To Do These Lectures History of Computer Animation Computer [PDF]

3 classical prongs in graphics pipeline: Modeling, Rendering, Animation. ▫ We talk a little about animation or motion.

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Idea Transcript


To Do Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 24: Animation

 Submit HW 4 (today)  Start working on HW 5 (can be simple add-on)

http://inst.eecs.berkeley.edu/~cs184

Many slides courtesy Adam Finkelstein, James O’Brien, others

These Lectures

History of Computer Animation

 3 classical prongs in graphics pipeline: Modeling, Rendering, Animation

 Video (also shown first class)

 We talk a little about animation or motion  Limited time, hence fun lectures, not covered in detail on final  Possibility for HW 5, but only if very motivated  Will also show historical videos

Computer Animation

2D and 3D Animation

 What is animation?  Motion of objects (change behavior with time)  Often scripted with spline curve  Trivial example animations for HW 3

Geri’s game: Pixar

 What is simulation?  Predict how objects move according to laws of physics  Graphics animation often involves “directable” simulation  Fracture video (O’Brien) Homer 2D

Homer 3D

1

Principles of Traditional Animation

Squash and Stretch

Anticipation

Outline  Keyframes  Articulated Figures  Kinematics  Dynamics

Computer Animation  Simplest idea: Keyframing or in-betweening

How to Interpolate?  Linear interpolation not usually good enough

 Character poses at specific keyframes  Computer interpolates in-between frames

2

Keyframe Interpolation

Keyframing

Motion Capture (recorded)

Inverse Kinematics  Consider structure of articulated object

Outline  Keyframes

Articulated Figures  Rigid objects connected by joints

 Articulated Figures  Kinematics  Dynamics

3

Humanoid Characters

Outline  Keyframes  Articulated Figures  Kinematics  Dynamics

Kinematics and Dynamics  Kinematics

Simple 2 link arm  2 links connected by rotational joints

 Consider only motion. Positions, velocity, acceleration

 Dynamics  Considers underlying forces. Initial conditions+physics

 Articulated objects  Forward and inverse kinematics  Possibly forward and inverse dynamics  Many links to robotics, mechanics and other fields

Forward Kinematics  Specify joint angles, computer finds end-effector

Forward Kinematics  Then specify joint motions with spline curves

4

Inverse Kinematics  Animator knows/specifies end-effector  System must compute joint angles  Harder, topic of next lecture, possible HW 5

Summary of Kinematics  Forward kinematics  Specify joint angles, system computes end-effector

 Inverse kinematics    

Outline

Easier to specify for most animations Animator specifies end-effector System computes joint angles (harder) “Goal-Directed” motion (animator specifies end-goals)

Dynamics

 Keyframes

 Consider underlying forces

 Articulated Figures

 Motion from initial conditions, forces

 Kinematics

 In graphics, include goals  Optimization to satisfy goals and physics

 Dynamics

Dynamics

Spacetime Constraints

 Simulation to ensure physical realism  Spacetime Constraints [Witkin and Kass 88]     

Goals (e.g. jump from here to there) Optimized motion (e.g. minimize energy or torque) Character’s physical structure (articulation) Other constraints (foot contact, floor etc.) Iterative optimization given constraint, objective

5

Spacetime Constraints

Spacetime Constraints Advantages  Directly specify goals, not low-level joint angles etc.  Can easily edit and vary motions

Disadvantages  Specifying constraints, objective functions  Optimization, and avoiding local minima

Video

Dynamics: Physical Simulation  Rigid Bodies  Soft deformable objects  Cloth  Liquids (water)  Gases (smoke, fluids)  Wrinkle Synthesis Video

History of Computer Animation 2  Part 2 of video

6

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