GRK. dr Wojciech Palubicki
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1 GRK dr Wojciech Palubicki
2 Projekty (dwu-osobowe) Napisać program w OpenGLu w którym następujące cechy są zawarte: Scena pokazuje jakąś kreaturę wodną (Może to być np. ryba, roślina lub korala) Można w jakiś sposób wejść w interakcję ze sceną i scena jest animowana Wszystkie wielokąty są teksturowane Wszystkie wielokąty są oświetlone Napisać dokumentacje która opisuję program (około 30 wierszy) Przygotować 5 minutową prezentację projektu na ostatnich ćwiczeń Implementacja (50%), opis i prezentacja (50%)
3 Wybrać jakiś zaawansowany efekt graficzny Normal mapping Proceduralne tekstury: np. szum Perlina Hierarchia animacji Implementacja parallel transport frames Własne pomysły
4 Modeling with Transformations Create elementary geometric objects, then rotate, translate and scale them until you define a model
5 Modeling with Transformations But individual parts dont move in a constrained way to each other To introduce constraints and express kinematics we need to parametrize our model
6 Model to World Frame
7 Model World Position and orient the robot hammer in world space
8 Model World Each part of the object is transformed independently relative to the origin
9 Model World Alternatively transform every object relative to it s parent
10 Relative Transformations
11 Hierarchical Transforms
12 Making an Articulated Arm A minimal 2D jointed object: Two pieces, A( forearm ) and B( upper arm ) Attach point c on B to point a on A ( elbow ) Desired parameters: Shoulder position S (point at which b winds up) Shoulder angle β (A and B rotate together about b) Elbow angle α (A rotates about a = c)
13 Making an Arm: Step 1 Start with A and B in their untransformed configurations (B is hiding behind A) First apply a series of transformations to A.
14 Making an Arm: Step 2 Translate by a, bringing a to the origin
15 Making an Arm: Step 3 Next, rotate A by the elbow angle α
16 Making an Arm: Step 4 Translate A to form the elbow joint a c
17 Making an Arm: Step 5 Translate both objects by a bringing a to the origin (A nd B move together)
18 Making an Arm: Step 6 Next rotate by the shoulder angle β
19 Making an Arm: Last Step Finally, translate by the shoulder position S, bringing the arm to its final position
20 Parametrization S,α, β are parameters of the model a,b and c are structural constants
21 Hierarchical Transforms
22 Model Construction
23 Scene Graph
24 Scene Graph
25 Scene Graph Model e.g. as a stack Down the graph is a push operation Up the graph a pop operation
26 Scene Graph OpenGL 3.0+
27 Forward Kinematics
28 Inverse Kinematics
29 Inverse Kinematics Solution for more complex structures Non-linear optimization Keyframing with interpolation
30 Keyframing
31 Keyframing
32 Interpolation
33 Interpolation
34 Interpolation
35 Linear Interpolation
36 Linear Interpolation
37 Linear Interpolation: Limitations May need a large number of keyframes if motion is non-linear
38 Parametric Curves Define a continuous smooth curve f passing through the data points Explicit form y = f(x) Implicit form f(x, y) = 0 Parametric form x = f(t), y = g(t)
39 Równania parametryczne Parametr t jest używany żeby ustalić wartości zmiennych x t = 1 t x 0 + tx 1 y t = 1 t y 0 + ty 1 Gdzie 0 t 1. Niech P 0 = x 0, y 0, P 1 = (x 1, y 1 ) i P = (x, y), wtedy P(t) = (1 t) P 0 + tp 1
40 Równania parametryczne Parametr t jest używany żeby ustalić wartości zmiennych x t = 1 t x 0 + tx 1 y t = 1 t y 0 + ty 1 Gdzie 0 t 1. Niech P 0 = x 0, y 0, P 1 = (x 1, y 1 ) i P = (x, y), wtedy P(t) = (1 t) P 0 + tp 1 P 1 P 0 P(0.5)
41 Parametric Curve Example What curve does this represent?
42 Cubic Curves We can use a cubic function to represent a smooth curve in 3D Vector Form:
43 Cubic Curves We can use a cubic function to represent a smooth curve in 3D Vector Form:
44 Smooth Curves Controlling the shape of the curve
45 Constraints on the Cubics How many constraints do we need to determine a cubic curve?
46 Constraints on the Cubics How many constraints do we need to determine a cubic curve?
47 Constraints on the Cubics How many constraints do we need to determine a cubic curve?
48 Natural Cubic Curves
49 Natural Cubic Spline A spline is a curve that is piecewise-defined and is smooth at the places where the pieces connect
50 Natural Cubic Spline A spline is a curve that is piecewise-defined and is smooth at the places where the pieces connect 1st spline
51 Natural Cubic Spline A spline is a curve that is piecewise-defined and is smooth at the places where the pieces connect 2nd spline
52 Natural Cubic Spline A spline is a curve that is piecewise-defined and is smooth at the places where the pieces connect 3rd spline
53 Hermite Curves A Hermite curve is a cubic curve determined by Endpoints p 0 and p 1 Tangent vectors (velocities) v 0 and v 1 at endpoints
54 Example of Hermite Curves
55 Tangents (Derivatives)
56 Tangents (Derivatives)
57 Tangents (Derivatives)
58 Hermite Curves The value of the curve is Q(0)=p 0 at t=0 and Q(1)=p 1 at t=1 The derivative of the curve to be v 0 at t=0 and v 1 at t=1
59 Hermite Curves
60 Hermite Curves
61 Hermite Curves
62 Hermite Curves
63 Hermite Curves
64 Hermite Curves
65 Hermite Curves
66 Hermite Interpolation
67 Hermite Interpolation
68 Bezier Curves Variations of Hermite curves Indirectly specify tangent vectors, by specifying two intermediate points
69 Bezier Curve Formulation There exist a number of ways to formulate Bezier curves De Casteljau (recursive linear interpolations) Bernstein polynomials Cubic equations Matrix form most useful for CG purposes
70 Bezier Curves Find the curve Q(t) as a function of parameter t Endpoints p 0 and p 3 Tangents alinged with p 0 p 1 and p 3 p 2
71 De Casteljau
72 De Casteljau
73 De Casteljau
74 De Casteljau
75 De Casteljau
76 De Casteljau
77 De Casteljau
78 De Casteljau For four control points P 0,0, P 1,0, P 2,0 and P 3,0 : P 0,3 t = (1 t) 3 P 0,0 + 3t(1 t) 2 P 1,0 + 3t 2 (1 t)p 2,0 + t 3 P 3,0
79 Bezier Cubic Form For four control points P 0,0, P 1,0, P 2,0 and P 3,0 : P 0,3 t = (1 t) 3 P 0,0 + 3t(1 t) 2 P 1,0 + 3t 2 (1 t)p 2,0 + t 3 P 3,0
80 Bezier Matrix Form
81 Hermite vs. Bezier Curves
82 Hermite vs. Bezier Curves Bezier and Hermite curves can be related as follows:
83 Chaining Curve Segments B-spline Bézier 10th degree
84 Problems with Splines? Require explicit definition of derivatives at each point.
85 Catmull-Rom spline Tangent at point P i is half of the vector connecting P i-1 to P i+1
86 Catmull-Rom spline Tangent at point P i is half of the vector connecting P i-1 to P i+1
87 Catmull-Rom Example
88 Catmull-Rom Spline
89 Catmull-Rom Spline
90 Catmull-Rom Spline
91 Catmull-Rom Spline Curve piece between control points p i and p i+1 First and last curve segments are special cases
92 Catmull-Rom Spline Curve piece between control points p i and p i+1 First and last curve segments are special cases
93 Closed-loop Catmull-Rom
94 Parametric Curves and Animation of Objects
95 Parametric Curves and Animation of Objects Use parameter t of a curve Q(t) to represent time in animation
96 Curve Framing Defining orientation for every point of the curve Useful if curve is trajectory of a camera Or clone objects onto the curve and have their orientations vary smoothly
97 Curve Framing Have only tangent vector T
98 Parallel Transport Frames Hansen et al. 1995
99 Parametric Curve
100 Tangents
101 Torsion of a Curve
102 Torsion of a Curve
103 Torsion of a Curve
104 Smooth Variation of Torsion
105 Parallel Transport
106 Parallel Transport
107 Parallel Transport
108 Parallel Transport
109 Parallel Transport θ
110 Parallel Transport θ
111 Parallel Transport θ
112 Animation Forward Kinematics Scene Graph Keyframing Interpolation with parametric curves Curve Framing
113 Animation Forward Kinematics Scene Graph Keyframing Interpolation with parametric curves Curve Framing Physically-based Kinematics
114 Animation Forward Kinematics Scene Graph Keyframing Interpolation with parametric curves Curve Framing Physically-based Kinematics Motion Capture
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