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Computer Animation Algorithms and Techniques

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Presentation on theme: "Computer Animation Algorithms and Techniques"— Presentation transcript:

1 Computer Animation Algorithms and Techniques
Figure Animation Rick Parent Computer Animation

2 3D Virtual Humans Computer Games Virtual Reality Avatars Films
Education Rick Parent Computer Animation

3 3D Virtual Humans Realistic - physical simulation or motion capture
Controllable - real-time by using motion databases Autonomous - <condition>-<action> rule based activity Cost effective - hundreds, thousands of ‘extras’ possible Suspendable physics - synthetic stunt doubles Safe - can simulate dangerous activities Rick Parent Computer Animation

4 Virtual Human Representation
Modeling body to support movement Special purpose programming for common body motions: reaching, walking, etc. Physically based coverings and accessories: clothing and hair Rick Parent Computer Animation

5 Virtual Human Simulations
Jessica Hodgins - Georgia Tech Rick Parent Computer Animation

6 film: Marilyn Monroe Daniel & Nadia Thalmann Rick Parent
Computer Animation

7 Cartoons Rick Parent Computer Animation

8 Final Fantasy (movie) Rick Parent Computer Animation

9 Tron: Legacy Rick Parent Computer Animation

10 Virtual Human Representation
Robotics -> Rigid links Human anatomy -> layered approach Rick Parent Computer Animation

11 Hierarch of rigid links
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12 University of Utah - Barry Wessler
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13 Layered approach Robotics -> Rigid links -> ‘skeleton’
Internal structure human skeleton musculature: muscles & tendons fatty tissue Outer layer: skin deformable by changes to internal structure Rick Parent Computer Animation

14 Layered approach Rick Parent Computer Animation

15 Layered approach 1. articulation 2. rigid configuration
3. muscle reaction 4. deforms skin vertices Rick Parent Computer Animation

16 Virtual Human Representation
Body surface geometry: polygonal representations patch representations subdivision surfaces implicit surfaces Rick Parent Computer Animation

17 Geometry Digitize Sense and record actual object geometry Design
Create according to some user criteria Rick Parent Computer Animation

18 Special purpose - standard motions
Locomotion: walking & running Reaching & grasping Balance Gestures Facial animation - expressions Lip sync animation Rick Parent Computer Animation

19 Reaching Models for the arm The shoulder joint The hand
Coordinated movement Reaching around obstacles Considering strength Rick Parent Computer Animation

20 Modeling the Arm Rick Parent Computer Animation

21 Reaching in a plane Rick Parent Computer Animation

22 Reaching in a plane Rick Parent Computer Animation

23 Modeling the Shoulder Rick Parent Computer Animation

24 Modeling the Hand Rick Parent Computer Animation

25 Grasping with simplified hand
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26 Grasping - coordinated movement
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27 Reaching Rick Parent Computer Animation

28 Walking Walk cycle v. run cycle The mechanics of locomotion
Pelvic transport Pelvic rotation Pelvic list Knee flexion Ankle and toe joints Rick Parent Computer Animation

29 Anatomy of the Walk Rick Parent Computer Animation

30 Anatomy of the Run Rick Parent Computer Animation

31 Kinematics of the Walk Rick Parent Computer Animation

32 Kinematics of the Walk Rick Parent Computer Animation

33 Kinematics of the Walk Rick Parent Computer Animation

34 Kinematics of the Walk Rick Parent Computer Animation

35 Kinematics of the Walk Rick Parent Computer Animation

36 Kinematics of the Walk Rick Parent Computer Animation

37 Kinematics of the Walk Rick Parent Computer Animation

38 Walk Data Rick Parent Computer Animation

39 Walk Data Rick Parent Computer Animation

40 Walk Data Rick Parent Computer Animation

41 Walk Data Rick Parent Computer Animation

42 Walk Data Rick Parent Computer Animation

43 Using Dynamics in the Walk
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44 Using Dynamics in the Walk
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45 Using Dynamics in the Walk
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46 Dressing the Figure Cloth and clothing Simple draping Clothes
Modeling dynamics Collision detection and response Rick Parent Computer Animation

47 Simple draping - catenary curve
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48 Simple draping - catenary curve
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49 Simple draping - catenary curve
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50 Simple draping - catenary curve
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51 Cloth - spring mesh Rick Parent Computer Animation

52 Cloth - spring mesh Rick Parent Computer Animation

53 Cloth - spring mesh Rick Parent Computer Animation

54 Clothes Constant collisions & contact
High resolution to get wrinkles, folds, fit Often non-uniform Issues (accuracy v. computation): integration technique collision detection collision response Rick Parent Computer Animation

55 Clothes: Nadia Thalmann
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56 Clothes: Huamin Wang Rick Parent Computer Animation

57 Hair Complexity: 100,000 individual strands
Taxonomy: Caucasian, Asian, African Rigid Mike Altman Rick Parent Computer Animation

58 Hair: semi-transparent texture
C. Koh and Z. Huang Rick Parent Computer Animation

59 Hair - flexible stands Springs v. Articulated linkages
Hierarchical grouping: strands, clusters, layers K. Ward, M. Lin, J. Lee, S. Fisher, D. Macri Rick Parent Computer Animation

60 Hair http://woody.cghub.com/images/page:2/ Rick Parent
Computer Animation


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