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

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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 Animation Motion Capture Forward and Inverse Kinematics Rigid Body Dynamics Finite Element Method Keyframing Use spline curves to automate the in betweening Good control Less tedious than drawing every frame Creating a good animation still requires considerable skill and talent ACM 1987 Principles of traditional animation applied to 3D computer animation Procedural Animation Describes the motion algorithmically, 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 varying the seconds parameter Example: A bouncing ball Abs(sin(ωt+θ 0 ))*e -kt Physically-Based Animation Assign physical properties to objects (masses, forces, inertial properties) Simulate physics by solving equations Realistic but difficult to control g Interactive Manipulation of Rigid Body Simulations SIGGRAPH 2000, Popović, Seitz, Erdmann, Popović & Witkin 1

Motion Capture Optical markers, high-speed cameras, triangulation 3D position Captures style, subtle nuances and realism at high-resolution You must observe someone do something Difficult (or impossible?) to edit mo-cap data Today How do we animate? Keyframing Procedural Animation Physically-Based Animation Motion Capture Forward and Inverse Kinematics Rigid Body Dynamics Finite Element Method Articulated Models Articulated models: rigid parts connected by joints They can be animated by specifying the joint angles as functions of time. Skeleton Hierarchy Each bone transformation described relative to the parent in the hierarchy: hips left-leg... r-thigh y r-calf z v s x r-foot Forward Kinematics Inverse Kinematics (IK) Given skeleton parameters p, and the position of the effecter in local coordinates V s, what is the position of the effector in the world coordinates V w? v s z y v s x Given the position of the effecter in local coordinates V s and the desired position V w in world coordinates, what are the skeleton parameters p? Much harder requires solving the inverse of the non-linear function: V s V w V w = T(x h,y h,z h )R(q h,f h,s h )T h R(q t,f t,s t )T t R(q c )T c R(q f,f f )V s V w = S(p)V s find p such that S(p)V s = V w 2

Under-/Over- Constrained IK Searching Configuration Space No solutions Application: Robot Motion Planning pose space shaded by distance to target One solution Two solutions (2D) Many solutions Use gradient descent to walk from starting configuration to target Angle restrictions & collisions can introduce local minima The good-looking textured light-sourced bouncy fun smart and stretchy page Hugo Elias, http://freespace.virgin.net/hugo.elias/models/m_ik.htm The good-looking textured light-sourced bouncy fun smart and stretchy page Hugo Elias, http://freespace.virgin.net/hugo.elias/models/m_ik2.htm IK Challenge How do they Animate Movies/Games? Find a natural skeleton configuration for a given collection of pose constraints A vector constraint function C(p) = 0 collects all pose constraints A scalar objective function g(p) measures the quality of a pose, g(p) is minimum for most natural poses. Example g(p): deviation from natural pose joint stiffness power consumption Force: Newton (N) = kg * m / s 2 Work: Joule (J) = N*m = kg * m 2 / s 2 Power: Watt (W) = J/s = kg * m 2 / s 3 Still use some keyframing Articulated figures, inverse kinematics, motion capture, crowd simulation Skinning Complex deformable skin, muscle, skin motion Hierarchical controls Smile control, eye blinking, etc. Keyframes for these higher-level controls A huge time is spent building the 3D models, its skeleton and its controls Physical simulation for secondary motion Hair, cloth, water, smoke, etc. Images from the Maya tutorial Questions? Reading for Today: Real-Time Hand-Tracking with a Color Glove SIGGRAPH 2009, Wang & Popović 3

Synthesis of Complex Dynamic Character Motion from Simple Animation, Liu & Popović, 2002. Rapid prototyping of realistic character motion from rough low-quality animations Obey the laws of physics & stay within space of naturally-occurring movements What s a Natural Pose? Training database of ~50 natural poses For each, compute center of mass of: Upper body Arms Lower body The relative COM of each generated pose is matched to most the most similar database example Liu & Popović Linear and Angular Momentum In unconstrained animation (no contacts), both linear & angular momentum should be conserved The center of mass should follow a parabolic trajectory according to gravity The joints should move such that the angular momentum of the whole body remains constant Liu & Popović During Constrained Motion During constrained motion (when in contact with the ground), the angular momentum follows a spline curve modeled after biomechanics data unconstrained constrained Liu & Popović unconstrained System Features Automatically detect point/line/plane constraints Divide animation into constrained portions (e.g., feet in contact with ground) and unconstrained portions (e.g., free flight) Linear and angular momentum constraints without having to compute muscle forces Minimize: Mass displacement Velocity of the degrees of freedom (DOF) Unbalance (distance the COM projected to ground is outside of constraints) Questions? 4

Today How do we animate? Keyframing Procedural Animation Physically-Based Animation Motion Capture Forward and Inverse Kinematics Rigid Body Dynamics Finite Element Method Rigid Body Dynamics Could use particles for all points on the object But rigid body does not deform Few degrees of freedom f 1 (t) Use only one particle at the f 2 (t) v(t) center of mass x(t) Compute Net Force & f 3 (t) Net Torque Net Torque Net Force Nice Reference Material: http://www.pixar.com/companyinfo/research/pbm2001/ Rigid Body Dynamics Physics Velocity Acceleration Angular Momentum Collisions Friction Simulation of Non-Rigid Objects We modeled string & cloth using mass-spring systems. Can we do the same for deformable solids? Yes But a more physically accurate model uses volumetric elements: from: Darren Lewis http://www-cs-students.stanford.edu/~dalewis/cs448a/rigidbody.html See also: http://www.myphysicslab.com/collision.html Image from O Brien et al. 1999 Strain & Stress Stress the internal distribution of forces within a body that balance and react to the loads applied to it normal stress & shear stress http://en.wikipedia.org/wiki/image:stress_tensor.png Strain material deformation caused by stress. measured by the change in length of a line or by the change in angle between two lines Finite Element Method To solve the continuous problem (deformation of all points of the object) Discretize the problem Express the interrelationship Solve a big linear system More principled than Mass-Spring object finite elements large matricial system Diagram from Debunne et al. 2001 5

Reading for Tuesday 3/2: James O Brien & Jessica Hodgins Graphical Modeling and Animation of Brittle Fracture SIGGRAPH 1999. Post a comment or question on the LMS discussion by 10am on Friday 2/15 6