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CSCE 441 Computer Graphics: Keyframe Animation/Smooth Curves Jinxiang Chai
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Outline Keyframe interpolation Curve representation and interpolation - natural cubic curves - Hermite curves - Bezier curves Required readings: HB 8-8,8-9, 8-10
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Computer Animation Animation - making objects moving Compute animation - the production of consecutive images, which, when displayed, convey a feeling of motion.
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Animation Topics Rigid body simulation - bouncing ball - millions of chairs falling down
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Animation Topics Rigid body simulation - bouncing ball - millions of chairs falling down Natural phenomenon - water, fire, smoke, mud, etc.
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Animation Topics Rigid body simulation - bouncing ball - millions of chairs falling down Natural phenomenon - water, fire, smoke, mud, etc. Character animation - articulated motion, e.g. full-body animation - deformation, e.g. face
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Animation Topics Rigid body simulation - bouncing ball - millions of chairs falling down Natural phenomenon - water, fire, smoke, mud, etc. Character animation - articulated motion, e.g. full-body animation - deformation, e.g. face Cartoon animation
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Animation Criterion Physically correct - rigid body-simulation - natural phenomenon Natural - character animation Expressive - cartoon animation
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Keyframe Animation
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Keyframe Interpolation What’s the inbetween motion? t=0 t=50ms
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Outline Process of keyframing Key frame interpolation Hermite and bezier curve Splines Speed control
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2D Animation Highly skilled animators draw the key frames Less skilled (lower paid) animators draw the in- between frames Time consuming process Difficult to create physically realistic animation
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3D Animation Animators specify important key frames in 3D Computers generates the in-between frames Some dynamic motion can be done by computers (hair, clothes, etc) Still time consuming; Pixar spent four years to produce Toy Story
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The Process of Keyframing Specify the keyframes Specify the type of interpolation - linear, cubic, parametric curves Specify the speed profile of the interpolation - constant velocity, ease-in-ease-out, etc Computer generates the in-between frames
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A Keyframe In 2D animation, a keyframe is usually a single image In 3D animation, each keyframe is defined by a set of parameters
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Keyframe Parameters What are the parameters? –position and orientation –body deformation –facial features –hair and clothing –lights and cameras
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Outline Process of keyframing Key frame interpolation Hermite and bezier curve Splines Speed control
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Inbetween Frames Linear interpolation Cubic curve interpolation
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Keyframe Interpolation t=0 t=50ms
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Linear Interpolation Linearly interpolate the parameters between keyframes
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Cubic Curve Interpolation We can use three cubic functions to represent a 3D curve Each function is defined with the range 0 <= t <=1
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Compact Representation
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Smooth Curves Controlling the shape of the curve
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Smooth Curves Controlling the shape of the curve
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Smooth Curves Controlling the shape of the curve
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Smooth Curves Controlling the shape of the curve
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Smooth Curves Controlling the shape of the curve
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Smooth Curves Controlling the shape of the curve
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Constraints on the cubics How many constraints do we need to determine a cubic curve?
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Constraints on the Cubic Functions How many constraints do we need to determine a cubic curve?
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Constraints on the Cubic Functions How many constraints do we need to determine a cubic curve?
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Constraints on the Cubic Functions How many constraints do we need to determine a cubic curve?
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Constraints on the Cubic Functions How many constraints do we need to determine a cubic curve? 4
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Natural Cubic Curves Q(t 1 )Q(t 2 )Q(t 3 ) Q(t 4 )
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Interpolation Find a polynomial that passes through specified values
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Interpolation Find a polynomial that passes through specified values
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Interpolation Find a polynomial that passes through specified values
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Interpolation Find a polynomial that passes through specified values
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Interpolation Find a polynomial that passes through specified values
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2D Trajectory Interpolation Perform interpolation for each component separately Combine result to obtain parametric curve
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2D Trajectory Interpolation Perform interpolation for each component separately Combine result to obtain parametric curve
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2D Trajectory Interpolation Perform interpolation for each component separately Combine result to obtain parametric curve
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Constraints on the Cubic Curves How many constraints do we need to determine a cubic curve? 4 - does not provide local control of the curve
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Constraints on the Cubic Curves How many constraints do we need to determine a cubic curve? 4 - does not provide local control of the curve Redefine C as a product of the basis matrix M and the control vector G: C= MG
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Constraints on the cubic curves How many constraints do we need to determine a cubic curve? 4 - does not provide local control of the curve Redefine C as a product of the basis matrix M and the control vector G: C= MG MG
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Constraints on the Cubic Curves How many constraints do we need to determine a cubic curve? 4 - does not provide local control of the curve Redefine C as a product of the basis matrix M and the control vector G: C= MG M G
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Constraints on the Cubic Curves How many constraints do we need to determine a cubic curve? 4 - does not provide local control of the curve Redefine C as a product of the basis matrix M and the control vector G: C= MG M? G?
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Outline Process of keyframing Key frame interpolation Hermite and bezier curve Splines Speed control
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Hermite Curve A Hermite curve is determined by - endpoints P 1 and P 4 - tangent vectors R 1 and R 4 at the endpoints P1P1 R1R1 P4P4 R4R4
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Hermite Curve A Hermite curve is determined by - endpoints P 1 and P 4 - tangent vectors R 1 and R 4 at the endpoints Use these elements to control the curve, i.e. construct control vector P1P1 R1R1 P4P4 R4R4 MhMh GhGh
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Hermite Basis Matrix Given desired constraints: - endpoints meet P 1 and P 4 Q(0) = [0 0 0 1 ] · M h · G h = P 1 Q(1) = [1 1 1 1 ] · M h · G h = P 4 - tangent vectors meet R 1 and R 4
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Tangent Vectors
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Hermite Basis Matrix Given desired constraints: - endpoints meet P 1 and P 4 Q(0) = [0 0 0 1 ] · M h · G h = P 1 Q(1) = [1 1 1 1 ] · M h · G h = P 4 - tangent vectors meet R 1 and R 4 Q’(0) =[0 0 1 0] · M h · G h =R 1 Q’(1) =[3 2 1 0] · M h · G h =R 4
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Hermite Basis Matrix Given desired constraints: - endpoints meet P 1 and P 4 Q(0) = [0 0 0 1 ] · M h · G h = P 1 Q(1) = [1 1 1 1 ] · M h · G h = P 4 - tangent vectors meet R 1 and R 4 Q’(0) =[0 0 1 0] · M h · G h =R 1 Q’(1) =[3 2 1 0] · M h · G h =R 4 So how to compute the basis matrix M h ?
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Hermite Basis Matrix We can solve for basis matrix M h MhMh
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Hermite Basis Matrix We can solve for basis matrix M h MhMh
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Hermite Basis Matrix P1P1 R1R1 P4P4 R4R4
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Hermite Basis Function Let’s define B as a product of T and M B h (t) indicates the weight of each element in G h
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Bezier Curve Indirectly specify tangent vectors by specifying two intermediate points P1P1 R1R1 P3P3 R2R2 P2P2 P4P4
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Bezier Curve Indirectly specify tangent vectors by specifying two intermediate points P1P1 R1R1 P3P3 R4R4 P2P2 P4P4
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Bezier Curve Indirectly specify tangent vectors by specifying two intermediate points P1P1 R1R1 P3P3 R4R4 P2P2 P4P4 How to compute the basis matrix M b ?
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Bezier Basis Matrix Establish the relation between Hermite and Bezier control vectors
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Bezier Basis Matrix Establish the relation between Hermite and Bezier control vectors
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Bezier Basis Matrix Establish the relation between Hermite and Bezier control vectors M hb GbGb
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Bezier Basis Matrix For Hermite curves, we have For Bezier curves, we have
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Bezier Basis Matrix For Hermite curves, we have For Bezier curves, we have
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Bezier Basis Matrix P1P1 P3P3 P2P2 P4P4
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Hermite basis function Let’s define B as a product of T and M B h (t) indicates the weight of each element in G h
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Hermite basis function Let’s define B as a product of T and M B h (t) indicates the weight of each element in G h What’s function of this red curve?
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Hermite basis function Let’s define B as a product of T and M B h (t) indicates the weight of each element in G h What’s function of this red curve? 2t 3 -3t 2 +1
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Bezier basis functions Bezier blending functions are also called Bernstein polynomials
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Bezier basis functions Bezier blending functions are also called Bernstein polynomials What’s function of this red curve?
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Bezier basis functions Bezier blending functions are also called Bernstein polynomials What’s function of this red curve? -t 3 +3t 2 -3t+1
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Bezier basis functions Bezier blending functions are also called Bernstein polynomials What’s function of this red curve? -t 3 +3t 2 -3t+1
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How to interpolate a 3D curve x y z o
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x y z o Bezier curve
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Try this online at - Move the interpolation point, see how the others (and the point on curve) move - Control points (can even make loops) Bezier java applet http://www.cse.unsw.edu.au/~lambert/splines/
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Cubic curves: Hermite curves: Bezier curves: Different basis functions
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Complex curves Suppose we want to draw a more complex curve
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Complex curves Suppose we want to draw a more complex curve How can we represent this curve?
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Complex curves Suppose we want to draw a more complex curve Why not use a high-order Bézier? - Wiggly curves - No local control
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Complex curves Suppose we want to draw a more complex curve Why not use a high-order Bézier? - Wiggly curves - No local control Instead, we’ll splice together a curve from individual segments that are cubic Béziers
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Complex curves Suppose we want to draw a more complex curve Why not use a high-order Bézier? - Wiggly curves - No local control Instead, we’ll splice together a curve from individual segments that are cubic Béziers
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Complex curves Suppose we want to draw a more complex curve Why not use a high-order Bézier? - Wiggly curves - No local control Instead, we’ll splice together a curve from individual segments that are cubic Béziers
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Complex curves Suppose we want to draw a more complex curve Why not use a high-order Bézier? - Wiggly curves - No local control Instead, we’ll splice together a curve from individual segments that are cubic Béziers Why cubic? - Lowest dimension with control for the second derivative - Lowest dimension for non-planar polynomial curves
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Next lecture Spline curve and more key frame interpolation
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