1Notes  Questions?  Assignment 1 should be ready soon (will post to newsgroup as soon as it’s out)

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Presentation transcript:

1Notes  Questions?  Assignment 1 should be ready soon (will post to newsgroup as soon as it’s out)

2Gauss-Newton  Idea: nonlinear least-squares is hard, but linear least-squares is easy  So replace the nonlinear function x(  )-x target with a linear approximation: J(  -  k ) + x(  k )-x target  Then solve the linear least-squares problem to get the “Gauss-Newton” direction: d k =(J T J) -1 J T (x target -x(  k ))  This avoids the scaling problem of Steepest Descent, and is much more efficient  Problem: need to solve a linear system

3 Scaled Steepest Descent (SSD)  Replace the matrix J T J we need to invert with something simpler: diag(J T J)  Diagonal matrices are trivial to invert  But guard against zero entries!

4 Evaluating Jacobians  Simplest approach in code: numerical approximate with a finite difference  Can also work out derivative analytically by hand (a little painful)

5 When to stop  In our case, absolute minimum of f(.) is zero: stop when it’s smaller than some tolerance  It might be impossible to get to zero, but at the minimum  f=0: stop when |  f| is small enough  Or give up when maximum number of iterations reached

6 Character Rigging  A “rig” is a model together with a UI for posing it  At its simplest, a skeleton with joint angles available for motion curves  May simplify DOF by enforcing relationships between joints  E.g. hand and fingers  May define standard poses (especially for facial expressions!) that can be mixed together  Then can set sliders to, say, 70% happy, 20% surprised, …  Take weighted linear combination of pose angles

7 Breaking Rigs  Who said animated figures had to have rigid parts?  Remember animation principles: stretch & squash, exaggeration, etc.  Often attractive to break up a rigid skeleton into separate parts (e.g. torso, arms, legs, head)  Allow connecting links to change dimension as needed  Kinematics only done on a small part - artist doesn’t need to worry about effect on whole (local vs. global control)  “If it ain’t broken, then fix it”

8 What’s left?  We now have the basics of animation  Plan for next while:  Rendering animations  (Semi-)automatic animation  Dynamics for rigid bodies  Particle systems  Skinning, morphing, blending  Motion capture  Motion control

9 Rendering for Film

10Compositing  The action of combining multiple “layers” -- parts of each frame -- into the final shot  E.g. background + actors + vfx  For vfx-intensive shots, there could be dozens of separate layers  Handling each layer separately  makes the problem simpler,  allows better division of labour,  and gives flexibility in putting the elements together at the end (often the majority of CPU time is spent in compositing!)

11Atop  The simplest (useful) and most common form of compositing: put one image “atop” another  Image 1 (RGB) on top of image 2 (RGB)  For each pixel in the final composite, need to know what RGB value to take  Where image 1 is opaque, choose RGB 1  Where image 1 is “empty”, choose RGB 2  Where image 1 is partly transparent, or where image 1 only covers part of the pixel?