CS 775: Advanced Computer Graphics. Lecture 4: Skinning
|
|
- Joshua Johns
- 5 years ago
- Views:
Transcription
1 CS 775: Advanced Computer Graphics Lecture 4:
2
3 Binding
4 Binding Always done in a standard rest or bind pose.
5 Binding Always done in a standard rest or bind pose. Associate all skin mesh vertices to some skeleton joint(s).
6 Moving the skin vertices when the skeleton is moved. Blending the various parts of the mesh.
7 The skin is a (polygonal) mesh. A mesh is a collection of connected (polygonal) primitives.
8 Binding The skin mesh is defined in some local frame. Skin Mesh
9 Binding The skin mesh is defined in some local frame. The skeleton joints are defined in their own local frames. Let the transformation between any local frame { j} of the skeleton and the local frame of the skin be given by: Bj { j} Skeleton
10 Binding The skin mesh is defined in some local frame. The skeleton joints are defined in their own local frames. Let the transformation between any local frame { j} of the skeleton and the local frame of the skin be given by: Bj Binding Matrix or Bind Pose Matrix { j} Skeleton
11 Binding Associate a group of vertices to a single skeleton link Every vertex of the mesh that is associated to the link { j} is initially given, in the bind pose, in local skin space as vk vk { j}
12 Binding Every vertex of the mesh that is associated to the link { j} is initially given, in the bind pose, in local skin space as vk Tj {0 } Binding expresses each skin vertex in the global frame as: 0 1 v k =T j. B j. v k vj { j}
13 Deforming the mesh When the skeleton links move, T j changes. vk Tj {0 } { j}
14 Deforming the mesh But the relative position of the vertex in the local joint frame does not change. vk Tj New position of skin mesh vertex in global coordinates for the deformed skin is also given by {0 } 0 { j} v k =T j. B 1 j.vk
15 Deforming the mesh This is known as Rigid or Simple skinning. vk Tj {0 } { j}
16 Rigid Simple but low quality skinning. Large distortions happen at bends. { j 1 } Tj {0 } { j}
17 Linear Blend Vertex Blend, Skeletal Subspace deformation Associate multiple joints with vertices and blend the effect of each joint on the vertex using weights. 0 v k = w i, k T i B 1 i vk i vk {0 } { j} { j 1 }
18 Linear Blend Associate multiple joints with vertices and blend the effect of each joint on the vertex using weights. 0 v k = w i, k T i B 1 i vk i For every k, wi, k =1 and 0 w i, k 1 i vk Here i is the index over all joints associated with the vertex v k {0 } { j} { j 1 }
19 Linear Blend Deforming the mesh 0 v k = w i, k T i B 1 i vk i { j 1 } = w i,k M i v k i {0 } { j}
20 Linear Blend w i, k N i nk 0 nk = i wi, k N i nk Mesh normals i where N i is the first 3x3 submatrix of M i { j 1 } Here we have a that N i is rigid. What if it was an Affine transformation? {0 } { j}
21 Algorithm Skin::Update() 1 Compute M i =T i B 1 B for each joint. i i can be precomputed and stored. Loop through the vertices and blend positions and normals. Skin::Draw() Set matrix state to Identity Loop through skin polygons and draw using global vertex positions and normals Why separate the two?
22 Algorithm Skin::Update() (view independent processing) 1 Compute M i =T i B 1 B for each joint. i i can be precomputed and stored. Loop through the vertices and blend positions and normals. Skin::Draw() (view dependent processing) Set matrix state to Identity Loop through skin polygons and draw using global vertex positions and normals
23 Limitations of Vertex Blend Skin collapse - Bending Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation, Lewis, Cordner and Fong, SIGGRAPH 2000
24 Limitations of Vertex Blend Skin collapse Twisting (Candy Wrapper effect) Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation, Lewis, Cordner and Fong, SIGGRAPH 2000
25 Limitations of Vertex Blend Skin collapse A quick solution used to prevent collapse during bending is to dynamically add more bones Was done in many games but does not solve the problem completely.
26 Limitations of Vertex Blend Skin collapse A better solutions is to use dual quaternions Geometric with Approximate Dual Quaternion Blending, Kavan Collins, Zara and O'Sullivan, ACMTOG 2008
27 Limitations of Vertex Blend Skin Binding Containment Binding
28 Limitations of Vertex Blend Skin Binding Containment Binding Point-to-line Mapping Manual (combined with adding weights)
29 Limitations of Vertex Blend Indirect control via weights is non-intuitive Weights are added either via simple heuristic rules like wi, k Added manually Demo/Video 1 d i,k where d i, k is the distance from the skin vertex v k to the skeleton joint i
30 Limitations of Vertex Blend Skin collapse Skin Binding is difficult Indirect control via weights is non-intuitive No anatomical basis Advantages It is simple to do and so is very widely used Good starting point for more complex skinning Implementation on hardware is easy
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 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 informationAnimation 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 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 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 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 informationSkeletal 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 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 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 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 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 information10 - 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 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 informationSpherical 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 informationAdvanced 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 informationPose 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 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 informationA 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 informationStretchable 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 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 information12 - Spatial And Skeletal Deformations. CSCI-GA Computer Graphics - Fall 16 - Daniele Panozzo
12 - Spatial And Skeletal Deformations Space Deformations Space Deformation Displacement function defined on the ambient space Evaluate the function on the points of the shape embedded in the space Twist
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 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 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 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 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. 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 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 informationAnimations. 1. Ogre Animation 2. Frames and Keyframes 3. Bind Pose and skinning 4. Clip Continuity and Additive Blending
Animation Animations 1. Ogre Animation 2. Frames and Keyframes 3. Bind Pose and skinning 4. Clip Continuity and Additive Blending Skeleton Graphics Pipeline void skeleton(void){ glpushmatrix();
More informationSimplification of Articulated Meshes
EUROGRAPHICS 2009 / P. Dutré and M. Stamminger Guest Editors) Volume 28 2009), Number 2 Simplification of Articulated Meshes Eric Landreneau and Scott Schaefer Texas A&M University Abstract We present
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. 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 informationSCAPE: Shape Completion and Animation of People
SCAPE: Shape Completion and Animation of People By Dragomir Anguelov, Praveen Srinivasan, Daphne Koller, Sebastian Thrun, Jim Rodgers, James Davis From SIGGRAPH 2005 Presentation for CS468 by Emilio Antúnez
More informationanimation 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 informationanimation 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 informationDeformation Transfer for Triangle Meshes
Deformation Transfer for Triangle Meshes a Paper (SIGGRAPH 2004) by Robert W. Sumner & Jovan Popovic presented by Roni Oeschger Deformation Transfer Source deformed Target deformed 1 Outline of my presentation
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 informationCurve skeleton skinning for human and creature characters
COMPUTER ANIMATION AND VIRTUAL WORLDS Comp. Anim. Virtual Worlds 2006; 17: 281 292 Published online in Wiley InterScience (www.interscience.wiley.com). DOI: 10.1002/cav.132 Curve skeleton skinning for
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 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 informationRealistic human hand deformation. Introduction. By Jieun Lee, Seung-Hyun Yoon and Myung-Soo Kim
COMPUTER ANIMATION AND VIRTUAL WORLDS Comp. Anim. Virtual Worlds 2006; 17: 479 489 Published online in Wiley InterScience (www.interscience.wiley.com). DOI: 10.1002/cav.150 Realistic human hand deformation
More informationCSE 554 Lecture 7: Deformation II
CSE 554 Lecture 7: Deformation II Fall 2011 CSE554 Deformation II Slide 1 Review Rigid-body alignment Non-rigid deformation Intrinsic methods: deforming the boundary points An optimization problem Minimize
More informationAdvanced 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 informationDeformation Transfer for Triangle Meshes
Deformation Transfer for Triangle Meshes Robert W. Sumner Jovan Popović Computer Science and Artificial Intelligence Laboratory Massachusetts Institute of Technology Figure 1: Deformation transfer copies
More informationHuman Skeletal and Muscle Deformation Animation Using Motion Capture Data
Human Skeletal and Muscle Deformation Animation Using Motion Capture Data Ali Orkan Bayer Department of Computer Engineering, Middle East Technical University 06531 Ankara, Turkey orkan@ceng.metu.edu.tr
More informationAnimation space: a truly linear framework for character animation
Animation space: a truly linear framework for character animation BRUCE MERRY, PARICK MARAIS and JAMES GAIN University of Cape own Skeletal subspace deformation (SSD), a simple method of character animation
More informationAs-Rigid-As-Possible Shape Manipulation
As-Rigid-As-Possible Shape Manipulation T. Igarashi 1, T. Mascovich 2 J. F. Hughes 3 1 The University of Tokyo 2 Brown University 3 PRESTO, JST SIGGRAPH 2005 Presented by: Prabin Bariya Interactive shape
More informationMOTION 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 informationSpherical Blend Skinning: A Real-time Deformation of Articulated Models
Spherical Blend Skinning: A Real-time Deformation of Articulated Models Ladislav Kavan Jiří Žára Czech Technical University in Prague Abstract Skin deformation based on an underlying skeleton is a common
More informationSkeleton Driven Laplacian Volumetric Deformation
Skeleton Driven Laplacian Volumetric Deformation C. Budd 1, A.Hilton2 1 University of Surrey, c.budd@surrey.ac.uk 2 University of Surrey, a.hilton@surrey.ac.uk Abstract This paper proposes a novel mesh
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 informationModeling Deformable Human Hands from Medical Images
Eurographics/ACM SIGGRAPH Symposium on Computer Animation (2004) R. Boulic, D. K. Pai (Editors) Modeling Deformable Human Hands from Medical Images Tsuneya Kurihara 1 and Natsuki Miyata 2 1 Central Research
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 informationMesh-Based Inverse Kinematics
CS468, Wed Nov 9 th 2005 Mesh-Based Inverse Kinematics R. W. Sumner, M. Zwicker, C. Gotsman, J. Popović SIGGRAPH 2005 The problem 1 General approach Learn from experience... 2 As-rigid-as-possible shape
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 informationHuman 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 informationAutomatic Linearization of Nonlinear Skinning
Automatic Linearization of Nonlinear Skinning Ladislav Kavan Steven Collins Carol O Sullivan Trinity College Dublin.0ms 0.38ms (a) (b) 0.4ms (c) (d) Figure : Linear blending is one of the fastest skinning
More information2D Shape Deformation Using Nonlinear Least Squares Optimization
2D Shape Deformation Using Nonlinear Least Squares Optimization Paper ID: 20 Abstract This paper presents a novel 2D shape deformation algorithm based on nonlinear least squares optimization. The algorithm
More informationPhysically-Based Modeling and Animation. University of Missouri at Columbia
Overview of Geometric Modeling Overview 3D Shape Primitives: Points Vertices. Curves Lines, polylines, curves. Surfaces Triangle meshes, splines, subdivision surfaces, implicit surfaces, particles. Solids
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 informationDeformation Techniques
Deformation Techniques Exploring the Blending of Free-Form Deformation and Linear Blend Skinning A research proposal by Stuart Bryson Project Summary Animation films involving 3D characters are becoming
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 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 informationPolygonal Mesh. Geometric object made of vertices, edges and faces. Faces are polygons. Polyhedron. Triangular mesh Quad mesh. Pyramid Cube Sphere (?
1 Mesh Modeling Polygonal Mesh Geometric object made of vertices, edges and faces Polyhedron Pyramid Cube Sphere (?) Can also be 2D (although much less interesting) Faces are polygons Triangular mesh Quad
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 informationElasticity-Inspired Deformers for Character Articulation
ACM SIGGRAPH Asia 202, Singapore, November 29 December, 202 Elasticity-Inspired Deformers for Character Articulation Ladislav Kavan ETH Zurich (c) (b) (a) Olga Sorkine (d) (e) method BBW method Figure
More informationTopics 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 informationDeformation Sensitive Decimation
Deformation Sensitive Decimation Alex Mohr Michael Gleicher University of Wisconsin, Madison Abstract In computer graphics, many automatic methods for simplifying polygonal meshes have been developed.
More informationReusable Skinning Templates Using Cage-based Deformations
Reusable Skinning Templates Using Cage-based Deformations Tao Ju 1 Qian-Yi Zhou 2 Michiel van de Panne 3 Daniel Cohen-Or 4 Ulrich Neumann 2 1 Washington Univ. in St. Louis 2 Univ. of Southern California
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 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 informationDeforming Objects. Deformation Techniques. Deforming Objects. Examples
Deforming Objects Deformation Techniques CMPT 466 Computer Animation Torsten Möller Non-Uniform Scale Global Deformations Skeletal Deformations Grid Deformations Free-Form Deformations (FFDs) Morphing
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 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 informationWarping and Morphing. Ligang Liu Graphics&Geometric Computing Lab USTC
Warping and Morphing Ligang Liu Graphics&Geometric Computing Lab USTC http://staff.ustc.edu.cn/~lgliu Metamorphosis "transformation of a shape and its visual attributes" Intrinsic in our environment Deformations
More informationMorphable model of quadrupeds skeletons for animating 3D animals
Eurographics/ACM SIGGRAPH Symposium on Computer Animation (2005) K. Anjyo, P. Faloutsos (Editors) Morphable model of quadrupeds skeletons for animating 3D animals Lionel Reveret, Laurent Favreau, Christine
More informationInverse Kinematics for Reduced Deformable Models
To appear in SIGGRAPH 2006. Inverse Kinematics for Reduced Deformable Models Robert W. Sumner Kevin G. Der ETH Zu rich Examples Computer Science and Artificial Intelligence Laboratory Massachusetts Institute
More informationFeature 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 informationInverse Kinematics for Reduced Deformable Models
Inverse Kinematics for Reduced Deformable Models Kevin G. Der Robert W. Sumner Jovan Popović Computer Science and Artificial Intelligence Laboratory Massachusetts Institute of Technology ETH Zürich Examples
More informationCloning Skeleton-driven Animation to Other Models
Cloning Skeleton-driven Animation to Other Models Wan-Chi Luo Jian-Bin Huang Bing-Yu Chen Pin-Chou Liu National Taiwan University {maggie, azar, toby}@cmlab.csie.ntu.edu.tw robin@ntu.edu.tw Abstract-3D
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 informationVideo based Animation Synthesis with the Essential Graph. Adnane Boukhayma, Edmond Boyer MORPHEO INRIA Grenoble Rhône-Alpes
Video based Animation Synthesis with the Essential Graph Adnane Boukhayma, Edmond Boyer MORPHEO INRIA Grenoble Rhône-Alpes Goal Given a set of 4D models, how to generate realistic motion from user specified
More informationReal-Time Enveloping with Rotational Regression. Robert Yuanbo Wang
Real-Time Enveloping with Rotational Regression by Robert Yuanbo Wang Submitted to the Department of Electrical Engineering and Computer Science in partial fulfillment of the requirements for the degree
More informationc 2010 by Wei-Wen Feng. All rights reserved.
c 2010 by Wei-Wen Feng. All rights reserved. EFFECTIVE METHODS FOR MANIPULATING AND RENDERING SKINNED MESHES BY WEI-WEN FENG DISSERTATION Submitted in partial fulfillment of the requirements for the degree
More informationAnimation. CS 4620 Lecture 19. Cornell CS4620 Fall 2013 Lecture Steve Marschner (with previous instructors James/Bala)
Animation CS 4620 Lecture 19 1 What is animation? Modeling = specifying shape using all the tools we ve seen: hierarchies, meshes, curved surfaces Animation = specifying shape as a function of time just
More informationA Powell Optimization Approach for Example-Based Skinning in a Production Animation Environment
A Powell Optimization Approach for Example-Based Skinning in a Production Animation Environment Xiao Xian Nanyang Technological University Seah Hock Soon Nanyang Technological University Tian Feng Nanyang
More informationCS 4620 Program #2: Character Animation
Cornell University CS 4620 Program #2: Character Animation Forward and Inverse Kinematics out: Tuesday 28 September 2010 due: Tuesday 19 October 2010 Author: Prof. Doug James In this second programming
More informationSweep-based Human Deformation
The Visual Computer manuscript No. (will be inserted by the editor) Dae-Eun Hyun Seung-Hyun Yoon Jung-Woo Chang Joon-Kyung Seong Myung-Soo Kim Bert Jüttler Sweep-based Human Deformation Abstract We present
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 informationREAL TIME SKELETAL ANIMATION WITH DUAL QUATERNION
0 th March 203. Vol. 49 No. 2005-203 JATIT & LLS. All rights reserved. ISSN: 992-8645 www.jatit.org E-ISSN: 87-395 REAL TIME SKELETAL ANIMATION WITH DUAL QUATERNION XIANG FENG, 2 WANGGEN WAN Master Student,
More informationHow to create a bone diagram?
How to create a bone diagram? This tutorial shows how to create a bone diagram. A bone diagram represents relations between endpoints and surface interaction. A bone is transformed by a force field, and
More informationA System for View-Dependent Animation
EUROGRAPHICS 2004 / M.-P. Cani and M. Slater (Guest Editors) Volume 23 (2004), Number 3 A System for View-Dependent Animation Parag Chaudhuri, Prem Kalra and Subhashis Banerjee Department of Computer Science
More informationComputational 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 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 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 informationIEEE TRANSACTIONS ON CYBERNETICS 1
IEEE TRANSACTIONS ON CYBERNETICS 1 Animation Control of Surface Motion Capture Margara Tejera, Student Member, IEEE, Dan Casas, Student Member, IEEE, and Adrian Hilton, Member, IEEE Abstract Surface motion
More informationSIMPLE FLEXIBLE SKINNING BASED ON MANIFOLD MODELING
SIMPLE FLEXIBLE SKINNING BASED ON MANIFOLD MODELING Franck Hétroy 1,2, Cédric Gérot 3, Lin Lu 4, Boris Thibert 1 Franck.Hetroy@imag.fr, Cedric.Gerot@gipsa-lab.inpg.fr, llu@cs.hku.hk, Boris.Thibert@imag.fr
More informationZappar's coordinate system is based on the center of the scene being the center of the target image.
3D for Zappar Coordinate system Zappar's coordinate system is based on the center of the scene being the center of the target image. The top of the image is Y = 1 and the bottom is Y = -1. The X coordinates
More information