Animation & 3D Animation

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Presentation transcript:

Animation & 3D Animation In the name of God Animation & 3D Animation Azam Bastanfard

Outline Introduction Animation The most important senior groups Animation techniques Summary Walking, running,…examples.

Aims Animation and 3D Animation techniques Research At the beginning, I’d like to show you the contents of my presentation. First, I’ll talk about the background of blind source separation. Next, I’ll show the overviews of independent component analysis, ICA in short. There are two kinds of ICA methods. The first one is time-domain ICA, TDICA in short, and the other is frequency-domain ICA, FDICA in short. Then I’ll show the disadvantages of each method. In order to resolve them, we propose a new BSS method called multistage ICA. Then the separation experiment under real acoustic conditions will be shown to evaluate the proposed method. Finally, I’d like to conclude my talk.

Attendance and weekly report homework 1 Exam 10 Seminars 2 Evaluation Attendance and weekly report homework 1 Exam 10 Seminars 2 Survey Research paper 3 Implementation 4 Research paper +5 (Below 6 on the final exam means students have failed the course, despite full marks on assignment.) At the beginning, I’d like to show you the contents of my presentation. First, I’ll talk about the background of blind source separation. Next, I’ll show the overviews of independent component analysis, ICA in short. There are two kinds of ICA methods. The first one is time-domain ICA, TDICA in short, and the other is frequency-domain ICA, FDICA in short. Then I’ll show the disadvantages of each method. In order to resolve them, we propose a new BSS method called multistage ICA. Then the separation experiment under real acoustic conditions will be shown to evaluate the proposed method. Finally, I’d like to conclude my talk.

Introduction to animation and 3D animation Research selection Research Program Introduction to animation and 3D animation Research selection Weekly report is obligatory. Survey paper Novelty Implementation ( both Programming & Using Software) Research paper At the beginning, I’d like to show you the contents of my presentation. First, I’ll talk about the background of blind source separation. Next, I’ll show the overviews of independent component analysis, ICA in short. There are two kinds of ICA methods. The first one is time-domain ICA, TDICA in short, and the other is frequency-domain ICA, FDICA in short. Then I’ll show the disadvantages of each method. In order to resolve them, we propose a new BSS method called multistage ICA. Then the separation experiment under real acoustic conditions will be shown to evaluate the proposed method. Finally, I’d like to conclude my talk.

References Victor Kerlow, Art of 3D Computer Animation and Imaging, Jhon Wiley& Sons Inc. Frederick Park, K. Waters, Computer Facial Animation, A.K. Peter Limited.1994. Frank Thomas and Ollie Johnston, Disney animation: The Illusion of Life, Hyperion, 1981. +papers At the beginning, I’d like to show you the contents of my presentation. First, I’ll talk about the background of blind source separation. Next, I’ll show the overviews of independent component analysis, ICA in short. There are two kinds of ICA methods. The first one is time-domain ICA, TDICA in short, and the other is frequency-domain ICA, FDICA in short. Then I’ll show the disadvantages of each method. In order to resolve them, we propose a new BSS method called multistage ICA. Then the separation experiment under real acoustic conditions will be shown to evaluate the proposed method. Finally, I’d like to conclude my talk.

Introduction Animation is about bringing things to life Technically: Generate a sequence of images that, when played one after the other, make things move One image is called a frame

Animation Issues When evaluating an animation technique or application, the following things should be considered: How fast can the images be generated? How easy is it to control the appearance of the animation? How much human expertise is required to generate the animation? Can the animation be generated interactively? Application driven: Different applications have different requirements: Feature film animation is different from interactive gaming animation

The most important senior groups (The 11 Principles ) Developed at Disney over the 1920s and 1930s Described by John Lasseter (Pixar) 1987 Squash-and-Stretch, Timing, Anticipation, Follow Through and Overlapping Action, Straight Ahead Action and Pose-to-Pose Action, Slow In and Out, Arcs, Exaggeration, Secondary Action, Appeal Basically, principles are driven by: Perceptual factors, such as directing the viewer’s attention and smoothing the motion for easier perception Conveying emotion through motion

Basic Animation Techniques Keyframe animation Animator specifies important positions throughout the animation – the keyframes Someone or something fills in the intermediate frames – inbetweening, or just tweening Motion capture System captures motion data from a real enactment of the animation The data then drives a virtual character Procedural animation A set of equations or rules are evaluated to determine how the animation behaves

Keyframing The original way to animate, and still the most common form for feature animation Process has shifted to computers, but basic approach is the same Underlying technique is interpolation The in-between frames are interpolated from the keyframes Now done with computers

Interpolation Interpolating splines are smooth curves that interpolate their control points Perfect for keyframe animation Typically, time is directly associated with the parameter value, controlling speed 2 3 1 Keyframes Animation

More Interpolation Anything can be keyframed and interpolated Position, Orientation, Scale, Deformation, Patch Control Points (facial animation), Color, Surface normals… Special interpolation schemes for things like rotations Use quaternions to represent rotation and interpolate between quaternions Control of parameterization controls speed of animation

Motion Capture Extract data from real-world people acting out a scene Many techniques for getting the data: Optical – take video and extract motion Magnetic/Radio – attach magnets, transponders and use sensors to get location Mechanical methods of extracting motion (for small motions) Most methods have some problems, all are limited in the complexity of the scenes they can capture Solution: Break scenes into smaller pieces and re-construct later

Motion Capture Example

Motion Capture in Use Motion capture is one of the primary animation techniques for computer games Gather lots of snippets of motion capture Arrange them so that they can be pieced together smoothly At run time, figure out which pieces to play to have the character do the desired thing Problems: Once the data is captured, it’s hard to modify for a different purpose

Procedural Animation Animation is generated by writing a program that uses the position/ shape/whatever of the scene over time Generally: Program some rules for how the system will behave Choose some initial conditions for the world Run the program, maybe with user input to guide what happens

Procedural Animation Advantage & Disadvantage Advantage: Once you have the program, you can get lots of motion Disadvantage: The animation is generally hard to control, which makes it hard to tell a story with purely procedural means

Particle Systems(1) The most common form of procedural animation Used for everything from explosions to smoke to water

Particle Systems(2) Basic idea: Everything is a particle Particles apply forces of some form on each other, and the world, and the world might push back Simulate the system to find out what happens Attach something to the particles to render Different force rules and different renderings give all the different types of behaviors

Particle System Fountain

Spring-Mass Systems Model objects as systems of springs and masses The springs apply forces, and you control them by changing their rest length A reasonable, but simple, physical model for muscles Advantage: Good looking motion when it works Disadvantage: Expensive and hard to control

Spring mass fish Due to Xiaoyuan Tu, http://www.dgp.toronto.edu/people/tu

Physically-Based Models Create a model based on the physics of a situation, and just solve for what happens Has been applied to: Colliding rigid objects Cloth Water Smoke Humans New ones every year Problem: Expensive, hard to control, and not necessarily realistic

Mixing Techniques Techniques can be mixed and matched in the same animation For example, apply physical secondary motion on top of key-framed primary motion Particularly appropriate for cloth Mix motion capture and physics: Motion captured person kicks a ball which is then physically simulated to find out where it goes

Animation Summary (brief) Technique Control Time to Create Computation Cost Interactivity Key-Framed Excellent Poor Low Motion Capture Good at time of creation, after that poor Medium Procedural Poor to create program High

Moving Hand

Sitting

Walking

Turning