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Graphics. Computer Animation 고려대학교 컴퓨터 그래픽스 연구실. kucg.korea.ac.kr 1

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(1)

Graphics

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 1

Computer Animation

(2)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 2

Computer Animation

What is Animation?

Make objects change over time

according to scripted actions

What is Simulation?

Predict how objects change over

time according to physical laws

(3)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 3

Outline

Principles of Animation

Keyframe Animation

(4)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 4

Principle of Traditional

Animation – Disney –

Squash and Stretch

Slow In and Out

Anticipation

Exaggeration

Follow Through and Overlapping Action

Timing

Staging

Straight Ahead Action and Pose-to-Pose Action

Arcs

Secondary Action

(5)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 5

Squash and Stretch

Squash

(6)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 6

(7)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 7

(8)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 8

Computer Animation

Animation Pipeline

3D modeling

Motion specification

Motion simulation

Shading, lighting, & rendering

Postprocessing

(9)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 9

Outline

Principles of Animation

Keyframe Animation

(10)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 10

Keyframe Animation

Define Character Poses at Specific Time

(11)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 11

Keyframe Animation

Interpolate Variables Describing Keyframes

(12)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 12

Inbetweening

Linear Interpolation

(13)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 13

Inbetweening

Spline Interpolation

(14)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 14

Inbetweening

Spline Interpolation

Maybe good enough

(15)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 15

Inbetweening

Spline Interpolation

Maybe good enough

(16)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 16

Inbetweening

(17)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 17

Outline

Principles of Animation

Keyframe Animation

(18)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 18

Articulated Figures

Character Poses Described by Set of Rigid

Bodies Connected by “Joints”

Base

Arm

Hand

(19)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 19

Articulated Figures

(20)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 20

Articulated Figures

Joints Provide Handles for Moving

(21)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 21

Summary

Animation Requires ...

Modeling

Scripting

Inbetweening

Lighting, shading

Rendering

Image processing

(22)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 22

Motion Capture

Motion capture = Motion tracking = Mocap

Process of recording movement and translating

the movement onto a digital model

To animate digital character models in 3D animation

Records actions of human actors, and use the

information gathered

(23)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 23

Motion Capture

Motion of an actor can be captured with various

methods

Markers

Without Markers (Optical)

Mechanical motion

(24)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Motion Capture

Application

Military training

simulations

Video games

Films

Sports

Medical applications

kucg.korea.ac.kr 24
(25)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Motion Capture

Advantages

Can replace key-frame based animation with

smoother animation with much less efforts

Recording various test animations can be performed

without much concern

Complex, and physically accurate animation

(26)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Motion Capture

Disadvantages

Special hardware & software are required

Required software, hardware and personnel can be

expensive

Motions which are not physically correct cannot be or

are hard to be captured

(27)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Motion Capture

kucg.korea.ac.kr 27

(28)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Motion Capture

kucg.korea.ac.kr 28

The Lord of The Rings,

(29)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 29

Overview of Kinematics &

Dynamics

Kinematics

Consider only motion

Determined by positions, velocities, accelerations

Dynamics

Consider underlying forces

(30)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 30

Example: 2-Link Structure

Two Links Connected by Rotational Joints

“End-Effector”

X=(

x

,

y

)

(31)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 31

Forward Kinematics

Animator Specifies Joint Angles:

Q

1

and

Q

2

Computer Finds Positions of End-Effector: X

X=(

x

,

y

)

(32)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 32

Inverse Kinematics

What If Animator Knows Position of

“End-Effector”

Animator Specifies End-Effector Positions: X

Computer Finds Joint Angles:

Q

1

and

Q

2

“End-Effector”

X=(

x

,

y

)

(33)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 33

Inverse Kinematics

Problem for More Complex Structures

System of equations is usually under-defined

Multiple solutions

X=(

x

,

y

)

(0, 0)

Three unknowns:

Q

1

, Q

2

, Q

3

Two equations:

x

,

y

(34)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 34

Summary

Forward Kinematics

Specify conditions (joint angles)

Compute positions of end-effectors

Inverse Kinematics

“Goal-directed” motion

Specify goal positions of end effectors

Compute conditions required to achieve goals

Inverse kinematics provides easier

specification for many animation tasks,

(35)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 35

Overview

Kinematics

Consider only motion

Determined by positions, velocities, accelerations

Dynamics

Consider underlying forces

(36)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 36

Dynamics

Simulation of Physics Insures Realism of

(37)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 37

Space Time Constraints

Animator Specifies Constraints

What the character’s physical structure is

e.g., articulated figure

What the character has to do

e.g., jump from here to there within time

t

What other physical structures are present

e.g., floor to push off and land

How the motion should be performed

e.g., minimize energy

(38)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 38

Space Time Constraints

Advantages

Free animator from having to specify details of

physically realistic motion with spline curves

Easy to vary motions due to new parameters and/or

new constraints

Challenges

Specifying constraints and objective functions

(39)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 39

Space Time Constraints

Adapting Motion

Original Jump

(40)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 40

Space Time Constraints

Adapting Motion

(41)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 41

Space Time Constraints

Adapting Motion

(42)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 42

Space Time Constraints

Editing Motion

(43)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Example

http://www.naturalmotion.com/endorphin.htm

(44)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 44

Space Time Constraints

Advantages

Free animator from having to specify details of

physically realistic motion with spline curves

Easy to vary motions due to new parameters and/or

new constraints

Challenges

Specifying constraints and objective functions

(45)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Physical simulation

Simulate natural phenomena based upon the

law of physics

Predict how objects change over time according to

physical laws

Physical simulations

Rigid, Soft bodies

Cloth, hair

Fluids (Liquids, Gases)

etc

(46)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Example

“Fracturing Rigid Materials”, IEEE TVCG 2007,

Bao et al.

(47)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Example

“Controlling fluid animation with Geometric

Potential”, CASA 2004, Hong and Kim

(48)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Example

"Wrinkled Flames and Cellular Patterns",

SIGGRAPH 2007, Hong et al.

kucg.korea.ac.kr 48

(49)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Rigid, Soft bodies

Zhaosheng Bao, Jeong-Mo Hong, Joseph Teran and Ron Fedkiw, "Fracturing Rigid Materials",

IEEE Transactions on Visualization and Computer Graphics, Volume 13, Issue 2, pp.370-378,

2007.

Shinar, T., Schroeder, C. and Fedkiw, R., "Two-way Coupling of Rigid and Deformable Bodies",

ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA), edited by Doug

James and Markus Gross, pp. 95-103 (2008).

kucg.korea.ac.kr 49

(50)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Cloth, Hair

Selle. A, Su, J., Irving, G. and Fedkiw, R., "Highly Detailed Folds and

Wrinkles for Cloth", IEEE TVCG (in press).

Selle, A., Lentine, M. and Fedkiw, R., "A Mass Spring Model for Hair

Simulation", SIGGRAPH 2008, ACM TOG 27, 64.1-64.11 (2008).

kucg.korea.ac.kr 50

(51)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Fluid simulation

(Water, Smoke)

Losasso, F., Talton, J., Kwatra, N. and Fedkiw, R., "Two-way Coupled SPH and Particle Level

Set Fluid Simulation", IEEE TVCG 14, 797-804 (2008).

T. Kim, Nils Thürey, Doug James, and Markus Gross, “Wavelet turbulence for fluid simulation”,

SIGGRAPH 2008, ACM TOG 27.

kucg.korea.ac.kr 51

(52)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Physical simulation

Why do we need physical simulation

It is nearly impossible to produce natural physical

phenomena manually without extreme effort

Can generate physically accurate motions

Can generate huge scale animations such as

explosion, tornado, tidal wave

Actors do not have to risk possible dangers of

extreme environments

(53)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Applications of Physical

Simulation

kucg.korea.ac.kr 53

Movie

Pirates of the Caribbean(2007)”

Evian TV CF.

(54)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

kucg.korea.ac.kr 54

Summary

Kinematics

Forward kinematics

Animator specifies joints (hard)

Compute end-effectors (easy)

Inverse kinematics

Animator specifies end-effectors (easier)

Solve for joints (harder)

Dynamics

Space-time constraints

Animator specifies structures & constraints (easiest)

Solve for motion (hardest)

(55)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Navier-Stokes Equations

Appendix : Fluid Simulation

kucg.korea.ac.kr 55

Advection

External

force

Diffusion

Projection

Reference:

Jos Stam, "Stable Fluids", In

SIGGRAPH 99 Conference

Proceedings, Annual Conference Series

, August 1999, 121-128.

(56)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Appendix : Fluid Simulation

kucg.korea.ac.kr 56

The advection step moves the density through a static velocity field.

(57)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Appendix : Fluid Simulation

kucg.korea.ac.kr 57

The effect of

Density Diffusion

Velocity Diffusion

makes the fluid move more like a rigid object.

(58)

KUCG

Graphics Lab @ Korea University Graphics Lab @ Korea University

Appendix : Fluid Simulation

kucg.korea.ac.kr 58

To obtain an incompressible field we simply subtract

the gradient field from our current velocities.

References

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