Computer Animation Algorithms and Techniques

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Presentation transcript:

Computer Animation Algorithms and Techniques Interpolation-based animation

Interpolation based animation Key-frame systems – in general Interpolating shapes Deforming an single shape 3D interpolation between two shapes Morphing – deforming an image

Keyframing – interpolating values

Keyframing keys, in-betweens track-based Avars – articulation variables

Keyframing curves

Time-Curve interpolation Implement using surface patch technology

Time-Curve interpolation Establish point correspondence

Time-Curve interpolation Define time – space-curve “patches” Interpolate in one dimension for curve (spatially) Interpolate in other dimension temporally

Object interpolation Correspondence problem Interpolation problem 1. Modify shape of object interpolate vertices of different shapes 2. Interpolate one object into second object 3. Interpolate one image into second image

Object Modification Vertex warping Modify the vertices directly OR Modify the space the vertices lie in 2D grid-based deforming Free Form Deformations Skeletal bending Global transforms

Warping

Power functions For attenuating warping effects

2D grid-based deforming Assumption Easier to deform grid points than object vertices

2D grid-based deforming Inverse bilinear mapping (determine u,v from points)

2D grid-based deforming

2D skeleton-based bending

2D skeleton-based bending

2D skeleton-based bending

Global Transformations Common linear transform of space In GT, Transform is a function of where you are in space

Global Transformations

Global Transformations

Global Transformations z above zmin: rotate q z between zmin ,zmax : Rotate from 0 to q z below zmin: no rotation

Compound global transformations

Free-Form Deformations (FFDs) 2D grid-based deforming FFDs 2D grid 3D grid bi-linear interpolation tri-cubic interpolation

Free-Form Deformations Embed object in rectilinear grid

Free-Form Deformations Register points in grid: cell x,y,z; (s,t,u)

Free-Form Deformations As in Bezier curve interpolation Continuity controlled by coplanarity of control points

FFDs: alternate grid organizations

FFDs: bending

FFDs hierarchical

FFDs – as tools to design shapes

FFDs Animate by passing over object

FFDs Animate by passing object through FFD

FFDs Facial animation by manipulating FFD

FFDs Exo-muscular system Skeleton -> changes FFD -> changes skin

Interpolate between 2 objects Correspondence problem: what part of one object to map into what part of the other object How to handle objects of different genus? Volumetric approaches with remeshing Some surface-based approaches Slice along one dimension; interpolate in other two Map both to sphere Recursively divide into panels

Object interpolation For cylinder-like objects

Radial mapping If central axis intersects polygonal slice inside kernel Then simple radial mapping possible

Object interp

Object interpolation

Object interp

Object interpolation Spherical mapping to establish matching edge-vertex topology Map to sphere Intersect arc-edges Retriangulate Remap to object shapes Vertex-to-vertex interpolation

Map to sphere

Object interpolation

Object interpolation – recursive sheets Continually add vertices to make corresponding boundaries have an equal number

Object interpolation

Object interp

Morphing Image blending Move pixels to corresponding pixels Blend colors

Morphing

Morphing

Morph

Morphing

Morphing

Morphing

Morphing: feature based Given: corresponding user-defined feature lines in source and destination images

Morphing: feature based Locate each pixel relative to each feature line in source and destination images

Morphing: feature based