocity Squash and stretch replaces motion blur stimuli and adds life-like intent

14 Traditional Motivation Ease-in and ease-out is like squash and stretch Can we automate the inbetweens for these? “The Illusion of Life, Disney Animation” Thomas and Johnson

15 More squash and stretch

16 Anticipation and Staging Don’t surprise the audience Direct their attention to what’s important

17 Follow Through Audience likes to see resolution of action Discontinuities are unsettling

18 Combined

19 Secondary Motion Characters should exist in a real environment Extra movements should not detract

20 Interpolation Many parameters can be interpolated to generate animation Simple interpolation techniques can only generate simple inbetweens More complicated inbetweening will require a more complicated model of animated object and simulation

21 Interpolation Strengths –Animator has exacting control (Woody’s face) Weaknesses –Interpolation hooks must be simple and direct Remember the problems with Euler angle interp? –Time consuming and skill intensive –Difficult to reuse and adjust

22 Movies Cartoon Physics Homer3D

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24 Examples Sports video games –Madden Football Many movie characters –Phantom Menace Cartoons

25 Motion Capture Strengths Exactly captures the motions of the actor –Michael Jordan’s video game character will capture his style Easy to capture data

26 Motion Capture Weaknesses Noise, noise, noise! Magnetic system inteference Visual system occlusions Mechanical system mass Tethered (wireless is available now)

27 Motion Capture Weaknesses Aligning motion data with CG character –Limb lengths –Idealized perfect joints Reusing motion data –Difficult to scale in size (must also scale in time) –Changing one part of motion

28 Motion Capture Weaknesses Blending segments –Motion clips are short (due to range and tethers) –Dynamic motion generation requires blending at run time –Difficult to manage smooth transition

29 Movies Animating Aliens Retargeting Motion – Siggraph ‘98 Siggraph ‘99 Papers Tape

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31 Examples Inanimate video game objects –GT Racer cars –Soapbox about why this is so cool Special effects –Explosions, water, secondary motion –Phantom Menace CG droids after they were cut in half

32 Procedural Animation Very general term for a technique that puts more complex algorithms behind the scenes Technique attempts to consolidate artistic efforts in algorithms and heuristics Allows for optimization and physical simulation

33 Procedural Animation Strengths Animation can be generated ‘on the fly’ Dynamic response to user Write-once, use-often Algorithms provide accuracy and exhaustive search that animators cannot

34 Procedural Animation Weaknesses We’re not great at boiling human skill down to algorithms –How do we move when juggling? Difficult to generate Expensive to compute Difficult to force system to generate a particular solution –Bicycles will fall down

35 Movies Humming Along Siggraph 2000


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