计算机图形学. Computer Graphics 刘利刚.

Size: px
Start display at page:

Download "计算机图形学. Computer Graphics 刘利刚."

Transcription

1 计算机图形学 Computer Graphics 刘利刚

2 Computer Animation Skinning and Enveloping The slide are from Durand from MIT.

3 Before getting started One more word about rotations 2

4 Extracting rotations We have seen that rotation is best interpolated with axisangle representation or, better, quaternions But often, we are simply given 3x3 or 4x4 matrices that contains rotations, translations, scale, shear, etc. It would be useful to extract the rotation part, do the (complicated) right thing, and interpolate the rest linearly MIT Durand 3

5 Non-orthonormal 3x3 matrix Polar decomposition breaks arbitrary matrix M into Rotation Q (+potential reflection) Symmetric positive definite S (anisotropic scale) Extract rotation part Q, interpolate it using quaternions Interpolate S using some other method. Shoemake, K. and Duff, T Matrix animation and polar decomposition. In Proceedings of the Conference on Graphics interface '92, pp MIT Durand 4

6 Polar Decomposition Algorithm Basic idea: rotations are the matrices such that M -1 =M T Massage the matrix until it satisfies this MIT Durand 5

7 Polar Decomposition Algorithm Given 3x3 Matrix M Compute the rotation factor Q by averaging the matrix with its inverse transpose until convergence: Set Q0 = M, then Qi+1 = 1/2(Qi+ Qi T ) until Qi+1 Qi 0. MIT Durand 6

8 Questions? MIT Durand 7

9 Traditional Animation Draw each frame by hand great control, but tedious Reduce burden with cel animation Layer, keyframe, inbetween, Example: Cel panoramas (Disney s Pinocchio) ACM 1997 Multiperspective panoramas for cel animation 8

10 Traditional Animation Principles The in-betweening, was once a job for apprentice animators. Splines accomplish these tasks automatically. However, the animator still has to draw the keyframes. This is an art form and precisely why the experienced animators were spared the inbetweening work even before automatic techniques. The classical paper on animation by John Lasseter from Pixar surveys some the standard animation techniques: "Principles of Traditional Animation Applied to 3D Computer Graphics, SIGGRAPH'87, pp See also 9

11 Example: Squash and stretch Squash: flatten an object or character by pressure or by its own power Stretch: used to increase the sense of speed and emphasize the squash by contrast 10

12 Example: Timing Timing affects weight: Light object move quickly Heavier objects move slower Timing completely changes the interpretation of the motion. 11

13 See also 12

14 Computer Animation How do we describe and generate motion of objects in the scene? Two very different contexts: Production (offline) Can be hardcoded, entire sequence know beforehand Interactive (e.g. games, simulators) 13

15 Computer Animation How do we describe and generate motion of objects in the scene? Two very different contexts: Production (offline) Can be hardcoded, entire sequence know beforehand Interactive (e.g. games, simulators) Needs to react to user interaction, sequence not known 14

16 Plan Types of Animation (overview) Keyframing (Procedural) Physically-based Animation Controls Character animation using skinning/enveloping CERN 15

17 Types of Animation: Keyframing Specify scene only at some instants of time Generate in-betweens automatically t 4 t 1 t 2 t3 16

18 Types of Animation: Keyframing Specify scene only at some instants of time Generate in-betweens automatically 17

19 Types of Animation: Procedural Describes the motion algorithmically Express animation as a function of small number of parameters Example a clock with second, minute and hour hands express the clock motions in terms of a seconds variable the clock is animated by changing this variable Another example: Grass in the wind, tree canopies, etc. 18

20 Types of Animation: Physically-Based Assign physical properties to objects Masses, forces, etc. Also procedural forces (like wind) Simulate physics by solving equations of motion Rigid bodies, fluids, plastic deformation, etc. Realistic but difficult to control v 0 m g 19

21 Example: Water Simulation Losasso, F., Talton, J., Kwatra, N. and Fedkiw, R., "Two-way Coupled SPH and Particle Level Set Fluid Simulation", IEEE TVCG 14, (2008). 20

22 Another Example Physically-Based Character Animation Specify keyframes, solve for physically valid motion that interpolates them by spacetime optimization Anthony C. Fang and Nancy S. Pollard, Efficient Synthesis of Physically Valid Human Motion, ACM Transactions on Graphics 22(3) , Proc. SIGGRAPH spacetime.html 21

23 Because we are Lazy... Animation is (usually) specified using some form of low-dimensional controls as opposed to remodeling the actual geometry for each frame. Can you think of examples? 22

24 Because we are Lazy... Animation is (usually) specified using some form of low-dimensional controls as opposed to remodeling the actual geometry for each frame. Example: The joint angles (bone transformations) in a hierarchical character determine the pose Example: A rigid motion is represented by changing the object-to-world transformation (rotation and translation). t 1 t 2 t3 t 4 23

25 Because we are Lazy... Animation is (usually) specified using some form of low-dimensional controls as opposed to remodeling the actual geometry for each frame. Example: The joint angles (bone transformations) in a hierarchical character determine the pose Example: A rigid motion is represented by changing the object-to-world transformation (rotation and translation). Blendshapes are keyframes that are just snapshots of the entire geometry. t 1 t 2 t3 t 4 24

26 Example of Higher-Level Controls Ken Perlin s facial expression applet experiments/facedemo/ Lower-level controls are mapped to semantically meaningful higher-level ones Frown/smile etc. 25

27 Building 3D models and their animation controls is a major component of every animation pipeline. Building the controls is called rigging. 26

28 Articulated Character Models Forward kinematics describes the positions of the body parts as a function of joint angles Body parts are usually called bones Angles are the lowdimensional control. Inverse kinematics specifies constraint locations for bones and solves for joint angles. 27

29 Skinning Characters Embed a skeleton into a detailed character mesh Animate bones Epic Games Change the joint angles over time Keyframing, procedural, etc. Bind skin vertices to bones Animate skeleton, skin will move with it 28

30 Skinning Characters Embed a skeleton into a detailed character mesh Animate bones Epic Games Change the joint angles over time Keyframing, procedural, etc. Bind skin vertices to bones Animate skeleton, skin will move with it 29

31 Motion Capture Usually uses optical markers and multiple high-speed cameras Triangulate to get marker 3D position (Again, structure from motion and projective geometry, i.e., homogeneous coordinates) Captures style, subtle nuances and realism But need ability to record someone 30

32 Example: Facial Motion Capture tigerucap07_080806_01.html 31

33 Motion Capture Motion capture records 3D marker positions But character is controlled using animation controls that affect bone transformations! Marker positions must be translated into character controls ( retargeting ) A kind of inverse kinematics!? 32

34 ILM / Walt Disney Pictures 33

35 ILM / Walt Disney Pictures 34

36 Questions? 35

37 Skinning/Enveloping Gears of War 2 Epic Games / ign.com 36

38 Skinning We know how to animate a bone hierarchy Epic Games Change the joint angles, i.e., bone transformations, over time (keyframing) 37

39 Skinning We know how to animate a bone hierarchy Change the joint angles, i.e., bone transformations, over time (keyframing) Epic Games Embed a skeleton into a detailed character mesh Bind skin vertices to bones Animate skeleton, skin will move with it But how? 38

40 Skinning/Enveloping Need to infer how skin deforms from bone transformations. Most popular technique: Skeletal Subspace Deformation (SSD), or simply Skinning Other aliases vertex blending matrix palette skinning linear blend skinning From wikipedia 39

41 SSD / Skinning Each bone has a deformation of the space around it (rotation, translation) 40

42 SSD / Skinning Each bone has a deformation of the space around it (rotation, translation) What if we attach each vertex of the skin to a single bone? 41

43 SSD / Skinning Each bone has a deformation of the space around it (rotation, translation) What if we attach each vertex of the skin to a single bone? Skin will be rigid, except at joints where it will stretch badly 42

44 SSD / Skinning Each bone has a deformation of the space around it (rotation, translation) What if we attach each vertex of the skin to a single bone? Skin will be rigid, except at joints where it will stretch badly Let s attach a vertex to many bones at once! In the middle of a limb, the skin points follow the bone rotation (near-) rigidly At a joint, skin is deformed according to a weighted combination of the bones 43

45 Examples James & Twigg 2005 Colored triangles are attached to 1 bone Black triangles are attached to more than 1 Note how they are near joints 44

46 Examples James & Twigg 2005 Colored triangles are attached to 1 bone Black triangles are attached to more than 1 Note how they are near joints 45

47 Vertex Weights We ll assign a weight wij for each vertex pi for each bone Bj. How much vertex i should move with bone j 46

48 Vertex Weights We ll assign a weight wij for each vertex pi for each bone Bj. How much vertex i should move with bone j wij = 1 means pi is rigidly attached to Bj. 47

49 Vertex Weights We ll assign a weight wij for each vertex pi for each bone Bj. How much vertex i should move with bone j wij = 1 means pi is rigidly attached to bone j. Wang & Phillips

50 Vertex Weights We ll assign a weight wij for each vertex pi for each bone Bj. How much vertex i should move with bone j wij = 1 means pi is rigidly attached to bone j. Weight properties Usually want weights to be non-negative 49

51 Vertex Weights We ll assign a weight wij for each vertex pi for each bone Bj. How much vertex i should move with bone j wij = 1 means pi is rigidly attached to bone j. Weight properties Usually want weights to be non-negative Also, want the sum over all bones to be 1 for each vertex This means translation independence. (Again, a partition of unity remember splines basis functions?) 50

52 Vertex Weights cont d We ll assign a weight wij for each vertex pi for each bone Bj. How much vertex i should move with bone j wij = 1 means pi is rigidly attached to bone j. We ll limit the number of bones N that can influence a single vertex N=4 bones/vertex is a usual choice Why? 51

53 Vertex Weights cont d We ll assign a weight wij for each vertex pi for each bone Bj. How much vertex i should move with bone j wij = 1 means pi is rigidly attached to bone j. We ll limit the number of bones N that can influence a single vertex N=4 bones/vertex is a usual choice Why? You most often don t need very many. Also, storage space is an issue. In practice, we ll store N (bone index j, weight wij) pairs per vertex. 52

54 How to compute vertex positions? 53

55 Linear Blend Skinning Basic Idea 1: Transform each vertex pi with each bone as if it was tied to it rigidly. 54

56 Linear Blend Skinning Basic Idea 1: Transform each vertex pi with each bone as if it was tied to it rigidly. Basic Idea 2: Then blend the results using the weights. 55

57 Computing Vertex Positions Basic Idea 1: Transform each vertex pi with each bone as if it was tied to it rigidly. Basic Idea 2: Then blend the results using the weights. p ij = T j p i p i = j w ij p ij p ij is the vertex i transformed using bone j. Tj is the current transformation of bone j. p i is the new skinned position of vertex i. 56

58 Computing Vertex Positions Rest ( bind ) pose Bone 1: T1 Bone 2: T2 Vertex p0 has weights w01=0.5, w02=0.5 p 0 Skin 57

59 Computing Vertex Positions Rest ( bind ) pose Bone 1: T1 After rotations Bone 1: T 1 p 0 Bone 2: T2 Skin Bone 2: T 2 Vertex p0 has weights w01=0.5, w02=0.5 Transform by T 1 and T 2 yields p 01, p 02 p 01 p 02 58

60 Computing Vertex Positions Rest ( bind ) pose Bone 1: T1 After rotations Bone 1: T 1 p 0 Bone 2: T2 Skin Bone 2: T 2 Vertex p0 has weights w01=0.5, w02=0.5 Transform by T 1 and T 2 yields p 01, p 02 the new position is p 0= 0.5*p 1 + p 0 p 01 p *p 2 59

61 Computing Vertex Positions Rest ( bind ) pose Bone 1: T1 Bone 2: T2 After rotations Bone 1: T 1 p 0 p 0 Skin Bone 2: T2 Skin p 01 p 02 Vertex p0 has weights w01=0.5, w02=0.5 Transform by T 1 and T 2 yields p 01, p 02 the new position is p 0= 0.5*p *p 2 60

62 SSD is Not Perfect q 0 After rotations p 0 61

63 Questions? Remedy Entertainment, Microsoft Game Studios, IGN.com 62

64 Bind Pose We are given a skeleton and a skin mesh in a default pose Called bind pose Undeformed vertices pi are given in the object space of the skin a global coordinate system, no hierarchy 63 okino.com

65 Bind Pose We are given a skeleton and a skin mesh in a default pose Called bind pose Undeformed vertices pi are given in the object space of the skin Previously we conveniently forgot that in order for p ij = Tj pi to make sense, coordinate systems must match up. 64 okino.com

66 Coordinate systems Undeformed vertices pi are given in the object space of the skin Tj is in local bone coordinate system according to skeleton hierarchy 65

67 Bind Pose cont d In the rigging phase, we line the skeleton up with the undeformed skin. This gives some rest pose bone transformations Bj from local bone coordinates to global Bj concatenates all hierarchy matrices from node j up to the root B n... B 2 B 1 66 okino.com

68 Bind Pose cont d When we animate the model, the bone transformations Tj change. 67 okino.com

69 Bind Pose cont d When we animate the model, the bone transformations Tj change. What is Tj? It maps from the local coordinate system of bone j to world space. again, concatenates hierarchy matrices 68 okino.com

70 Bind Pose cont d When we animate the model, the bone transformations Tj change. What is Tj? It maps from the local coordinate system of bone j to world space. To be able to deform pi according to Tj, we must first express pi in the local coordinate system of bone j. This is where the bind pose bone transformations Bj come in. 69 okino.com

71 Bind Pose cont d To be able to deform pi according to Tj, we must first express pi in the local coordinate system of bone j. This is where the bind pose bone transformations Bj come in. p ij = T j B 1 p j i This maps pi from bind pose to the local coordinate system of bone j using B -1 j, and then to world space using Tj. 70 okino.com

72 Bind Pose cont d p ij = T j B 1 p j i This maps pi from bind pose to the local coordinate system of bone j using B -1 j, and then to world space using Tj. What is Tj B -1 j? It is the relative change between the bone transformations between the current and the bind pose. 71

73 Bind Pose cont d p ij = T j B 1 p j i What is the transformation when the model is still in bind pose? This maps pi from bind pose to the local coordinate system of bone j using B -1 j, and then to world space using Tj. What is Tj B -1 j? It is the relative change between the bone transformations between the current and the bind pose. 72

74 Bind Pose cont d p ij = T j B 1 p j i This maps pi from bind pose to the local coordinate system of bone j using B -1 j, and then to world space using Tj. What is Tj B -1 j? It is the relative change between the bone transformations between the current and the bind pose. What is the transformation when the model is still in bind pose? The identity! 73

75 Questions? 74

76 Bind pose & weights We then figure out the vertex weights wij. How? Usually paint by hand! We ll look at much cooler methods in a while. B n... B 2 B 1 75 okino.com

77 Questions? 76

78 Skinning Pseudocode Do the usual forward kinematics maybe quaternion interpolation for rotations get a matrix T j (t) per bone (full transformation from local to world) For each skin vertex p i p i = j w ij T j (t)b 1 p j i 77

79 Skinning Pseudocode Do the usual forward kinematics maybe quaternion interpolation for rotations get a matrix T j (t) per bone (full transformation from local to world) For each skin vertex p i p i = j w ij T j (t)b 1 p j i Do you remember how to treat normals? 78

80 Skinning Pseudocode Do the usual forward kinematics maybe quaternion interpolation for rotations get a matrix T j (t) per bone (full transformation from local to world) For each skin vertex p i p i = j w ij T j (t)b 1 p j i Inverse transpose for normals! n i = j w ij T j (t)b 1 j Tni 79

81 Skinning Pseudocode Do the usual forward kinematics For each skin vertex p i p i = j w ij T j (t)b 1 p j i Note that the weights & bind pose vertices are constant over time Only matrices change (small number of them, one per bone) This enables implementation on GPU vertex shaders (little information to update for each frame) 80

82 Questions? 81

83 Hmmh... This is what we do to get deformed positions p i = j w ij T j (t)b 1 p j i 82

84 Hmmh... This is what we do to get deformed positions p i = j w ij T j (t)b 1 p j i But wait... p i = j w ij T j (t)b 1 j p i 83

85 Hmmh... This is what we do to get deformed positions p i = j w ij T j (t)b 1 p j i But wait... p i = j w ij T j (t)b 1 j p i This is exactly what I warned you of on Thursday: blending matrices MIT entry-by-entry EECS Durand (!!!) 84

86 Indeed... Limitations Rotations really need to be combined differently (quaternions!) From: Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation J. P. Lewis, Matt Cordner, Nickson Fong 85

87 Usual Solution Have the artists deal with it O:-) In practice, build a rig that has extra bones near joints that move in sync to counter the artifacts. Tedious, but this is what people often do. Need sophisticated animation controls to drive this. Cool paper that does this automatically: Kavan, Collins, O Sullivan: Automatic Linearization of Nonlinear Skinning, I3D

88 Back to quaternions! Dual quaternions! ToG 2008 Fredo Durand MIT EECS

89 Dual numbers kind of like complex numbers, vector space a dual number â=a0+εaε where a0 and aε are scalar and ε 2 =0 then you can deduce multiplication rules by linearity Fredo Durand MIT EECS

90 Dual quaternions ^ q=q0+εqε 8 dimensional! Can represent rigid transformations naturally rotation + translation Does the right interpolation when the axis of rotation translates Fredo Durand MIT EECS

91 People Have Thought of This

92 Real-time enveloping with rotational regression Wang, Pulli, Popovic We learn a fast model from exported examples. Black Box Simulation Exported Examples (skeleton-mesh pairs) Our method Fast Model Slide from Rob Wang

93 Figuring out the Weights Usual approach: Paint them on the skin. Can also find them by optimization from example poses and deformed skins. Wang & Phillips, SCA

94 Super Cool: Automatic Rigging When you just have some reference skeleton animation (perhaps from motion capture) and a skin mesh, figure out the bone transformations and vertex weights! Ilya Baran, Jovan Popovic: Automatic Rigging and Animation of 3D Characters, SIGGRAPH ~ibaran/autorig/ 93

95 First fully automatic rigging algorithm Input Processing Output 3D Character Rigged Character Generic Skeleton Pinocchio Slide from Ilya Baran

96 Fredo Durand MIT EECS

97 The Other Direction When you have no skeleton, but a source animation for the full mesh (not so common) 96

98 97

99 Q&A

Computer Animation Fundamentals. Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics

Computer 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 information

Animation. CS 4620 Lecture 33. Cornell CS4620 Fall Kavita Bala

Animation. 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 information

Animation Lecture 10 Slide Fall 2003

Animation 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 information

Rigging / 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 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 information

CS 775: Advanced Computer Graphics. Lecture 4: Skinning

CS 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 information

Character animation Christian Miller CS Fall 2011

Character 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 information

Animation. CS 465 Lecture 22

Animation. 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 information

Introduction to Computer Graphics. Animation (1) May 19, 2016 Kenshi Takayama

Introduction 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 information

COMPUTER 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 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 information

Animations. 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 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 information

animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time

animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time computer graphics animation 2009 fabio pellacini 2 animation representation many ways to

More information

animation computer graphics animation 2009 fabio pellacini 1

animation computer graphics animation 2009 fabio pellacini 1 animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time computer graphics animation 2009 fabio pellacini 2 animation representation many ways to

More information

05 Mesh Animation. Steve Marschner CS5625 Spring 2016

05 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 information

Skinning Mesh Animations

Skinning 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 information

Kinematics & Motion Capture

Kinematics & 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 information

Animation. Motion over time

Animation. 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 information

Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics. Velocity Interpolation. Handing Free Surface with MAC

Homework 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 information

Keyframe Animation. Animation. Computer Animation. Computer Animation. Animation vs Modeling. Animation vs Modeling

Keyframe Animation. Animation. Computer Animation. Computer Animation. Animation vs Modeling. Animation vs Modeling CSCI 420 Computer Graphics Lecture 19 Keyframe Animation Traditional Animation Keyframe Animation [Angel Ch. 9] Animation "There is no particular mystery in animation...it's really very simple, and like

More information

CS 523: Computer Graphics, Spring Shape Modeling. Skeletal deformation. Andrew Nealen, Rutgers, /12/2011 1

CS 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 information

Announcements: Quiz. Animation, Motion Capture, & Inverse Kinematics. Last Time? Today: How do we Animate? Keyframing. Procedural Animation

Announcements: 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 information

COMP371 COMPUTER GRAPHICS

COMP371 COMPUTER GRAPHICS COMP371 COMPUTER GRAPHICS SESSION 21 KEYFRAME ANIMATION 1 Lecture Overview Review of last class Next week Quiz #2 Project presentations rubric Today Keyframe Animation Programming Assignment #3 solution

More information

CSE452 Computer Graphics

CSE452 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 information

3D Modeling: Skinning

3D 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 information

Skeletal deformation

Skeletal deformation CS 523: Computer Graphics, Spring 2009 Shape Modeling Skeletal deformation 4/22/2009 1 Believable character animation Computers games and movies Skeleton: intuitive, low dimensional subspace Clip courtesy

More information

Chapter 9 Animation System

Chapter 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 information

Animation, Motion Capture, & Inverse Kinematics. Announcements: Quiz

Animation, 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 information

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation Last Time? Animation, Motion Capture, & Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based

More information

Character Animation COS 426

Character 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 information

CS770/870 Spring 2017 Animation Basics

CS770/870 Spring 2017 Animation Basics Preview CS770/870 Spring 2017 Animation Basics Related material Angel 6e: 1.1.3, 8.6 Thalman, N and D. Thalman, Computer Animation, Encyclopedia of Computer Science, CRC Press. Lasseter, J. Principles

More information

CS770/870 Spring 2017 Animation Basics

CS770/870 Spring 2017 Animation Basics CS770/870 Spring 2017 Animation Basics Related material Angel 6e: 1.1.3, 8.6 Thalman, N and D. Thalman, Computer Animation, Encyclopedia of Computer Science, CRC Press. Lasseter, J. Principles of traditional

More information

Example-Based Skeleton Extraction. Scott Schaefer Can Yuksel

Example-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 information

Last Time? Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Last Time? Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation Last Time? Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based Animation Forward and

More information

CMSC 425: Lecture 10 Skeletal Animation and Skinning

CMSC 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 information

3D Production Pipeline

3D 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 information

Reading. Animation principles. Required:

Reading. Animation principles. Required: Reading Required: Animation principles John Lasseter. Principles of traditional animation applied to 3D computer animation. Proceedings of SIGGRAPH (Computer Graphics) 21(4): 35-44, July 1987. Recommended:

More information

Advanced Graphics and Animation

Advanced Graphics and Animation Advanced Graphics and Animation Character Marco Gillies and Dan Jones Goldsmiths Aims and objectives By the end of the lecture you will be able to describe How 3D characters are animated Skeletal animation

More information

CS354 Computer Graphics Character Animation and Skinning

CS354 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 information

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation Last Time? Animation, Motion Capture, & Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based

More information

Animation by Adaptation Tutorial 1: Animation Basics

Animation 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 information

10 - ARAP and Linear Blend Skinning

10 - ARAP and Linear Blend Skinning 10 - ARAP and Linear Blend Skinning Acknowledgements: Olga Sorkine-Hornung As Rigid As Possible Demo Libigl demo 405 As-Rigid-As-Possible Deformation Preserve shape of cells covering the surface Ask each

More information

Advanced Computer Graphics Transformations. Matthias Teschner

Advanced Computer Graphics Transformations. Matthias Teschner Advanced Computer Graphics Transformations Matthias Teschner Motivation Transformations are used To convert between arbitrary spaces, e.g. world space and other spaces, such as object space, camera space

More information

COMP 175 COMPUTER GRAPHICS. Lecture 10: Animation. COMP 175: Computer Graphics March 12, Erik Anderson 08 Animation

COMP 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

animation projects in digital art animation 2009 fabio pellacini 1

animation projects in digital art animation 2009 fabio pellacini 1 animation projects in digital art animation 2009 fabio pellacini 1 animation shape specification as a function of time projects in digital art animation 2009 fabio pellacini 2 how animation works? flip

More information

Human body animation. Computer Animation. Human Body Animation. Skeletal Animation

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 information

Computer Graphics. Si Lu. Fall uter_graphics.htm 11/27/2017

Computer Graphics. Si Lu. Fall uter_graphics.htm 11/27/2017 Computer Graphics Si Lu Fall 2017 http://web.cecs.pdx.edu/~lusi/cs447/cs447_547_comp uter_graphics.htm 11/27/2017 Last time o Ray tracing 2 Today o Animation o Final Exam: 14:00-15:30, Novermber 29, 2017

More information

Animation 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 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 information

Animation of 3D surfaces.

Animation of 3D surfaces. Animation of 3D surfaces 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 information

To Do. History of Computer Animation. These Lectures. 2D and 3D Animation. Computer Animation. Foundations of Computer Graphics (Spring 2010)

To 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 information

Stretchable and Twistable Bones for Skeletal Shape Deformation

Stretchable and Twistable Bones for Skeletal Shape Deformation Stretchable and Twistable Bones for Skeletal Shape Deformation Alec Jacobson Olga Sorkine New York University & ETH Zurich Original LBS DQS STBS Figure 1: Left to right: the Beast model is rigged to a

More information

Animating Non-Human Characters using Human Motion Capture Data

Animating Non-Human Characters using Human Motion Capture Data Animating Non-Human Characters using Human Motion Capture Data Laurel Bancroft 1 and Jessica Hodgins 2 1 College of Fine Arts, Carngie Mellon University, lbancrof@andrew.cmu.edu 2 Computer Science, Carnegie

More information

Computer Animation II

Computer Animation II Computer Animation II Orientation interpolation Dynamics Some slides courtesy of Leonard McMillan and Jovan Popovic Lecture 13 6.837 Fall 2002 Interpolation Review from Thursday Splines Articulated bodies

More information

Game Programming. Bing-Yu Chen National Taiwan University

Game 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 information

Pose Space Deformation A unified Approach to Shape Interpolation and Skeleton-Driven Deformation

Pose Space Deformation A unified Approach to Shape Interpolation and Skeleton-Driven Deformation Pose Space Deformation A unified Approach to Shape Interpolation and Skeleton-Driven Deformation J.P. Lewis Matt Cordner Nickson Fong Presented by 1 Talk Outline Character Animation Overview Problem Statement

More information

Computational Design. Stelian Coros

Computational Design. Stelian Coros Computational Design Stelian Coros Schedule for presentations February 3 5 10 12 17 19 24 26 March 3 5 10 12 17 19 24 26 30 April 2 7 9 14 16 21 23 28 30 Send me: ASAP: 3 choices for dates + approximate

More information

MODELING AND HIERARCHY

MODELING 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 information

Breathing 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) 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 information

6.837 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, :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 information

Topics in Computer Animation

Topics in Computer Animation Topics in Computer Animation Animation Techniques Artist Driven animation The artist draws some frames (keyframing) Usually in 2D The computer generates intermediate frames using interpolation The old

More information

CS230 : Computer Graphics Lecture 12: Introduction to Animation. Tamar Shinar Computer Science & Engineering UC Riverside

CS230 : Computer Graphics Lecture 12: Introduction to Animation. Tamar Shinar Computer Science & Engineering UC Riverside CS230 : Computer Graphics Lecture 12: Introduction to Animation Tamar Shinar Computer Science & Engineering UC Riverside Types of animation keyframing rotoscoping stop motion procedural simulation motion

More information

Articulated Characters

Articulated 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 information

Animation. Traditional Animation Keyframe Animation. Interpolating Rotation Forward/Inverse Kinematics

Animation. Traditional Animation Keyframe Animation. Interpolating Rotation Forward/Inverse Kinematics Animation Traditional Animation Keyframe Animation Interpolating Rotation Forward/Inverse Kinematics Overview Animation techniques Performance-based (motion capture) Traditional animation (frame-by-frame)

More information

Why animate humans? Why is this hard? Aspects of the Problem. These lectures. Animation Apreciation 101

Why 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 information

Karen Liu associate professor at School of Interactive Computing. Murali Varma graduate student at School of Interactive Computing

Karen Liu associate professor at School of Interactive Computing. Murali Varma graduate student at School of Interactive Computing Computer Animation Karen Liu associate professor at School of Interactive Computing Murali Varma graduate student at School of Interactive Computing Administrations http://www.cc.gatech.edu/classes/ay2012/

More information

Three-Dimensional Computer Animation

Three-Dimensional Computer Animation Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg November 29, 2016 Lecture #27 Why do we need an animation production pipeline? Animated full-length features

More information

The 3D rendering pipeline (our version for this class)

The 3D rendering pipeline (our version for this class) The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons in camera coordinates Pixels in image coordinates Scene graph Camera Rasterization

More information

Data-driven Approaches to Simulation (Motion Capture)

Data-driven Approaches to Simulation (Motion Capture) 1 Data-driven Approaches to Simulation (Motion Capture) Ting-Chun Sun tingchun.sun@usc.edu Preface The lecture slides [1] are made by Jessica Hodgins [2], who is a professor in Computer Science Department

More information

Animation Principles CSE 457

Animation Principles CSE 457 Animation Principles CSE 457 Reading Required: w John Lasseter. Principles of traditional animation applied to 3D computer animation. Proceedings of SIGGRAPH (Computer Graphics) 21(4): 35-44, July 1987.

More information

Animation. CS 4620 Lecture 32. Cornell CS4620 Fall Kavita Bala

Animation. 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 information

2D/3D Geometric Transformations and Scene Graphs

2D/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 information

A skeleton/cage hybrid paradigm for digital animation

A skeleton/cage hybrid paradigm for digital animation A skeleton/cage hybrid paradigm for digital animation Fabrizio Corda 1 1 Università degli studi di Cagliari Abstract. Digital animators require simple tools and techniques that allow them to create computer

More information

Spherical Blend Skinning on GPU

Spherical Blend Skinning on GPU Spherical Blend Skinning on GPU Kasper Amstrup Andersen Dept. of Computer Science, University of Copenhagen Figure 1: Two animated characters using spherical blend skinning on GPU. Abstract Skeletal animation

More information

Synthesizing Realistic Facial Expressions from Photographs

Synthesizing 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 information

Animation, Motion Capture, & Inverse Kinematics

Animation, Motion Capture, & Inverse Kinematics Animation, Motion Capture, & Inverse Kinematics Pop Worksheet! Teams of 2. SOMEONE YOU HAVEN T ALREADY WORKED WITH Enumerate all cases (including rotations) of the 2D version of Marching Cubes, labeling

More information

SM2231 :: 3D Animation I :: Basic. Rigging

SM2231 :: 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 information

Animation principles. Reading. CSE 457 Winter Required:

Animation principles. Reading. CSE 457 Winter Required: Reading Required: Animation principles CSE 457 Winter 2014 John Lasseter. Principles of traditional animation applied to 3D computer animation. Proceedings of SIGGRAPH (Computer Graphics) 21(4): 35-44,

More information

Lecture 18 of 41. Scene Graphs: Rendering Lab 3b: Shader

Lecture 18 of 41. Scene Graphs: Rendering Lab 3b: Shader Scene Graphs: Rendering Lab 3b: Shader William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre Public mirror web site: http://www.kddresearch.org/courses/cis636

More information

To Do. Advanced Computer Graphics. The Story So Far. Course Outline. Rendering (Creating, shading images from geometry, lighting, materials)

To 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 information

Character Animation 1

Character Animation 1 Character Animation 1 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

More information

Dynamical Simulation 1: Particle Systems and ODEs

Dynamical Simulation 1: Particle Systems and ODEs CS-C3100 Computer Graphics Fall 2017 Jaakko Lehtinen Markus Kettunen Dynamical Simulation 1: Particle Systems and ODEs 1 Futuremark Corp., used with permission Types of Animation Keyframing Procedural

More information

Real-Time Cutscenes Hand Keyed Animations Joint Only Face Rigs

Real-Time Cutscenes Hand Keyed Animations Joint Only Face Rigs Real-Time Cutscenes Hand Keyed Animations Joint Only Face Rigs Impactful BackStory Realistic Characters and Animations Facial Motion Capture Bodies/Faces/Eyes/Audio -Simultaneous Multiple Actors Simultaneous

More information

The 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 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 information

BONE CONTROLLER ASSET VERSION 0.1 REV 1

BONE CONTROLLER ASSET VERSION 0.1 REV 1 Foreword Thank you for purchasing the Bone Controller! I m an independent developer and your feedback and support really means a lot to me. Please don t ever hesitate to contact me if you have a question,

More information

Feature points based facial animation retargeting

Feature points based facial animation retargeting Feature points based facial animation retargeting Ludovic Dutreve, Alexandre Meyer, Saida Bouakaz To cite this version: Ludovic Dutreve, Alexandre Meyer, Saida Bouakaz. Feature points based facial animation

More information

Computer Animation. Algorithms and Techniques. z< MORGAN KAUFMANN PUBLISHERS. Rick Parent Ohio State University AN IMPRINT OF ELSEVIER SCIENCE

Computer Animation. Algorithms and Techniques. z< MORGAN KAUFMANN PUBLISHERS. Rick Parent Ohio State University AN IMPRINT OF ELSEVIER SCIENCE Computer Animation Algorithms and Techniques Rick Parent Ohio State University z< MORGAN KAUFMANN PUBLISHERS AN IMPRINT OF ELSEVIER SCIENCE AMSTERDAM BOSTON LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO

More information

Animation principles. Character animation. Reading. Goal: make characters that move in a convincing way to communicate personality and mood.

Animation principles. Character animation. Reading. Goal: make characters that move in a convincing way to communicate personality and mood. Reading Required: Animation principles Brian Curless CSE 557 Autumn 2015 John Lasseter. Principles of traditional animation applied to 3D computer animation. Proceedings of SIGGRAPH (Computer Graphics)

More information

Diploma in Graphics Design. Examinations for / Semester 1

Diploma in Graphics Design. Examinations for / Semester 1 Diploma in Graphics Design Cohort: DGD/07/FT Examinations for 2007-2008 / Semester 1 MODULE: BASIC 3D ANIMATION MODULE CODE: GRPH1104 Duration: 2 Hours Instructions to Candidates: 1. Answer any four questions.

More information

Animation Essentially a question of flipping between many still images, fast enough

Animation 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 information

Advanced Computer Graphics

Advanced Computer Graphics G22.2274 001, Fall 2009 Advanced Computer Graphics Project details and tools 1 Project Topics Computer Animation Geometric Modeling Computational Photography Image processing 2 Optimization All projects

More information

Chapter 5.2 Character Animation

Chapter 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 information

MOTION capture is a technique and a process that

MOTION capture is a technique and a process that JOURNAL OF L A TEX CLASS FILES, VOL. 6, NO. 1, JANUARY 2008 1 Automatic estimation of skeletal motion from optical motion capture data xxx, Member, IEEE, Abstract Utilization of motion capture techniques

More information

Course Outline. Advanced Computer Graphics. Animation. The Story So Far. Animation. To Do

Course 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 information

You can also export a video of what one of the cameras in the scene was seeing while you were recording your animations.[2]

You can also export a video of what one of the cameras in the scene was seeing while you were recording your animations.[2] Scene Track for Unity User Manual Scene Track Plugin (Beta) The scene track plugin allows you to record live, textured, skinned mesh animation data, transform, rotation and scale animation, event data

More information

Real Time Skin Deformation with Bones Blending

Real 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 information

Computer Animation. Courtesy of Adam Finkelstein

Computer Animation. Courtesy of Adam Finkelstein Computer Animation Courtesy of Adam Finkelstein Advertisement Computer Animation What is animation? o Make objects change over time according to scripted actions What is simulation? o Predict how objects

More information

MOTION CAPTURE DATA PROCESSING - MOTION EDITING / RETARGETING - MOTION CONTROL / GRAPH - INVERSE KINEMATIC. Alexandre Meyer Master Informatique

MOTION CAPTURE DATA PROCESSING - MOTION EDITING / RETARGETING - MOTION CONTROL / GRAPH - INVERSE KINEMATIC. Alexandre Meyer Master Informatique 1 MOTION CAPTURE DATA PROCESSING - MOTION EDITING / RETARGETING - MOTION CONTROL / GRAPH - INVERSE KINEMATIC Alexandre Meyer Master Informatique Overview: Motion data processing In this course Motion editing

More information

Linear and Affine Transformations Coordinate Systems

Linear and Affine Transformations Coordinate Systems Linear and Affine Transformations Coordinate Systems Recall A transformation T is linear if Recall A transformation T is linear if Every linear transformation can be represented as matrix Linear Transformation

More information

Animation principles. Character animation. Reading. Goal: make characters that move in a convincing way to communicate personality and mood.

Animation principles. Character animation. Reading. Goal: make characters that move in a convincing way to communicate personality and mood. Reading Required: Animation principles Brian Curless CSE 457 Spring 2017 John Lasseter. Principles of traditional animation applied to 3D computer animation. Proceedings of SIGGRAPH (Computer Graphics)

More information

Animation principles. Reading. Character animation. Animation Principles. Brian Curless CSE 457 Spring 2013

Animation principles. Reading. Character animation. Animation Principles. Brian Curless CSE 457 Spring 2013 Reading Required: Animation principles Brian Curless CSE 457 Spring 2013 John Lasseter. Principles of traditional animation applied to 3D computer animation. Proceedings of SIGGRAPH (Computer Graphics)

More information

Applications of Dual Quaternions in Three Dimensional Transformation and Interpolation

Applications 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 information

AMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO F ^ k.^

AMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO F ^ k.^ Computer a jap Animation Algorithms and Techniques Second Edition Rick Parent Ohio State University AMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO

More information