Download presentation
Published bySpencer Derrick Brooks Modified over 9 years ago
1
Computer Animation Algorithms and Techniques
Interpolation-based animation
2
Interpolation based animation
Key-frame systems – in general Interpolating shapes Deforming an single shape 3D interpolation between two shapes Morphing – deforming an image
3
Keyframing – interpolating values
4
Keyframing keys, in-betweens track-based
Avars – articulation variables
5
Keyframing curves
6
Time-Curve interpolation
Implement using surface patch technology
7
Time-Curve interpolation
Establish point correspondence
8
Time-Curve interpolation
Define time – space-curve “patches” Interpolate in one dimension for curve (spatially) Interpolate in other dimension temporally
9
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
10
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
11
Warping
12
Power functions For attenuating warping effects
13
2D grid-based deforming
Assumption Easier to deform grid points than object vertices
14
2D grid-based deforming
Inverse bilinear mapping (determine u,v from points)
15
2D grid-based deforming
16
2D skeleton-based bending
17
2D skeleton-based bending
18
2D skeleton-based bending
19
Global Transformations
Common linear transform of space In GT, Transform is a function of where you are in space
20
Global Transformations
21
Global Transformations
22
Global Transformations
z above zmin: rotate q z between zmin ,zmax : Rotate from 0 to q z below zmin: no rotation
23
Compound global transformations
24
Free-Form Deformations (FFDs)
2D grid-based deforming FFDs 2D grid 3D grid bi-linear interpolation tri-cubic interpolation
25
Free-Form Deformations
Embed object in rectilinear grid
26
Free-Form Deformations
Register points in grid: cell x,y,z; (s,t,u)
27
Free-Form Deformations
As in Bezier curve interpolation Continuity controlled by coplanarity of control points
28
FFDs: alternate grid organizations
29
FFDs: bending
30
FFDs hierarchical
31
FFDs – as tools to design shapes
32
FFDs Animate by passing over object
33
FFDs Animate by passing object through FFD
34
FFDs Facial animation by manipulating FFD
35
FFDs Exo-muscular system Skeleton -> changes FFD -> changes skin
36
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
37
Object interpolation For cylinder-like objects
38
Radial mapping If central axis intersects polygonal slice inside kernel Then simple radial mapping possible
39
Object interp
40
Object interpolation
41
Object interp
43
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
44
Map to sphere
45
Object interpolation
47
Object interpolation – recursive sheets
Continually add vertices to make corresponding boundaries have an equal number
48
Object interpolation
49
Object interp
50
Morphing Image blending Move pixels to corresponding pixels
Blend colors
51
Morphing
52
Morphing
53
Morph
54
Morphing
55
Morphing
56
Morphing
57
Morphing: feature based
Given: corresponding user-defined feature lines in source and destination images
58
Morphing: feature based
Locate each pixel relative to each feature line in source and destination images
59
Morphing: feature based
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.