Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 24: Animation Many slides courtesy Adam Finkelstein,

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Presentation transcript:

Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 24: Animation Many slides courtesy Adam Finkelstein, James O’Brien, others

To Do  Submit HW 4 (today)  Start working on HW 5 (can be simple add-on)

These Lectures  3 classical prongs in graphics pipeline: Modeling, Rendering, Animation  We talk a little about animation or motion  Limited time, hence fun lectures, not covered in detail on final  Possibility for HW 5, but only if very motivated  Will also show historical videos

History of Computer Animation  Video (also shown first class) Video (also shown first class)

Computer Animation  What is animation?  Motion of objects (change behavior with time)  Often scripted with spline curve  Trivial example animations for HW 3  What is simulation?  Predict how objects move according to laws of physics  Graphics animation often involves “directable” simulation  Fracture video (O’Brien) Fracture video (O’Brien) Geri’s game: Pixar

2D and 3D Animation Homer 3D Homer 2D

Principles of Traditional Animation

Squash and Stretch

Anticipation

Outline  Keyframes  Articulated Figures  Kinematics  Dynamics

Computer Animation  Simplest idea: Keyframing or in-betweening  Character poses at specific keyframes  Computer interpolates in-between frames

How to Interpolate?  Linear interpolation not usually good enough

Keyframe Interpolation

Keyframing

Motion Capture (recorded)

Inverse Kinematics  Consider structure of articulated object

Outline  Keyframes  Articulated Figures  Kinematics  Dynamics

Articulated Figures  Rigid objects connected by joints

Humanoid Characters

Outline  Keyframes  Articulated Figures  Kinematics  Dynamics

Kinematics and Dynamics  Kinematics  Consider only motion. Positions, velocity, acceleration  Dynamics  Considers underlying forces. Initial conditions+physics  Articulated objects  Forward and inverse kinematics  Possibly forward and inverse dynamics  Many links to robotics, mechanics and other fields

Simple 2 link arm  2 links connected by rotational joints

Forward Kinematics  Specify joint angles, computer finds end-effector

Forward Kinematics  Then specify joint motions with spline curves

Inverse Kinematics  Animator knows/specifies end-effector  System must compute joint angles  Harder, topic of next lecture, possible HW 5

Summary of Kinematics  Forward kinematics  Specify joint angles, system computes end-effector  Inverse kinematics  Easier to specify for most animations  Animator specifies end-effector  System computes joint angles (harder)  “Goal-Directed” motion (animator specifies end-goals)

Outline  Keyframes  Articulated Figures  Kinematics  Dynamics

Dynamics  Consider underlying forces  Motion from initial conditions, forces  In graphics, include goals  Optimization to satisfy goals and physics

Dynamics  Simulation to ensure physical realism  Spacetime Constraints [Witkin and Kass 88]  Goals (e.g. jump from here to there)  Optimized motion (e.g. minimize energy or torque)  Character’s physical structure (articulation)  Other constraints (foot contact, floor etc.)  Iterative optimization given constraint, objective

Spacetime Constraints

Advantages  Directly specify goals, not low-level joint angles etc.  Can easily edit and vary motions Disadvantages  Specifying constraints, objective functions  Optimization, and avoiding local minima

Video

Dynamics: Physical Simulation  Rigid Bodies  Soft deformable objects  Cloth  Liquids (water)  Gases (smoke, fluids)  Wrinkle Synthesis Video Wrinkle Synthesis Video

History of Computer Animation 2  Part 2 of video Part 2 of video