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Published byVincent Norman Modified over 9 years ago
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Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation
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Interpolation based animation Key-frame systems – in general Interpolating shapes Deforming an single shape 3D interpolation between two shapes Morphing – deforming an image
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Keyframing – interpolating values
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Keyframing keys, in-betweens track-based Avars – articulation variables Sample interface for specifying interpolation of key values and tangents as segment boundaries.
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Keyframing curves
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Time-Curve interpolation Implement using surface patch technology Two key frames showing a curve to be interpolated.
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Time-Curve interpolation Establish point correspondence
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Time-Curve interpolation Define time – space-curve “patches” Interpolate in one dimension for curve (spatially) Interpolate in other dimension temporally
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Object interpolation 1. Modify shape of object interpolate vertices of different shapes Correspondence problem Interpolation problem 2. Interpolate one object into second object 3. Interpolate one image into second image
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Object Modification Vertex warping 2D grid-based deforming Skeletal bending Free Form Deformations Modify the vertices directly OR Modify the space the vertices lie in Global transforms
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Warping
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Power functions For attenuating warping effects
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Space Warping Deform the object by deforming the space it is in Two main techniques: Nonlinear Deformation Free Form Deformation (FFD) Independent of object representation
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2D grid-based deforming Assumption Easier to deform grid points than object vertices
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2D grid-based deforming Inverse bilinear mapping (determine u,v from points)
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2D grid-based deforming
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Global Transformations Common linear transform of space In GT, Transform is a function of where you are in space
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Global Transformations
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z below z min : no rotation z between z min, z ma x : Rotate from 0 to Q z above z min : rotate Q
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Compound global transformations
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Nonlinear Global Deformation Objects are defined in a local object space Deform this space using a combination of: Non-uniform Scaling Tapering Twisting Bending
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Nonlinear Global Deformation
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Good for modeling [Barr 87] Animation is harder
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Free Form Deformation (FFD) Deform space by deforming a lattice around an object The deformation is defined by moving the control points Imagine it as if the object were encased in rubber
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Free Form Deformation (FFD) The lattice defines a Bezier volume Compute lattice coordinates Alter the control points Compute the deformed points
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FFD Example
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Free-Form Deformations: Continuity As in Bezier curve interpolation Continuity controlled by coplanarity of control points
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FFDs: alternate grid organizations
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FFDs: Bulging & Bending
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FFDs:hierarchical
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FFDs – as tools to design shapes
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FFD Animation Animate a reference and a deformed lattice referencedeformedmorphed
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FFDs Animate by passing over object
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FFD Animation Animate the object through the lattice referencedeformedmorphed
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FFDs Animate by passing object through FFD
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FFDs Exo-muscular system Skeleton -> changes FFD -> changes skin
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FFD: Examples From “Fast Volume-Preserving Free Form Deformation Using Multi-Level Optimization” appeared in ACM Solid Modelling ‘99
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FFD: Examples From “Fast Volume-Preserving Free Form Deformation Using Multi-Level Optimization” appeared in ACM Solid Modelling ‘99
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FFD: Examples From “Fast Volume-Preserving Free Form Deformation Using Multi-Level Optimization” appeared in ACM Solid Modelling ‘99
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Interpolate between 2 objects Correspondence problem: what part of one object to map into what part of the other object. Some surface-based approaches Slice along one dimension; interpolate in other two Map both to sphere Recursively divide into panels How to handle objects of different genus? Volumetric approaches with remeshing
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Object interpolation
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Object interp.
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Object interpolation For cylinder-like objects
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Object interpolation 1. Map to sphere 2. Intersect arc-edges 3. Re-triangulate 4. Remap to object shapes 5. Vertex-to-vertex interpolation Spherical mapping to establish matching edge-vertex topology
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