UNC Chapel Hill M. C. Lin Reading Assignments Principles of Traditional Animation Applied to 3D Computer Animation, by J. Lasseter, Proc. of ACM SIGGRAPH.

Slides:



Advertisements
Similar presentations
Animation Marco Gillies. Computer Animation Making things move A key aspect of computer graphics Non-realtime for films Realtime for virtual worlds and.
Advertisements

COMP Robotics: An Introduction
Animating Speed Position and Orientation Presented by Kailash Sawant Hemanth Krishnamachari.
Links and Joints.
Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.
3D Graphics for Game Programming (J. Han) Chapter XI Character Animation.
Forward and Inverse Kinematics CSE 3541 Matt Boggus.
CSCE 641: Forward kinematics and inverse kinematics Jinxiang Chai.
Physically Based Motion Transformation Zoran Popović Andrew Witkin SIGGRAPH ‘99.
Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 24: Animation Many slides courtesy Adam Finkelstein,
Advanced Computer Graphics (Fall 2010) CS 283, Lecture 24: Motion Capture Ravi Ramamoorthi Most slides courtesy.
1 7M836 Animation & Rendering Animation Jakob Beetz Joran Jessurun
UNC Chapel Hill M. C. Lin COMP259: Physically-Based Modeling, Simulation & Animation Tues/Thur 12:30pm – 1:45pm (SN 011)
CSCE 641: Forward kinematics and inverse kinematics Jinxiang Chai.
1cs426-winter-2008 Notes  Collision notes part 1 (primitive operations) should be up on the weekend.
Kinematics. ILE5030 Computer Animation and Special Effects2 Kinematics The branch of mechanics concerned with the motions of objects without regard to.
CSCE 689: Forward Kinematics and Inverse Kinematics
Computer Animation In its simplest form, computer animation simply mean: using a standard renderer to produce consecutive frames wherein the animation.
UNC Chapel Hill D. Manocha COMP Robotics: An Introduction Mon/Wed 11:00am – 12:15pm (SN 115) Dinesh.
Computer Animation CS 445/645 Fall Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.
Animation CMSC 435/634. Keyframe Animation From hand drawn animation – Lead animator draws poses at key frames – Inbetweener draws frames between keys.
Lecture Fall 2001 Computer Animation Fundamentals Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics.
Feature-length films: Games: Desktop Animations: Computer Animation.
05/09/02(c) 2002 University of Wisconsin Last Time Global illumination algorithms Grades so far.
Lecture 10Slide Fall 2003 Animation. Lecture 10Slide Fall 2003 Conventional Animation Draw each frame of the animation great control tedious.
1 7M836 Animation & Rendering Animation Jakob Beetz Joran Jessurun
Definition of an Industrial Robot
Computer Animation Rick Parent Computer Animation Algorithms and Techniques Kinematic Linkages.
1 Animation & Java3D ©Anthony Steed Overview n Introduction to Animation Kinematics Dynamics Boids n Java3D Scene graph Animation Vehicles.
Digital Multimedia, 2nd edition Nigel Chapman & Jenny Chapman Chapter 8 This presentation © 2004, MacAvon Media Productions Animation.
CSC418 Computer Graphics n Animation Principles n Keyframe Animation.
Computer Animation Rick Parent Computer Animation Algorithms and Techniques Kinematic Linkages.
Computer Graphics 2 In the name of God. Outline Introduction Animation The most important senior groups Animation techniques Summary Walking, running,…examples.
 The creation of moving pictures one frame at a time Literally 'to bring to life' e.g. make a sequence of drawings on paper, in which a character's position.
Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Lecture 15 of 42 William H. Hsu.
Evolving Virtual Creatures & Evolving 3D Morphology and Behavior by Competition Papers by Karl Sims Presented by Sarah Waziruddin.
110/27/ :47 Graphics II Animation Introduction and Motion Control Session 6.
CSCE 441: Computer Graphics Forward/Inverse kinematics Jinxiang Chai.
UNC Chapel Hill M. C. Lin COMP Robotics: An Introduction Tues/Thur 11:00am – 12:15pm (SN 115) Ming C. Lin SN223,
CS-378: Game Technology Lecture #13: Animation Prof. Okan Arikan University of Texas, Austin Thanks to James O’Brien, Steve Chenney, Zoran Popovic, Jessica.
CLASS 10 SCENE GRAPHS BASIC ANIMATION CS770/870. A scene Graph A data structure to hold components of a scene Usually a Tree of a Directed Acyclic Graph.
Graphics Graphics Korea University cgvr.korea.ac.kr 1 Computer Animation 고려대학교 컴퓨터 그래픽스 연구실.
UNC Chapel Hill M. C. Lin Basics of Motion Generation let X i = position,orient. of O i at t k = t 0,  i END = false while (not END) do display O i, 
Kinematic Synthesis October 6, 2015 Mark Plecnik.
Rick Parent - CIS681 Motion Capture Use digitized motion to animate a character.
Interactive Control of Avatars Animated with Human Motion Data By: Jehee Lee, Jinxiang Chai, Paul S. A. Reitsma, Jessica K. Hodgins, Nancy S. Pollard Presented.
Computer Graphics Chapter 12 Computer Animation.
CSCE 441: Computer Graphics Forward/Inverse kinematics Jinxiang Chai.
Animation Animation is about bringing things to life Technically: –Generate a sequence of images that, when played one after the other, make things move.
Feature-length films: Games: Desktop Animations:.
Computer Animation CS 446 September 5, 2001.
Physically-Based Motion Synthesis in Computer Graphics
CSCE 441: Computer Graphics Forward/Inverse kinematics
Computer Graphics.
Character Animation Forward and Inverse Kinematics
Computer Animation cgvr.korea.ac.kr.
COMP259: Physically-Based Modeling, Simulation & Animation
CHAPTER 2 FORWARD KINEMATIC 1.
Reading Assignments Principles of Traditional Animation Applied to 3D Computer Animation, by J. Lasseter, Proc. of ACM SIGGRAPH 1987 Computer Animation:
Special English for Industrial Robot
Basics of Motion Generation
Animation Lecture 10 Slide 1.
CSCE 441: Computer Graphics Forward/Inverse kinematics
COMP259: Physically-Based Modeling, Simulation & Animation
Turning to the Masters: Motion Capturing Cartoons
Prepared by: Engr . Syed Atir Iftikhar
Synthesis of Motion from Simple Animations
Computer Graphics Lecture 15.
Special English for Industrial Robot
Chapter 4 . Trajectory planning and Inverse kinematics
Presentation transcript:

UNC Chapel Hill M. C. Lin Reading Assignments Principles of Traditional Animation Applied to 3D Computer Animation, by J. Lasseter, Proc. of ACM SIGGRAPH 1987 Computer Animation: Algorithms and Techniques, by Richard Parent, Chapter 1, 4 & 5 and Appendices. Computer Animation: Algorithms and Techniques Advanced Animation and Rendering Techniques: Theory and Practice, by A. Watt and M. Watt, Chapter 15 & 16.

UNC Chapel Hill M. C. Lin Basics of Motion Generation let X i = configuration of O i at t k = t 0,  i END = false while (not END) do display O i,  i t k = t k +  t generate X i at t k,  i END = function( motion generation )

UNC Chapel Hill M. C. Lin Methods of Motion Generation Traditional Principles (Keyframing) Performance Capture (Motion Capture) Modeling/Simulation (Physics, Behaviors) Automatic Discovery (High-Level Control)

UNC Chapel Hill M. C. Lin Applications  Choices  Computer Animation  Virtual Environments  Rapid Prototyping  Haptic Rendering  Computer Game Dynamics  Robotics and Automation  Medical Simulation and Analysis

UNC Chapel Hill M. C. Lin Keyframing (I) 1.Specify the key positions for the objects to be animated. 2.Interpolate to determines the position of in-between frames.

UNC Chapel Hill M. C. Lin Keyframing (II) Advantages –Relatively easy to use –Providing low-level control Problems –Tedious and slow –Requiring the animator to understand the intimate details about the animated objects and the creativity to express their behavior in key-frames

UNC Chapel Hill M. C. Lin Motion Interpolation Interpolate using mathematical functions: –Linear –Hermite –Bezier … and many others (see Appendices of Richard Parent’s online book) Forward & inverse kinematics for articulation Specifying & representing deformation

UNC Chapel Hill M. C. Lin Basic Terminologies Kinematics: study of motion independent of underlying forces Degrees of freedom (DoF): the number of independent position variables needed to specify motions State Vector: vector space of all possible configurations of an articulated figure. In general, the dimensions of state vector is equal to the DoF of the articulated figure.

UNC Chapel Hill M. C. Lin Forward vs. Inverse Kinematics Forward kinematics: motion of all joints is explicitly specified Inverse kinematics: given the position of the end effector, find the position and orientation of all joints in a hierarchy of linkages; also called “goal-directed motion”. (See an in-class example.)

UNC Chapel Hill M. C. Lin Forward Kinematics As DoF increases, there are more transformation to control and thus become more complicated to control the motion. Motion capture can simplify the process for well-defined motions and pre-determined tasks.

UNC Chapel Hill M. C. Lin Inverse Kinematics As DoF increases, the solution to the problem may become undefined and the system is said to be redundant. By adding more constraints reduces the dimensions of the solution. It’s simple to use, when it works. But, it gives less control. Some common problems: –Existence of solutions –Multiple solutions –Methods used

UNC Chapel Hill M. C. Lin Modeling Deformation Geometric-based Techniques –Global & local deformation (Barr’84) –FFD (Sederberg & Parry’86) and variants … others Physically-based Techniques –particle systems –BEM –FEM & FEA Variational Techniques –Variational surface modeling (Welch & Witkin’92) –dynamic-NURBS (Terzopoulos & Qin’94)

UNC Chapel Hill M. C. Lin Motion Capture (I) 1.Use special sensors (trackers) to record the motion of a performer 2.Recorded data is then used to generate motion for an animated character (figure)

UNC Chapel Hill M. C. Lin Motion Capture (II) Advantages –Ease of generating realistic motions Problems –Not easy to accurately measure motions –Difficult to “scale” or “adjust” the recorded motions to fit the size of the animated characters –Limited capturing technology & devices Sensor noise due to magnetic/metal trackers Restricted motion due to wires & cables Limited working volume

UNC Chapel Hill M. C. Lin Physically-based Simulation (I) Use the laws of physics (or a good approximation) to generate motions Primary vs. secondary actions Active vs. passive systems Dynamic vs. static simulation

UNC Chapel Hill M. C. Lin Physically-based Simulation (II) Advantages –Relatively easy to generate a family of similar motions –Can be used for describing realistic, complex animation, e.g. deformation –Can generate reproducible motions Problems –Challenging to build a simulator, as it requires in-depth understanding of physics & mathematics –Less low-level control by the user

UNC Chapel Hill M. C. Lin High-Level Control (I) Task level description using AI techniques: –Collision avoidance –Motion planning –Rule-based reasoning –Genetic algorithms … etc.

UNC Chapel Hill M. C. Lin High-Level Control (II) Advantages –Very easy to specify/generate motions –Can reproduce realistic motions Problems –Need to specify all possible “rules” –The intelligence of the system is limited by its input or training –May not be reusable across different applications/domains