1cs533d-winter-2005 Computer Animation Robert Bridson (preview of CPSC 426)

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Presentation transcript:

1cs533d-winter-2005 Computer Animation Robert Bridson (preview of CPSC 426)

2cs533d-winter-2005 Computer Animation  Offline: generate a film, play it back later  We long ago reached the point of being able to render anything an artist could model  The problem is: how to model? Tools/UI for directly specifying model+motion (the traditional technique) Procedural modeling (e.g. particle systems) Data-driven modeling (e.g. motion capture) Physics-based modeling (e.g. fluid simulation)

3cs533d-winter-2005 Real-Time Animation  For example, games  Rendering limited, modeling even more limited  “Traditional” technique - replay scripted motions But scalability/realism are becoming a problem Need to generate more new motion on the fly

4cs533d-winter-2005 Traditional CG animation  Grew out of traditional animation  [Pixar]  Every detail of every model is parameterized E.g. position and orientation of base of lamp, joint angles, lengths, light intensity, control points for spline curve of power cord, …  Associate a “motion curve” with each parameter - how it changes in time  Animating == designing motion curves

5cs533d-winter-2005 Motion Curves  Keyframe approach: Artist sets extreme values at important frames Computer fills in the rest with splines Artist adjusts spline controls, slopes, adds more points, adjusts, readjusts, re-readjusts, …  Straight-ahead approach: Artist simply sets parameters in each successive frame  Layering approach: Design the basic motion curves first, layer detail on afterwards

6cs533d-winter-2005 Motion Curve Tools  Retiming: keep the shape of the trajectory, but change how fast we go along it Add a new abstract motion curve controlling distance traveled along trajectory  Inverse Kinematics (IK): Given a skeleton (specified by joint angles) Artist directly controls where parts of the skeleton go, computer solves for the angles that achieve that

7cs533d-winter-2005 Procedural Modeling  Write programs to automatically generate models and motion  For example, “flocking behaviour”  Build a flock of birds by specifying simple rules of motion: Accelerate to avoid collisions Accelerate to fly at preferred distance to nearby birds Accelerate to fly at same velocity as nearby birds Accelerate to follow “migratory” impulse  Let it go, hope the results look good

8cs533d-winter-2005 Data-Driven Modeling  Measure the real world, use that data to synthesize models Laser scanners Camera systems for measuring reflectance properties Image-Based Rendering - e.g. Spiderman …

9cs533d-winter-2005 Data-Driven Motion  Record real motion (motion capture = mocap)  Then play it back  But life is never that simple Real motion is hard to measure Measurements are noisy Won’t quite fit what you needed Not obviously adaptable to new environments, interactive control, etc.

10cs533d-winter-2005 Marker-based mocap  Stick performer in a tight black suit, stick markers on body, limbs, …  Film motion with an infrared strobe light and multiple calibrated cameras  Reconstruct 3D trajectories of markers, filling in gaps and eliminating noise  Infer motion of abstract skeleton  Clean up data  Drive CG skeleton with recorded motion curves

11cs533d-winter-2005 What it looks like… (from Zoran Popovic’s website)

12cs533d-winter-2005 Footskate and Clean Up  Most common problem: footskate Feet that in reality were stuck to floor hover and slip around  Fix using IK: determine target footplants, automatically adjust joint angles to keep feet planted Often OK to even adjust limb lengths…

13cs533d-winter-2005 Motion Control  How do you adapt mocap data to new purposes? Motion graphs (remixing) Motion parameterization (adjust mocap data) Motion texturing (add mocap details to traditional animation)

14cs533d-winter-2005 Motion Graphs  Chop up recorded data into tiny clips Aim to cut at common poses  Build graph on clips: connect two clips if the end pose of one is similar to the start pose of another  Then walk the graph Figure out smooth transitions from clip to clip Navigate a small finite graph instead of infinite space of all possible motions

15cs533d-winter-2005 Physics-based modeling  Like procedural modeling, only based on laws of physics  If you want realistic motion, simulate reality  Human motion: Specify muscle forces (joint torques), simulate actual motion Has to conserve momentum etc. Can handle the unexpected (e.g. a tackle) But need to write motion controllers  Passive motion: Figure out physical laws behind natural phenomena Simulate (close cousin of scientific computing)

16cs533d-winter-2005 Example: particle dynamics  Newton’s law: F=ma Rewrite as Simplest good solver: symplectic Euler

17cs533d-winter-2005 Particle forces  For next animation, damped spring between nearby particles Elastic force pushes/pulls between two nearby particles to make them preferred distance apart Damping force slows down relative motion Cut off to zero for particles too far away from each other  Also collision forces If particles penetrate container, push them out

18cs533d-winter-2005 More advanced physics  Rigid bodies Include orientation and rotation  Constrained dynamics E.g. jointed skeletons  Solid mechanics Generalize springs to multiple dimensions  Fluid mechanics Pressure and viscosity forces