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CENG 732 Computer Animation Spring 2006-2007 Week 4 Shape Deformation Animating Articulated Structures: Forward Kinematics/Inverse Kinematics This week Shape Deformation FFD: Free Form Deformation Hierarchical Modeling of Articulated Objects Forward Kinematics Local Coordinate Frames Denavit-Hartenberg Notation Inverse Kinematics Warping an Object Displace one vertex of an object And as a consequence make neighbor vertices move with the displaced vertex Warping an Object Displace one vertex of an object And as a consequence make neighbor vertices move with the displaced vertex Warping an Object Use an attenuation function to determine the amount of displacement for the other vertices: 2D Grid Deformation Initially construct a 2D grid around the object as a local coordinate system aligned with the global axes Global to local transformation can be done by simple translate and scale Then distort the grid by moving the vertices of the grid. This will distort the local coordinate system and hence the vertices of the object will be relocated in the global coordinate system 1

2D Grid Deformation The location of the object vertex is found using bilinear interpolation Initial grid 2D Grid Deformation Deformed grid 2D Grid Deformation 2D Grid Deformation Bilinear interpolation Global Deformations Apply a 3x3 transformation matrix to all the vertices of an object Global Deformations Global tapering 2

Global Deformations Twist about an axis Free-Form Deformation 3D extension of the 2D grid deformation technique Usually cubic interpolation is used instead of linear interpolation A local coordinate system is defined by S,T,U vectors (and an origin) S,T,U are not necessarily orthogonal S,T,U axes are uniformly divided into a grid to facilitate manipulation of the coordinate system Free-Form Deformation Locating a point in the local coordinate system Free-Form Deformation Grid of control points Free-Form Deformation Bezier interpolation is used two find the deformed global coordinate of the object vertex, given the global coordinates of the grid control points FFD composition Sequential composition 3

FFD composition Hierarchical composition Animation using FFDs Moving a distorted grid over an object Animation using FFDs An object moving through a deformed space Hierarchical Kinematic Modeling Kinematics: Studying the movement of objects without considering the forces involved in producing the movement Dynamics Studying the underlying forces that produce the movement Hierarchical modeling Organizing objects in a treelike structure and specifying movement parameters between their components Some definitions Types of joints Articulated objects Hierarchical objects connected end to end to form multibody jointed chains Manipulators: a sequence of objects connected in a chain by joints. Example: robot arm The rigid objects between joints are called links. The last link in a series of links is called the end effector (e.g. the hand of a robot arm) The local coordinate system associated with each joint is referred to as the frame. 4

Simple vs. Complex Joints Ball-and-socket joint Joints that allow motion in one directions have one degree of freedom Complex joints have more degrees of freedom and they can be represented as a series simple joints connected to each other by zero length links. Examples: Ball-and-socket joint (3 DOF) Planar joint (2 DOF) Planar joint Hierarchical Models Represented as trees Nodes connected by arcs The highest node of the tree is called the root node which corresponds to the root object whose position is known in the global coordinate system The position of an intermediate node in the tree can be found by position of the root node and the transformations on the path from root to that node Nodes represent object parts (i.e., links) Arcs represent joints Information stored in nodes and arcs A hierarchical model 5

An example An example An example Positions of vertices Are found by traversing the tree from top to bottom and concatenating the transformations at the joints Rotations at the joints Two appendages 6

Forward Kinematics Finding the location (and orientation) of the end effector(s) by applying all the joint transformations sequentially All the intermediate joint angles are given by the user Depth-first tree traversal of the tree representations and a stack to store intermediate composition of transformation matrices is used OpenGL s pushmatrix/popmatrix functions can be used easily to accomplish this Local Coordinate Frames Denavit-Hartenberg Notation from robotics A local coordinate frame around a joint is represented by four variables: Link offset Joint angle Link length Link twist Simple case General case When two successive joints and the axis of rotation are co-planar Link offset and link twist is zero Denavit-Hartenberg Parameters Relating two successive frames 7

A simple example A Ball-and-socket joint Joint Parameters Inverse Kinematics Find the intermediate joint angles given the position and orientation of the end effector Some constraints may also be given E.g., joint angles in a range There may be no solutions Overconstrained There may be multiple solutions Underconstrained Analytic computation for simple cases Solution Given (x,y) coordinate of the end point of the end effector, compute 1 and 2 8

The Jacobian Example Jacobian In many complex joints however, such analytic solutions are not possible. Therefore we use the Jacobian matrix to find the correct joint angle increments that will lead us to the final end effector configuration The Jacobian matrix is a matrix of partial derivatives Each entry shows how much the change in an input parameter effects an output parameter Example Jacobian Using the Jacobian Computing the Jacobian A simple example Assume we want to find the change in the rotation angles to get the end effector to G 9

Effect of changing s The equation Solving for s If J is not a square matrix Use the pseudo-inverse to compute the joint angles Inverse Kinematics Videos Video 1 Video 2 10