Advanced Graphics and Animation
|
|
- Moses Foster
- 5 years ago
- Views:
Transcription
1 Advanced Graphics and Animation Character Marco Gillies and Dan Jones Goldsmiths
2 Aims and objectives By the end of the lecture you will be able to describe How 3D characters are animated Skeletal animation forward and inverse kinematics Moprh targets
3 Character Animation Characters are normally animated by keyframes Set key values for position and rotation Its still very complex to animated complex movements
4 Character Animation Have simplified controllers that help you move a character Called rigs allow you to keyframe values of the rigs rather than all the vertices of the character
5 Skeletal Animation The fundamental aspect of human body motion is the motion of the skeleton The motion of rigid bones linked by rotational joints (first approximation) I will discuss other elements of body motion such as muscle and fat briefly later
6 Skeletal Animation a skeleton is a hierarchy of transforms Circles are rotational joints lines are rigid links (bones) The red circle is the root (position and rotation offset from the origin) The character is animated by rotating joints and moving and rotating the root
7 Forward Kinematics The position of a link is calculated by concatenating rotations and offsets
8 Forward Kinematics First you choose a position on a link (the end point) This position is rotated by the rotation of the joint above the link Translate by the length (offset) of the parent link and then rotate by its joint. Go up it its parent and iterate until you get to the root Rotate and translate by the root position
9 Forward Kinematics The position of a link is calculated by concatenating rotations and offsets P 2 = R 0 (R 1 (O 2 ) + O 1 ) + O 0
10 Forward Kinematics This is done easily with a hierarchy of transform matrices can be done quickly and easily in realtime
11 Problems with FK Forward kinematics is a simple and powerful system However, it can be fiddly to animate with If you want to make sure that a hand is in contact with an object it can be difficult
12 Inverse Kinematics Given a desired position for a part of the body (end effector) work out the required joint angles to get it there Given Pt what are R0 and R1
13 Inverse Kinematics We could try to work out an exact (analytic) formula Specific to a given number of links Underconstrained for more than 2 links
14 Inverse Kinematics An number of ways of doing it Matrix methods (hard) Cyclic Coordinate Descent (CCD) A geometric method (secretly matrices underneath)
15 Inverse Kinematics Start with the final link
16 Inverse Kinematics Rotate it towards the target
17 Inverse Kinematics Then go to the next link up
18 Inverse Kinematics Rotate it so that the end effector points towards the target
19 Inverse Kinematics And the next
20 Inverse Kinematics And the next
21 Inverse Kinematics And iterate until you reach the target
22 Inverse Kinematics And iterate until you reach the target
23 Inverse Kinematics And iterate until you reach the target
24 Inverse Kinematics And iterate until you reach the target
25 Inverse Kinematics And iterate until you reach the target
26 Inverse Kinematics IK is a very powerful tool However, it s computationally intensive IK is generally used in animation tools and for applying specific constraints FK is used for the majority of real time animation systems
27 Making it look good A skeleton is a great way of animating a character but it doesn t necessarily look very realistic when rendered Need to add a graphical skin around the character
28 Segmented Characters The simplest way is to make each joint a transform Hang a separate piece of geometry off each joint OK but body is broken up
29 Smooth Skinning We want to represent a character as a single smooth mesh (a skin ) This should deform smoothly based on the motion of the skeleton
30 Smooth Skinning Associate each vertex in a mesh with one or more joints The vertices are transformed individually by their associated joints Each vertex has a weight for each joint The resulting position is a weighted sum of the individual joint transforms T (v i ) = j joints w ijr j (v i )
31 Smooth Skinning
32 Smooth Skinning On a GPU Smooth Skinning is very well suited to implementing as a vertex shader You deform vertices one by one based on the joint transforms You need to get the bone weights for each vertex to the GPU Use Attributes
33 Smooth Skinning On a GPU / / use a uniform v a r i a b l e f o r the bone t r a n s f o r m a t i o n s uniform mat4 Transforms [ 5 8 ] ; / / use an a t t r i b u t e f o r the bone weights f o r each vertex / / t h i s is a vec4 so you can only have 4 bone weights a t t r i b u t e vec4 Weights ; / / you need another a t t r i b u t e to t e l l you which bones / / the weights correspond to a t t r i b u t e vec4 M a t r i x I n d i c e s ;
34 Smooth Skinning On a GPU / / b u i l d up a transform m a t r ix by adding up the transform / / matrices f o r each bone m u l t i p l i e d by the weights mat4 transform = Weights. x Transforms [ i n t ( round ( M a t r i x I n d i c e s. x ) ) ] ; transform += Weights. y Transforms [ i n t ( round ( M a t r i x I n d i c e s. y ) ) ] ; transform += Weights. z Transforms [ i n t ( round ( M a t r i x I n d i c e s. x ) ) ] ; transform += Weights.w Transforms [ i n t ( round ( MatrixIndices.w ) ) ] ; / / multiply the vertex position by t h i s transform g l _ P o s i t i o n = transform gl_vertex ; / / do the same f o r your normals normal = vec3 ( transform vec4 ( gl_normal, 0. 0 ) ) ;
35 Facial Animation Don t have a common underlying structure like a skeleton Faces are generally animated as meshes of vertices Animate by moving individual vertices
36 Morph Targets
37 Morph Targets Have a number of facial expressions, each represented by a separate mesh Each of these meshes must have the same number of vertices as the original mesh but with different positions Build new facial expressions out of these base expressions (called Morph Targets)
38 Morph Targets Smoothly blend between targets Give each target a weight between 0 and 1 Do a weighted sum of the vertices in all the targets to get the output mesh v i = t morphtargets w tv ti w t = 1
39 Morph Targets (trick) In the previous formula the weights have to sum to 1 If subtract a neutral mesh from all the targets you can lift the restriction Can allow extreme versions of a target v i = v 0i + t morphtargets w t(v ti v 0i )
40 Morph Targets On a GPU Morph targets can also be implemented on a GPU You need a vertex attribute for each morph target in fact 2 if you include normals
41 Morph Targets On a GPU / / a uniform v a r i a b l e f o r the morph t a r g e t weights / / maximum of 4 morph targets, but you can swap / / them around as d i f f e r e n t ones become a c t i v e uniform vec4 MorphWeights ; / / an a t t r i b u t e f o r the p o s i t i o n and normal of each / / morph t a r g e t a t t r i b u t e vec3 MorphPosition1 ; a t t r i b u t e vec3 MorphNormal1 ; a t t r i b u t e vec3 MorphPosition2 ; a t t r i b u t e vec3 MorphNormal2 ; a t t r i b u t e vec3 MorphPosition3 ; a t t r i b u t e vec3 MorphNormal3 ; a t t r i b u t e vec3 MorphPosition4 ; a t t r i b u t e vec3 MorphNormal4 ;
42 Morph Targets On a GPU / / Add the morph targets multiplied by the weights, to the position and normal / / I have preprocessed the morph targets to subtract o f f the base position / / ( t h i s i s done i n CPU code at the s t a r t of the program ) position. xyz += MorphWeights. x MorphPosition1. xyz ; position. xyz += MorphWeights. y MorphPosition2. xyz ; position. xyz += MorphWeights. z MorphPosition3. xyz ; position. xyz += MorphWeights.w MorphPosition4. xyz ; normal += MorphWeights. x MorphNormal1 ; normal += MorphWeights. y MorphNormal2 ; normal += MorphWeights. z MorphNormal3 ; normal += MorphWeights.w MorphNormal4 ;
Human body animation. Computer Animation. Human Body Animation. Skeletal Animation
Computer Animation Aitor Rovira March 2010 Human body animation Based on slides by Marco Gillies Human Body Animation Skeletal Animation Skeletal Animation (FK, IK) Motion Capture Motion Editing (retargeting,
More informationRigging / Skinning. based on Taku Komura, Jehee Lee and Charles B.Own's slides
Rigging / Skinning based on Taku Komura, Jehee Lee and Charles B.Own's slides Skeletal Animation Victoria 2 CSE 872 Dr. Charles B. Owen Advanced Computer Graphics Skinning http://www.youtube.com/watch?
More informationChapter 5.2 Character Animation
Chapter 5.2 Character Animation Overview Fundamental Concepts Animation Storage Playing Animations Blending Animations Motion Extraction Mesh Deformation Inverse Kinematics Attachments & Collision Detection
More informationCharacter animation Christian Miller CS Fall 2011
Character animation Christian Miller CS 354 - Fall 2011 Exam 2 grades Avg = 74.4, std. dev. = 14.4, min = 42, max = 99 Characters Everything is important in an animation But people are especially sensitive
More informationSM2231 :: 3D Animation I :: Basic. Rigging
SM2231 :: 3D Animation I :: Basic Rigging Object arrangements Hierarchical Hierarchical Separate parts arranged in a hierarchy can be animated without a skeleton Flat Flat Flat hierarchy is usually preferred,
More informationAnimation COM3404. Richard Everson. School of Engineering, Computer Science and Mathematics University of Exeter
Animation COM3404 Richard Everson School of Engineering, Computer Science and Mathematics University of Exeter R.M.Everson@exeter.ac.uk http://www.secamlocal.ex.ac.uk/studyres/com304 Richard Everson Animation
More informationAnimation. CS 465 Lecture 22
Animation CS 465 Lecture 22 Animation Industry production process leading up to animation What animation is How animation works (very generally) Artistic process of animation Further topics in how it works
More information3D Modeling: Skinning
3D Modeling: Skinning CITS3003 Graphics & Animation Thanks to both Richard McKenna and Marco Gillies for permission to use their slides as a base. The second half of this lecture was extracted from the
More informationAnimations. Hakan Bilen University of Edinburgh. Computer Graphics Fall Some slides are courtesy of Steve Marschner and Kavita Bala
Animations Hakan Bilen University of Edinburgh Computer Graphics Fall 2017 Some slides are courtesy of Steve Marschner and Kavita Bala Animation Artistic process What are animators trying to do? What tools
More informationCSE452 Computer Graphics
CSE452 Computer Graphics Lecture 19: From Morphing To Animation Capturing and Animating Skin Deformation in Human Motion, Park and Hodgins, SIGGRAPH 2006 CSE452 Lecture 19: From Morphing to Animation 1
More informationAnimation. CS 4620 Lecture 33. Cornell CS4620 Fall Kavita Bala
Animation CS 4620 Lecture 33 Cornell CS4620 Fall 2015 1 Announcements Grading A5 (and A6) on Monday after TG 4621: one-on-one sessions with TA this Friday w/ prior instructor Steve Marschner 2 Quaternions
More informationCMSC 425: Lecture 10 Skeletal Animation and Skinning
CMSC 425: Lecture 10 Skeletal Animation and Skinning Reading: Chapt 11 of Gregory, Game Engine Architecture. Recap: Last time we introduced the principal elements of skeletal models and discussed forward
More informationThis week. CENG 732 Computer Animation. Warping an Object. Warping an Object. 2D Grid Deformation. Warping an Object.
CENG 732 Computer Animation Spring 2006-2007 Week 4 Shape Deformation Animating Articulated Structures: Forward Kinematics/Inverse Kinematics This week Shape Deformation FFD: Free Form Deformation Hierarchical
More informationBreathing life into your applications: Animation with Qt 3D. Dr Sean Harmer Managing Director, KDAB (UK)
Breathing life into your applications: Animation with Qt 3D Dr Sean Harmer Managing Director, KDAB (UK) sean.harmer@kdab.com Contents Overview of Animations in Qt 3D Simple Animations Skeletal Animations
More informationAnimation Essentially a question of flipping between many still images, fast enough
33(70) Information Coding / Computer Graphics, ISY, LiTH Animation Essentially a question of flipping between many still images, fast enough 33(70) Animation as a topic Page flipping, double-buffering
More informationIntroduction to Computer Graphics. Animation (1) May 19, 2016 Kenshi Takayama
Introduction to Computer Graphics Animation (1) May 19, 2016 Kenshi Takayama Skeleton-based animation Simple Intuitive Low comp. cost https://www.youtube.com/watch?v=dsonab58qva 2 Representing a pose using
More informationCGDD 4113 Final Review. Chapter 7: Maya Shading and Texturing
CGDD 4113 Final Review Chapter 7: Maya Shading and Texturing Maya topics covered in this chapter include the following: Shader Types Shader Attributes Texturing the Axe Life, Love, Textures and Surfaces
More informationCS 231. Basics of Computer Animation
CS 231 Basics of Computer Animation Animation Techniques Keyframing Motion capture Physics models Keyframe animation Highest degree of control, also difficult Interpolation affects end result Timing must
More informationInverse Kinematics (part 1) CSE169: Computer Animation Instructor: Steve Rotenberg UCSD, Winter 2018
Inverse Kinematics (part 1) CSE169: Computer Animation Instructor: Steve Rotenberg UCSD, Winter 2018 Welman, 1993 Inverse Kinematics and Geometric Constraints for Articulated Figure Manipulation, Chris
More informationMODELING AND HIERARCHY
MODELING AND HIERARCHY Introduction Models are abstractions of the world both of the real world in which we live and of virtual worlds that we create with computers. We are all familiar with mathematical
More informationAnimation. Motion over time
Animation Animation Motion over time Animation Motion over time Usually focus on character animation but environment is often also animated trees, water, fire, explosions, Animation Motion over time Usually
More information05 Mesh Animation. Steve Marschner CS5625 Spring 2016
05 Mesh Animation Steve Marschner CS5625 Spring 2016 Basic surface deformation methods Blend shapes: make a mesh by combining several meshes Mesh skinning: deform a mesh based on an underlying skeleton
More informationCS354 Computer Graphics Character Animation and Skinning
Slide Credit: Don Fussell CS354 Computer Graphics Character Animation and Skinning Qixing Huang April 9th 2018 Instance Transformation Start with a prototype object (a symbol) Each appearance of the object
More informationMaya Lesson 8 Notes - Animated Adjustable Desk Lamp
Maya Lesson 8 Notes - Animated Adjustable Desk Lamp To Model the Lamp: 1. Research: Google images - adjustable desk lamp. 2. Print several images of lamps for ideas to model. 3. Make a sketch of the lamp
More informationChapter 9 Animation System
Chapter 9 Animation System 9.1 Types of Character Animation Cel Animation Cel animation is a specific type of traditional animation. A cel is a transparent sheet of plastic on which images can be painted
More informationAnimation. CS 4620 Lecture 32. Cornell CS4620 Fall Kavita Bala
Animation CS 4620 Lecture 32 Cornell CS4620 Fall 2015 1 What is animation? Modeling = specifying shape using all the tools we ve seen: hierarchies, meshes, curved surfaces Animation = specifying shape
More informationKinematics & Motion Capture
Lecture 27: Kinematics & Motion Capture Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2017 Forward Kinematics (Slides with James O Brien) Forward Kinematics Articulated skeleton Topology
More informationThe Illusion of Motion Making magic with textures in the vertex shader. Mario Palmero Lead Programmer at Tequila Works
The Illusion of Motion Making magic with textures in the vertex shader Mario Palmero Lead Programmer at Tequila Works Dark Ages before Textures in the Vertex Shader What is the Vertex Shader? A programmable
More informationArticulated Characters
Articulated Characters Skeleton A skeleton is a framework of rigid body bones connected by articulated joints Used as an (invisible?) armature to position and orient geometry (usually surface triangles)
More informationGame Programming. Bing-Yu Chen National Taiwan University
Game Programming Bing-Yu Chen National Taiwan University Character Motion Hierarchical Modeling Character Animation Motion Editing 1 Hierarchical Modeling Connected primitives 2 3D Example: A robot arm
More informationAnimation. Keyframe animation. CS4620/5620: Lecture 30. Rigid motion: the simplest deformation. Controlling shape for animation
Keyframe animation CS4620/5620: Lecture 30 Animation Keyframing is the technique used for pose-to-pose animation User creates key poses just enough to indicate what the motion is supposed to be Interpolate
More informationKinematics: Intro. Kinematics is study of motion
Kinematics is study of motion Kinematics: Intro Concerned with mechanisms and how they transfer and transform motion Mechanisms can be machines, skeletons, etc. Important for CG since need to animate complex
More informationCS 775: Advanced Computer Graphics. Lecture 3 : Kinematics
CS 775: Advanced Computer Graphics Lecture 3 : Kinematics Traditional Cell Animation, hand drawn, 2D Lead Animator for keyframes http://animation.about.com/od/flashanimationtutorials/ss/flash31detanim2.htm
More informationModeling. Anuj Agrawal Dan Bibyk Joe Pompeani Hans Winterhalter
Modeling Anuj Agrawal Dan Bibyk Joe Pompeani Hans Winterhalter Modeling Joe o Polygon Models o NURBS o Subdivision Surfaces o Locators Hans o Splitting polygons, joining objects, extruding faces o Extrude,
More informationCS-184: Computer Graphics. Today. Forward kinematics Inverse kinematics. Wednesday, November 12, Pin joints Ball joints Prismatic joints
CS-184: Computer Graphics Lecture #18: Forward and Prof. James O Brien University of California, Berkeley V2008-F-18-1.0 1 Today Forward kinematics Inverse kinematics Pin joints Ball joints Prismatic joints
More informationKinematics. CS 448D: Character Animation Prof. Vladlen Koltun Stanford University
Kinematics CS 448D: Character Animation Prof. Vladlen Koltun Stanford University Kinematics Kinematics: The science of pure motion, considered without reference to the matter of objects moved, or to the
More informationRyan Marcotte CS 499 (Honours Seminar) March 16, 2011
Ryan Marcotte www.cs.uregina.ca/~marcottr CS 499 (Honours Seminar) March 16, 2011 Outline Introduction to the problem Basic principles of skeletal animation, tag points Description of animation algorithm
More informationSkinning Mesh Animations
Doug L. James, Christopher D. Twigg Carnegie Mellon University presented by Johannes Schmid 1 Outline Introduction & Motivation Overview & Details Results Discussion 2 Introduction Mesh sequence: 3 General
More informationAnimation II: Soft Object Animation. Watt and Watt Ch.17
Animation II: Soft Object Animation Watt and Watt Ch.17 Soft Object Animation Animation I: skeletal animation forward kinematics x=f(φ) inverse kinematics φ=f -1 (x) Curves and Surfaces I&II: parametric
More informationProposal of Quadruped Rigging Method by Using Auxiliary Joint
, pp.63-67 http://dx.doi.org/10.14257/astl.2015.96.14 Proposal of Quadruped Rigging Method by Using Auxiliary Joint Cho-Hye Jeong 1, Kyu-Don Choi 2, Hyun-Seok Lee 3 1 Department of Visual Contents, Dongseo
More informationWhy animate humans? Why is this hard? Aspects of the Problem. These lectures. Animation Apreciation 101
Animation by Example Lecture 1: Introduction, Human Representation Michael Gleicher University of Wisconsin- Madison www.cs.wisc.edu/~gleicher www.cs.wisc.edu/graphics Why animate humans? Movies Television
More informationCharacter Animation COS 426
Character Animation COS 426 Syllabus I. Image processing II. Modeling III. Rendering IV. Animation Image Processing (Rusty Coleman, CS426, Fall99) Rendering (Michael Bostock, CS426, Fall99) Modeling (Dennis
More information6.837 Introduction to Computer Graphics Final Exam Tuesday, December 20, :05-12pm Two hand-written sheet of notes (4 pages) allowed 1 SSD [ /17]
6.837 Introduction to Computer Graphics Final Exam Tuesday, December 20, 2011 9:05-12pm Two hand-written sheet of notes (4 pages) allowed NAME: 1 / 17 2 / 12 3 / 35 4 / 8 5 / 18 Total / 90 1 SSD [ /17]
More informationCOMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION. Rémi Ronfard, Animation, M2R MOSIG
COMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION Rémi Ronfard, Animation, M2R MOSIG 2 Outline Principles of animation Keyframe interpolation Rigging, skinning and walking
More informationCS 352: Computer Graphics. Hierarchical Graphics, Modeling, And Animation
CS 352: Computer Graphics Hierarchical Graphics, Modeling, And Animation Chapter 9-2 Overview Modeling Animation Data structures for interactive graphics CSG-tree BSP-tree Quadtrees and Octrees Visibility
More informationAnnouncements: Quiz. Animation, Motion Capture, & Inverse Kinematics. Last Time? Today: How do we Animate? Keyframing. Procedural Animation
Announcements: Quiz Animation, Motion Capture, & Inverse Kinematics On Friday (3/1), in class One 8.5x11 sheet of notes allowed Sample quiz (from a previous year) on website Focus on reading comprehension
More informationAnimation by Adaptation Tutorial 1: Animation Basics
Animation by Adaptation Tutorial 1: Animation Basics Michael Gleicher Graphics Group Department of Computer Sciences University of Wisconsin Madison http://www.cs.wisc.edu/graphics Outline Talk #1: Basics
More informationInverse Kinematics Programming Assignment
Inverse Kinematics Programming Assignment CS 448D: Character Animation Due: Wednesday, April 29 th 11:59PM 1 Logistics In this programming assignment, you will implement a simple inverse kinematics solver
More informationAnimation Tools THETOPPERSWAY.COM
Animation Tools 1.) 3D Max: It includes 3D modeling and rendering software. A new Graphite modeling and texturing system(the Graphite Modeling Tools set, also called the modeling ribbon, gives you everything
More informationComputer Animation Fundamentals. Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics
Computer Animation Fundamentals Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics Lecture 21 6.837 Fall 2001 Conventional Animation Draw each frame of the animation great control
More informationAnimation, Motion Capture, & Inverse Kinematics. Announcements: Quiz
Animation, Motion Capture, & Inverse Kinematics Announcements: Quiz On Tuesday (3/10), in class One 8.5x11 sheet of notes allowed Sample quiz (from a previous year) on website Focus on reading comprehension
More informationAnimator Friendly Rigging Part 2b
Animator Friendly Rigging Part 2b Creating animation rigs which solve problems, are fun to use, and don t cause nervous breakdowns. - 1- CONTENTS Review The Requirements... 5 Torso Animation Rig Requirements...
More information- TinyXML2 to parse xml in preparation for next week (skin weights are stored in XML) -
Lab 9: HTR Files Objective & Goals - Understand how animation data is stored in the H ierarchical T ranslation- R otation (HTR) file format - Implement an HTR file loader - Create a hierarchy of GameObjects
More informationAnimator Friendly Rigging Part 3b
Animator Friendly Rigging Part 3b Creating animation rigs which solve problems, are fun to use, and don t cause nervous breakdowns. - 1- CONTENTS Biped Arms... 6 Why Are Arms Important?... 7 Requirements
More informationMaths in Motion. Danny Chapman Cumberland Lodge - February Version for distribution. Procedural animation in video games
Maths in Motion Procedural animation in video games Danny Chapman Cumberland Lodge - February 2017 Version for distribution 01_BipedLearning 02_SIG05_Showreel - Endorphin Types of animation Types of motion:
More informationCS 775: Advanced Computer Graphics. Lecture 4: Skinning
CS 775: Advanced Computer Graphics Lecture 4: http://www.okino.com/conv/skinning.htm Binding Binding Always done in a standard rest or bind pose. Binding Always done in a standard rest or bind pose. Associate
More informationAbout this document. Introduction. Where does Life Forms fit? Prev Menu Next Back p. 2
Prev Menu Next Back p. 2 About this document This document explains how to use Life Forms Studio with LightWave 5.5-6.5. It also contains short examples of how to use LightWave and Life Forms together.
More informationLecture 22 of 41. Animation 2 of 3: Rotations, Quaternions Dynamics & Kinematics
Animation 2 of 3: Rotations, Quaternions Dynamics & Kinematics William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre Public
More informationLecture 22 of 41. Animation 2 of 3: Rotations, Quaternions Dynamics & Kinematics
Animation 2 of 3: Rotations, Quaternions Dynamics & Kinematics William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre Public
More informationBlack Desert Online. Taking MMO Development to the Next Level. Dongwook Ha Gwanghyeon Go
Black Desert Online Taking MMO Development to the Next Level Dongwook Ha (dongwook@pearlabyss.com) Gwanghyeon Go (xdotdt@pearlabyss.com) 2018-03-23 Black Desert Online Challenges Massive data and contents
More informationExample-Based Skeleton Extraction. Scott Schaefer Can Yuksel
Example-Based Skeleton Extraction Scott Schaefer Can Yuksel Example-Based Deformation Examples Previous Work Mesh-based Inverse Kinematics [Sumner et al. 2005], [Der et al. 2006] Example-based deformation
More informationReal Time Skin Deformation with Bones Blending
Real Time Skin Deformation with Bones Blending Ladislav Kavan Charles University Faculty of Mathematics and Physics Malostranske nam. 25 118 00 Prague 1, Czech Republic lkav8604@ss1000.ms.mff.cuni.cz Jiří
More informationModify Group. Joint Move. (default keyboard shortcut Ctrl J)
Modify Group Joint Move (default keyboard shortcut Ctrl J) Joint Mover draws lines along each bone and puts a cross hair at the base of the child bone(s), which is usually coincident with the tip of the
More informationHomework 2 Questions? Animation, Motion Capture, & Inverse Kinematics. Velocity Interpolation. Handing Free Surface with MAC
Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics Velocity Interpolation Original image from Foster & Metaxas, 1996 In 2D: For each axis, find the 4 closest face velocity samples: Self-intersecting
More informationApplications of Dual Quaternions in Three Dimensional Transformation and Interpolation
Applications of Dual Quaternions in Three Dimensional Transformation and Interpolation November 11, 2013 Matthew Smith mrs126@uclive.ac.nz Department of Computer Science and Software Engineering University
More informationAnimation. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 4/23/07 1
Animation Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 4/23/07 1 Today s Topics Interpolation Forward and inverse kinematics Rigid body simulation Fluids Particle systems Behavioral
More informationA simple example. Assume we want to find the change in the rotation angles to get the end effector to G. Effect of changing s
CENG 732 Computer Animation This week Inverse Kinematics (continued) Rigid Body Simulation Bodies in free fall Bodies in contact Spring 2006-2007 Week 5 Inverse Kinematics Physically Based Rigid Body Simulation
More informationAnimation Movie under Autodesk Maya
Animation Movie under Autodesk Maya Julio Manuel Vega Pérez University Rey Juan Carlos, Móstoles (Madrid), Spain March 5, 2009 1 Abstract Computer graphics matured over many years and played an important
More informationBeginners Guide Maya. To be used next to Learning Maya 5 Foundation. 15 juni 2005 Clara Coepijn Raoul Franker
Beginners Guide Maya To be used next to Learning Maya 5 Foundation 15 juni 2005 Clara Coepijn 0928283 Raoul Franker 1202596 Index Index 1 Introduction 2 The Interface 3 Main Shortcuts 4 Building a Character
More information计算机图形学. Computer Graphics 刘利刚.
计算机图形学 Computer Graphics 刘利刚 lgliu@ustc.edu.cn http://staff.ustc.edu.cn/~lgliu Computer Animation Skinning and Enveloping The slide are from Durand from MIT. Before getting started One more word about
More informationOverview. Animation is a big topic We will concentrate on character animation as is used in many games today. humans, animals, monsters, robots, etc.
ANIMATION Overview Animation is a big topic We will concentrate on character animation as is used in many games today humans, animals, monsters, robots, etc. Character Representation A character is represented
More informationAGDC Per-Pixel Shading. Sim Dietrich
AGDC Per-Pixel Shading Sim Dietrich Goal Of This Talk The new features of Dx8 and the next generation of HW make huge strides in the area of Per-Pixel Shading Most developers have yet to adopt Per-Pixel
More informationCS 231. Deformation simulation (and faces)
CS 231 Deformation simulation (and faces) Deformation BODY Simulation Discretization Spring-mass models difficult to model continuum properties Simple & fast to implement and understand Finite Element
More informationTo Do. History of Computer Animation. These Lectures. 2D and 3D Animation. Computer Animation. Foundations of Computer Graphics (Spring 2010)
Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 24: Animation http://inst.eecs.berkeley.edu/~cs184 To Do Submit HW 4 (today) Start working on HW 5 (can be simple add-on) Many slides courtesy
More informationFree-Form Deformation and Other Deformation Techniques
Free-Form Deformation and Other Deformation Techniques Deformation Deformation Basic Definition Deformation: A transformation/mapping of the positions of every particle in the original object to those
More informationCS 523: Computer Graphics, Spring Shape Modeling. Skeletal deformation. Andrew Nealen, Rutgers, /12/2011 1
CS 523: Computer Graphics, Spring 2011 Shape Modeling Skeletal deformation 4/12/2011 1 Believable character animation Computers games and movies Skeleton: intuitive, low-dimensional subspace Clip courtesy
More informationgltf - what the? Concepts An overview of the basics of the GL Transmission Format Page 1 gltf 2.0 Quick Reference Guide Binary data references
gltf 2.0 Quick Reference Guide gltf - what the? An overview of the basics of the GL Transmission Format For gltf 2.0! Concepts Page 1 The conceptual relationships between the top-level elements of a gltf
More information4 Kinematic Linkages. Chapter 4. Kinematic Linkages. Department of Computer Science and Engineering 4-1
Kinematic Linkages 4-1 Introduction In describing an object s motion, it is often useful to relate it to another object. Consider, for eample a coordinate system centered at our sun in which the moon s
More informationAnimation by Adaptation Tales of Motion Use and Re-Use
Animation by Adaptation Tales of Motion Use and Re-Use Michael Gleicher And the UW Graphics Gang Department of Computer Sciences University of Wisconsin Madison http://www.cs.wisc.edu/graphics Tales of
More informationSynthesizing Realistic Facial Expressions from Photographs
Synthesizing Realistic Facial Expressions from Photographs 1998 F. Pighin, J Hecker, D. Lischinskiy, R. Szeliskiz and D. H. Salesin University of Washington, The Hebrew University Microsoft Research 1
More informationCS 231. Inverse Kinematics Intro to Motion Capture. 3D characters. Representation. 1) Skeleton Origin (root) Joint centers/ bones lengths
CS Inverse Kinematics Intro to Motion Capture Representation D characters ) Skeleton Origin (root) Joint centers/ bones lengths ) Keyframes Pos/Rot Root (x) Joint Angles (q) Kinematics study of static
More informationTIEA311 Tietokonegrafiikan perusteet kevät 2018
TIEA311 Tietokonegrafiikan perusteet kevät 2018 ( Principles of Computer Graphics Spring 2018) Copyright and Fair Use Notice: The lecture videos of this course are made available for registered students
More information2D/3D Geometric Transformations and Scene Graphs
2D/3D Geometric Transformations and Scene Graphs Week 4 Acknowledgement: The course slides are adapted from the slides prepared by Steve Marschner of Cornell University 1 A little quick math background
More informationThe exam begins at 5:10pm and ends at 8:00pm. You must turn your exam in when time is announced or risk not having it accepted.
CS 184: Foundations of Computer Graphics page 1 of 11 Student Name: Student ID: Instructions: Read them carefully! The exam begins at 5:10pm and ends at 8:00pm. You must turn your exam in when time is
More information3D Production Pipeline
Overview 3D Production Pipeline Story Character Design Art Direction Storyboarding Vocal Tracks 3D Animatics Modeling Animation Rendering Effects Compositing Basics : OpenGL, transformation Modeling :
More informationCS 231. Deformation simulation (and faces)
CS 231 Deformation simulation (and faces) 1 Cloth Simulation deformable surface model Represent cloth model as a triangular or rectangular grid Points of finite mass as vertices Forces or energies of points
More informationAnimation of 3D surfaces
Animation of 3D surfaces 2013-14 Motivations When character animation is controlled by skeleton set of hierarchical joints joints oriented by rotations the character shape still needs to be visible: visible
More informationTo Do. Advanced Computer Graphics. The Story So Far. Course Outline. Rendering (Creating, shading images from geometry, lighting, materials)
Advanced Computer Graphics CSE 190 [Spring 2015], Lecture 16 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir To Do Assignment 3 milestone due May 29 Should already be well on way Contact us for difficulties
More informationCourse Outline. Advanced Computer Graphics. Animation. The Story So Far. Animation. To Do
Advanced Computer Graphics CSE 163 [Spring 2017], Lecture 18 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir 3D Graphics Pipeline Modeling (Creating 3D Geometry) Course Outline Rendering (Creating, shading
More informationMath background. 2D Geometric Transformations. Implicit representations. Explicit representations. Read: CS 4620 Lecture 6
Math background 2D Geometric Transformations CS 4620 Lecture 6 Read: Chapter 2: Miscellaneous Math Chapter 5: Linear Algebra Notation for sets, functions, mappings Linear transformations Matrices Matrix-vector
More informationBlending & State Machines. CSE169: Computer Animation Instructor: Steve Rotenberg UCSD, Winter 2017
Blending & State Machines CSE169: Computer Animation Instructor: Steve Rotenberg UCSD, Winter 2017 Blending & Sequencing Now that we understand how a character rig works and how to manipulate animation
More informationAnimation Lecture 10 Slide Fall 2003
Animation Lecture 10 Slide 1 6.837 Fall 2003 Conventional Animation Draw each frame of the animation great control tedious Reduce burden with cel animation layer keyframe inbetween cel panoramas (Disney
More informationLearning Autodesk Maya The Modeling & Animation Handbook. Free Models From Turbo Squid Value US $ Official Autodesk Training Guide
Free Models From Turbo Squid Value US $239.00 Official Autodesk Training Guide Learning Autodesk Maya 2008 The Modeling & Animation Handbook A hands-on introduction to key tools and techniques in Autodesk
More informationCS 231. Inverse Kinematics Intro to Motion Capture
CS 231 Inverse Kinematics Intro to Motion Capture Representation 1) Skeleton Origin (root) Joint centers/ bones lengths 2) Keyframes Pos/Rot Root (x) Joint Angles (q) 3D characters Kinematics study of
More informationCOMP30019 Graphics and Interaction Kinematics
COMP30019 Graphics and Interaction Kinematics Department of Computing and Information Systems The Lecture outline Introduction Forward kinematics Inverse kinematics Kinematics I am robot (am I?) Forward
More informationRealistic Rendering and Animation of a Multi-Layered Human Body Model
Realistic Rendering and Animation of a Multi-Layered Human Body Model Mehmet Şahin Yeşil and Uǧur Güdükbay Dept. of Computer Engineering, Bilkent University, Bilkent 06800 Ankara, Turkey email: syesil@alumni.bilkent.edu.tr,
More informationKINEMATICS FOR ANIMATION. Rémi Ronfard, Animation, M2R MOSIG
KINEMATICS FOR ANIMATION Rémi Ronfard, Animation, M2R MOSIG Direct and inverse kinematics in animation Fast numerical methods for inverse kinematics by Bill Baxter My Adventures with Inverse Kinematics
More information3D Modelling: Animation Fundamentals & Unit Quaternions
3D Modelling: Animation Fundamentals & Unit Quaternions CITS3003 Graphics & Animation Thanks to both Richard McKenna and Marco Gillies for permission to use their slides as a base. Static objects are boring
More information3D GRAPHICS. design. animate. render
3D GRAPHICS design animate render 3D animation movies Computer Graphics Special effects Computer Graphics Advertising Computer Graphics Games Computer Graphics Simulations & serious games Computer Graphics
More informationCOMP 175 COMPUTER GRAPHICS. Lecture 10: Animation. COMP 175: Computer Graphics March 12, Erik Anderson 08 Animation
Lecture 10: Animation COMP 175: Computer Graphics March 12, 2018 1/37 Recap on Camera and the GL Matrix Stack } Go over the GL Matrix Stack 2/37 Topics in Animation } Physics (dynamics, simulation, mechanics)
More information