Computer Graphics. Spring Feb Ghada Ahmed, PhD Dept. of Computer Science Helwan University
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1 Spring Feb 2018, PhD
2 Agenda
3 today s video 2 Starting video: Video 1 Video 2
4 What is Animation? Animation is the rapid display of a sequence of images to create an illusion of movement The most common method of presenting animation is as a motion picture Humans require 16 HZ minimum; 24 Hz used for films; 30Hz used for TV 3
5 What is Animation? Each frame is a photograph, drawing, or computer generated image Each frame differs slightly from the one before it Viewing the frames in rapid succession implies motion 4
6 How Animation is Generated Typical examples include: (specified by hand) Data-Driven (motion capture) Procedural (rules, flocks): Procedures express shape and generate motion of an object algorithmically as a result of input parameters Simulation (laws of physics) 5 V 1 V 2
7 1. Squash and Stretch Defining the rigidity and mass of an object by distorting its shape during an action The volume should remain constant 6 Very important in facial animation
8 2. Timing Spacing actions to define the weight and size of objects and the personality of characters. 7
9 3. Slow In Slow Out The spacing of the in-between drawings between the extreme poses Mathematically, it refers to the second and third order continuity of motion Grouping the in-between closer to an extreme to be more expressive or realistic 8
10 4. Anticipation An action has three parts The preparation for the action - this is anticipation The action The termination of the action Prepare the audience for the next movement and direct their attention to a certain part of the screen 9
11 5. Follow Through and Overlapping Action Follow through is the termination of an action Actions are generally carried past their termination point Overlapping means to start a second action before the first action has completely finished This keeps the interest of the viewer, since there is no dead time between actions 10
12 6. Staging The presentation of an idea so that it is clear Lead the viewers eye to where the action will occur Only one idea should occur at a time 11
13 7. Exaggeration Exaggerate to make the action more believable and expressive Also done by stage actors (Along with many of the other principles... ) 12
14 8. Solid Drawing and Appeal Solid drawing stresses the importance of three-dimensional shapes, accurate anatomy, and animation work that has a sense of weight, balance, light, and shadow Appeal is a quality of charm, pleasing design, simplicity, communication, or magnetism E.g. in creating an appealing character pose, avoid twins where both arms or legs are in the same position doing the same thing 13
15 Computer Generated CG Humans are Hard As characters get more and more real, quality becomes extremely important But even state of the art animation, geometry, rendering, simulation, etc. can lead to disturbing zombie-like characters It s difficult to remove enough errors to make humans seem real 14
16 CG Humanoids are Easier I I I On the other hand, it seems quite easy to slap together a completely unrealistic robot, and make it endearing 15 We respond quite positively to human like characters as long as they re not too human And we re quite forgiving of any
17 Uncanny valley The term uncanny valley describes the chilly sensation we feel when we see a robot that looks almost but not quite human. 16
18 Uncanny valley 17
19 Animation vs. Simulation 18
20 What can we simulate? One can draw a line between animation and simulation at various levels Take character animation as an example: 19
21 is a method of animating an object by defining starting and ending points of a smooth transition These starting and ending points of transitions are key frames A sequence of key frames defines what movement the viewer will see 20
22 Path Interpolation We need enough frames between key frames to give the viewer the illusion of continuous movement The frames between key frames are interpolated from key frames 21
23 Path Interpolation Interpolation is not foolproof. There may be overshoots, undershoots or other side effects. The animator should be careful choosing interpolation methods The figure shows a reasonable way of using interpolation to obtain a smooth path connecting key frames But this would be an unrealistic path for a bouncing ball 22
24 Temporal Parameterization Changing the way of parameterizing the curve as a function of time changes the object s motion between key frames The figure below shows a acceptable path for a bouncing ball, but does not shows a acceptable motion 23
25 Temporal Parameterization Changing the parameterization of the curve as a function of time makes the motion more realistic The ball accelerates as it falls 24
26 creepy-examples-uncanny-valley/ curve editing:
27 Please do not hesitate to contact me., PhD
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