Computer Animation. Michael Kazhdan ( /657) HB 16.5, 16.6 FvDFH 21.1, 21.3, 21.4
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1 Computer Animation Michael Kazhdan ( /657) HB 16.5, 16.6 FvDFH 21.1, 21.3, 21.4
2 Overview Some early animation history Principles of animation Computer animation
3 Thaumatrope Why does animation work? Persistence of vision 1824 John Ayerton invents the thaumatrope Or, 1828 Paul Roget invents the thaumatrope
4 Thaumatrope Why does animation work? Persistence of vision 1824 John Ayerton invents the thaumatrope Or, 1828 Paul Roget invents the thaumatrope
5 Phenakistoscope Invented independently by 2 people in 1832 Disc mounted on spindle Viewed through slots with images facing mirror Turning disc animates images
6 Phenakistoscope Invented independently by 2 people in 1832 Disc mounted on spindle Viewed through slots with images facing mirror Turning disc animates images
7 Phenakistoscope Invented independently by 2 people in 1832 Disc mounted on spindle Viewed through slots with images facing mirror Turning disc animates images
8 Zoetrope (1834) Images arranged on paper band inside a drum Slits cut in the upper half of the drum Opposite side viewed as drum rapidly spun Praxinoscope is a variation on this
9 Zoetrope (1834) Images arranged on paper band inside a drum Slits cut in the upper half of the drum Opposite side viewed as drum rapidly spun Praxinoscope is a variation on this
10 Mutoscope (1895) Coin-operated flip-book animation Picture cards attached to a drum Popular at sea-side resorts, etc.
11 Animation History Humorous Phases of Funny Faces (1906)
12 Key Developments Plot Creation of animation studios Inking on cels Felix the Cat Otto Messmer (1921) Steamboat Willie Walt Disney (1928) Gertie the Dinosaur Windsor McCay (1914)
13 Key Developments Max Fleischer invents rotoscoping (1921)
14 Key Developments Max Fleischer invents rotoscoping (1921)
15 Key Developments Flowers and Trees, 1932: Uses color, wins Academy Award Snow White (aka Disney s Folly ), 1937: $1.4 million to make 750 artists Highest grossing ($8 million) Flowers and Trees Walt Disney Snow White Walt Disney
16 Animation Uses Entertainment Education Propaganda
17 Overview Some early animation history Principles of animation Computer animation
18 Principles of Traditional Animation How do we communicate aspects of the animation that are not strictly visual? Rigidity Weight Mood Intent Focus Etc. Luxo Junior
19 Principles of Traditional Animation Squash and Stretch Give a sense of weight and flexibility to drawn objects The Illusion of Life (
20 Principles of Traditional Animation Anticipation Prepare the audience for an action, and to make the action appear more realistic The Illusion of Life (
21 Principles of Traditional Animation Staging Direct the audience's attention, and make it clear what is of greatest importance in a scene The Illusion of Life (
22 Principles of Traditional Animation Straight Ahead Action and Pose-to-Pose Action Drawing a scene frame by frame from beginning to end vs. Drawing a few key frames, and filling in intervals later The Illusion of Life (
23 Principles of Traditional Animation Follow Through and Overlapping Action Render movement more realistically, and help to give the impression that characters follow the laws of physics The Illusion of Life (
24 Principles of Traditional Animation Slow In and Out [Use] more drawings near the beginning and end of an action, emphasizing the extreme poses The Illusion of Life (
25 Principles of Traditional Animation Arcs following implied "arcs" for greater realism The Illusion of Life (
26 Principles of Traditional Animation Secondary Action Adding secondary actions to the main action gives a scene more life The Illusion of Life (
27 Principles of Traditional Animation Timing The number of drawings or frames for a given action, which translates to the speed of the action on film The Illusion of Life (
28 Principles of Traditional Animation Exaggeration Remain true to reality, just presenting it in a wilder, more extreme form The Illusion of Life (
29 Principles of Traditional Animation Solid Drawing Taking into account forms in three-dimensional space, or giving them volume and weight The Illusion of Life (
30 Principles of Traditional Animation Appeal The viewer feels the character is real and interesting The Illusion of Life (
31 Overview Some early animation history Principles of animation Computer animation Keyframe animation Articulated figures Kinematics and dynamics
32 Keyframe Animation Define character poses at specific time steps called keyframes Lasseter `87
33 Keyframe Animation Interpolate variables describing keyframes to determine poses for character in-between Lasseter `87
34 Articulated Figures Character poses described by set of rigid bodies connected by joints Base Arm Hand Scene Graph Angel Figures 8.8 & 8.9
35 Articulated Figures Well-suited for humanoid characters Root Chest LHip RHip Neck LCollar RCollar LKnee RKnee Head LShld RShld LAnkle RAnkle LElbow RElbow LWrist RWrist Rose et al. `96
36 Example: Walk Cycle Articulated figure: Watt & Watt
37 Example: Walk Cycle Hip joint orientation: Watt & Watt
38 Example: Walk Cycle Knee joint orientation: Watt & Watt
39 Example: Walk Cycle Ankle joint orientation: Watt & Watt
40 Example: Walk Cycle
41 Keyframe Animation In-betweening (translation): Cubic spline interpolation - maybe good enough» May not follow physical laws Recall: Convex hull containment Lasseter `87
42 Keyframe Animation In-betweening (translation): Cubic spline interpolation - maybe good enough» May not follow physical laws Lasseter `87
43 Articulated Figures In-betweening (rotation) Interpolate angles, not positions, between key-frames Good arm Bad arm Watt & Watt
44 Kinematics and Dynamics Kinematics: Study of motion w/o regard for the cause Considers only motion Determined by positions, velocities, accelerations Dynamics: Study of the cause of motion Considers underlying forces Compute motion from initial conditions and physics
45 Example: 2-Link Structure Two links connected by rotational joints Q 2 l 2 End-Effector l 1 X = (x,y) Q 1 (0,0)
46 Forward Kinematics Animator specifies joint angles: Q 1 and Q 2 Computer finds positions of end-effector: X Q 2 l 2 l 1 X = (x,y) (0,0) Q 1 X ( l1 cosq1 l2 cos( Q1 Q2), l1 sin Q1 l2 sin( Q1 Q2))
47 Forward Kinematics Joint motions can be specified by spline curves Q 2 l 2 l 1 X = (x,y) (0,0) Q 1 Q 1 Q 2 t
48 Forward Kinematics Joint motions can be specified by initial conditions and velocities Q 2 l 2 l 1 X = (x,y) (0,0) Q 1 Q 1 (0) 60 Q 2 (0) 250 dq dt dq dt 2 0.1
49 Example: 2-Link Structure What if animator knows position of end-effector Q 2 l 1 l 2 X = (x,y) End-Effector Q 1 (0,0)
50 Inverse Kinematics Animator specifies end-effector positions: X Computer finds joint angles: Q 1 and Q 2 : Q 2 l 2 X = (x,y) (0,0) l 1 Q 1 Q 1 Q2 cos ( l2 sin( Q2) x ( l ( l sin( Q )) y ( l x y l 2l l l l l cos( Q cos( Q )) y )) x
51 Inverse Kinematics End-effector postions can be specified by splines Q 2 l 2 l 1 X = (x,y) (0,0) Q 1 x y t
52 Inverse Kinematics Problem for more complex structures System of equations is usually under-defined Multiple (or no) solutions Q 2 l 2 l 3 X = (x,y) l 1 Q 3 Q 1 (0,0) Three unknowns: Q 1, Q 2, Q 3 Two equations: x, y
53 Inverse Kinematics Solution for more complex structures: Find best solution (e.g., minimize energy in motion) Non-linear optimization Q 2 l 2 l 3 X = (x,y) l 1 Q 3 Q 1 (0,0)
54 Summary of Kinematics Forward kinematics Specify conditions (joint angles) Compute positions of end-effectors Inverse kinematics Goal-directed motion Specify goal positions of end effectors Compute conditions required to achieve goals Inverse kinematics provides easier specification for many animation tasks, but it is computationally more difficult
55 Dynamics Simulation of physics insures realism of motion Lasseter `87
56 Spacetime Constraints Animator specifies constraints: What the character s physical structure is» e.g., articulated figure What the character has to do» e.g., jump from here to there within time t What other physical structures are present» e.g., floor to push off and land How the motion should be performed» e.g., minimize energy
57 Spacetime Constraints Computer finds the best physical motion satisfying the constraints Example: particle with jet propulsion x(t) is position of particle at time t f(t) is the directional force of jet propulsion at time t Particle s equation of motion is: 0 = m(x g) f Move from a to b within t 0 to t 1, minimizing t 1 f t 2 dt t 0 Such that: x t 0 = a, x t 0 = 0, x t 1 = b, and x t 1 = 0
58 Spacetime Constraints Discretize time steps {x 0,, x N }: x i = x i x i 1 h x i = x i+1 2x i + x i 1 Minimize t 0 t 1 f t f i = m 2 dt h i h 2 x i+1 2x i + x i 1 h 2 f i 2 = hm 2 i g x i+1 2x i + x i 1 h 2 subject to x 1 = x 0 = a and x N = x N+1 = b. g 2 Witkin & Kass `88
59 Spacetime Constraints For simple scenarios: Solve a linear system Ax = b For complex scenarios: Solve using iterative optimization techniques Witkin & Kass `88
60 Spacetime Constraints Advantages: Free animator from having to specify details of physically realistic motion with spline curves Easy to vary motions due to new parameters and/or new constraints Challenges: Specifying constraints and objective functions Avoiding local minima during optimization
61 Dynamics Other physical simulations: Rigid bodies Soft bodies Cloth Liquids Gases etc. Cloth (Baraff & Witkin `98) Hot Gases (Foster & Metaxas `97)
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