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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Lecture 15 of 42 William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://snipurl.com/1y5gchttp://snipurl.com/1y5gc Course web site: http://www.kddresearch.org/Courses/CIS636http://www.kddresearch.org/Courses/CIS636 Instructor home page: http://www.cis.ksu.edu/~bhsuhttp://www.cis.ksu.edu/~bhsu Readings: Disregard This Play aka Bingo: http://www.youtube.com/watch?v=SVtU5OS0c9Ahttp://www.youtube.com/watch?v=SVtU5OS0c9A SIGGRAPH 2007 highlights: http://www.youtube.com/watch?v=feBKaTJD-TAhttp://www.youtube.com/watch?v=feBKaTJD-TA Chapter 5, Eberly 2 e – see http://snurl.com/1ye72http://snurl.com/1ye72 Computer-Generated Animation (CGA) Overview
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Lecture Outline Animation Problems Previsualization Modeling Keyframing Dynamics and Interpolation Lighting Fast Previsualization Modeling Keyframe Interpolation Position Orientation Scale Camera Animation
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues to consider: Is the goal to replace or augment the artist? What does the artist bring to the project? Is the scene/plot fixed or responsive to user? What can we automate? © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Computer Animation © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Keyframing Traditional animation technique Dependent on artist to generate ‘key’ frames Additional, ‘inbetween’ frames are drawn automatically by computer © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Keyframing From “The computer in the visual arts”, Spalter, 1999 How are we going to interpolate? © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Linear Interpolation Simple, but discontinuous velocity © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Nonlinear Interpolation Smooth ball trajectory and continuous velocity, but loss of timing © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Easing Adjust the timing of the inbetween frames. Can be automated by adjusting the stepsize of parameter, t. © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Style or Accuracy? Interpolating time captures accuracy of velocity Squash and stretch replaces motion blur stimuli and adds life-like intent © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Traditional Motivation Ease-in and ease-out is like squash and stretch Can we automate the inbetweens for these? “The Illusion of Life, Disney Animation” Thomas and Johnson © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics More squash and stretch © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Anticipation and Staging Don’t surprise the audience Direct their attention to what’s important © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Follow Through Audience likes to see resolution of action Discontinuities are unsettling © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Combined © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Secondary Motion Characters should exist in a real environment Extra movements should not detract © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Interpolation [1] Many parameters can be interpolated to generate animation Simple interpolation techniques can only generate simple inbetweens More complicated inbetweening will require a more complicated model of animated object and simulation © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Strengths Animator has exacting control (Woody’s face) Weaknesses Interpolation hooks must be simple and direct Remember the problems with Euler angle interp? Time consuming and skill intensive Difficult to reuse and adjust © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics Interpolation [2]
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Cartoon Physics Homer3D Adapted from slides © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics Movies
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Examples Sports video games Madden Football Many movie characters Phantom Menace Cartoons © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Motion Capture Strengths Exactly captures the motions of the actor Michael Jordan’s video game character will capture his style Easy to capture data © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Motion Capture Weaknesses Noise, noise, noise! Magnetic system inteference Visual system occlusions Mechanical system mass Tethered (wireless is available now) © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Motion Capture Weaknesses Aligning motion data with CG character Limb lengths Idealized perfect joints Reusing motion data Difficult to scale in size (must also scale in time) Changing one part of motion © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Motion Capture Weaknesses Blending segments Motion clips are short (due to range and tethers) Dynamic motion generation requires blending at run time Difficult to manage smooth transition © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Movies Animating aliens – progress since late 1990s Retargeting motion – SIGGRAPH Highlight reels – SIGGRAPH 2007 and beyond Adapted from slides © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Examples Inanimate video game objects GT Racer cars Soapbox about why this is so cool Special effects Explosions, water, secondary motion Phantom Menace CG droids after they were cut in half © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Procedural Animation Very general term for a technique that puts more complex algorithms behind the scenes Technique attempts to consolidate artistic efforts in algorithms and heuristics Allows for optimization and physical simulation © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Procedural Animation Strengths Animation can be generated ‘on the fly’ Dynamic response to user Write-once, use-often Algorithms provide accuracy and exhaustive search that animators cannot © 2001 Brogan, D., University of Virginia CS 445 (Undergrad) / CS 645 (Graduate) – Introduction to Computer Graphics
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Summary Animation Problems Previsualization Modeling Keyframing Dynamics and Interpolation Lighting Modeling Keyframe Interpolation Position Orientation Scale
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Computing & Information Sciences Kansas State University Lecture 15 of 42CIS 636/736: (Introduction to) Computer Graphics Terminology Tasks Previsualization Modeling Keyframing Lighting Keyframe Interpolation Dynamics Forward – ballistic simulation Inverse – ballistics (fire control) Kinematics Forward – simulation of articulated model Inverse – control of articulated model
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