Animation, Motion Capture, & Inverse Kinematics. Announcements: Quiz

Similar documents
Announcements: Quiz. Animation, Motion Capture, & Inverse Kinematics. Last Time? Today: How do we Animate? Keyframing. Procedural Animation

Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics. Velocity Interpolation. Handing Free Surface with MAC

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

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

Last Time? Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Animation, Motion Capture, & Inverse Kinematics

Animation Lecture 10 Slide Fall 2003

Computer Animation Fundamentals. Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics

To Do. History of Computer Animation. These Lectures. 2D and 3D Animation. Computer Animation. Foundations of Computer Graphics (Spring 2010)

animation projects in digital art animation 2009 fabio pellacini 1

Kinematics & Motion Capture

Optimal motion trajectories. Physically based motion transformation. Realistic character animation with control. Highly dynamic motion

Character Animation COS 426

Animation. CS 465 Lecture 22

COMP 175 COMPUTER GRAPHICS. Lecture 10: Animation. COMP 175: Computer Graphics March 12, Erik Anderson 08 Animation

Computer Animation II

CGDD 4113 Final Review. Chapter 7: Maya Shading and Texturing

Interactive Computer Graphics

CSE452 Computer Graphics

Announcements. Ray tracer is due in five days you should have started by now or you re going to have a bad week. Missing file posted on the web page

Basics of Design p. 2 Approaching Design as an Artist p. 4 Knowing Your Character p. 4 Making Decisions p. 4 Categories of Design p.

Articulated Characters

Fracture & Tetrahedral Models

Beginners Guide Maya. To be used next to Learning Maya 5 Foundation. 15 juni 2005 Clara Coepijn Raoul Franker

Animation. CS 4620 Lecture 33. Cornell CS4620 Fall Kavita Bala

Ray Tracing. Last Time? Reading for Today. Reading for Today

Animation by Adaptation Tutorial 1: Animation Basics

Rigid Body Dynamics, Fracture, & Deformation

Motion Editing with Data Glove

animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time

Computer Animation. Courtesy of Adam Finkelstein

CS770/870 Spring 2017 Animation Basics

CS770/870 Spring 2017 Animation Basics

Why animate humans? Why is this hard? Aspects of the Problem. These lectures. Animation Apreciation 101

animation computer graphics animation 2009 fabio pellacini 1

COMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION. Rémi Ronfard, Animation, M2R MOSIG

Data-driven Approaches to Simulation (Motion Capture)

Hybrid Control For Interactive Character Animation

Kinematics. CS 448D: Character Animation Prof. Vladlen Koltun Stanford University

Motion Capture & Simulation

Fracture & Tetrahedral Models

Game Programming. Bing-Yu Chen National Taiwan University

Motion Capture. Motion Capture in Movies. Motion Capture in Games

Animations. Hakan Bilen University of Edinburgh. Computer Graphics Fall Some slides are courtesy of Steve Marschner and Kavita Bala

Computer Animation and Visualisation. Lecture 3. Motion capture and physically-based animation of characters

Keyframing an IK Skeleton Maya 2012

Karen Liu associate professor at School of Interactive Computing. Murali Varma graduate student at School of Interactive Computing

Human body animation. Computer Animation. Human Body Animation. Skeletal Animation

Reading. Topics in Articulated Animation. Character Representation. Animation. q i. t 1 t 2. Articulated models: Character Models are rich, complex

MODELING AND HIERARCHY

CS 231. Basics of Computer Animation

Maths in Motion. Danny Chapman Cumberland Lodge - February Version for distribution. Procedural animation in video games

Animation. Itinerary. What is Animation? What is Animation? Animation Methods. Modeling vs. Animation Computer Graphics Lecture 22

CS 231. Control for articulate rigid-body dynamic simulation. Articulated rigid-body dynamics

Animation. Itinerary Computer Graphics Lecture 22

Keyframe Animation. Computer Animation. Outline. Computer Animation. Keyframe Animation. Keyframe Animation

Mass-Spring Systems. Last Time?

C O M P U T E R G R A P H I C S. Computer Animation. Guoying Zhao 1 / 66

Applications. Human and animal motion Robotics control Hair Plants Molecular motion

Announcements. New version of assignment 1 on the web page: Tuesday s class in the motion capture lab:

To Do. Advanced Computer Graphics. The Story So Far. Course Outline. Rendering (Creating, shading images from geometry, lighting, materials)

Animation COM3404. Richard Everson. School of Engineering, Computer Science and Mathematics University of Exeter

Last Time? Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Simulation. x i. x i+1. degrees of freedom equations of motion. Newtonian laws gravity. ground contact forces

Character Animation. Presented by: Pam Chow

Physically Based Character Animation

Basics of Motion Generation

MOTION capture is a technique and a process that

SM2231 :: 3D Animation I :: Basic. Rigging

AMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO F ^ k.^

Advanced Graphics and Animation

Character Animation 1

COMP371 COMPUTER GRAPHICS

Computer Animation. Algorithms and Techniques. z< MORGAN KAUFMANN PUBLISHERS. Rick Parent Ohio State University AN IMPRINT OF ELSEVIER SCIENCE

7 Modelling and Animating Human Figures. Chapter 7. Modelling and Animating Human Figures. Department of Computer Science and Engineering 7-1

MOTION CAPTURE DATA PROCESSING - MOTION EDITING / RETARGETING - MOTION CONTROL / GRAPH - INVERSE KINEMATIC. Alexandre Meyer Master Informatique

Rigging / Skinning. based on Taku Komura, Jehee Lee and Charles B.Own's slides

Motion Capture. CS 448D: Character Animation Prof. Vladlen Koltun Stanford University

Modeling Physically Simulated Characters with Motion Networks

TIEA311 Tietokonegrafiikan perusteet kevät 2018

CS 231. Motion Capture Data I. The Pipeline. Bodenheimer et al

Three-Dimensional Computer Animation

Animation. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 4/23/07 1

CS 231. Inverse Kinematics Intro to Motion Capture

CS 775: Advanced Computer Graphics. Lecture 3 : Kinematics

CS 231. Inverse Kinematics Intro to Motion Capture. 3D characters. Representation. 1) Skeleton Origin (root) Joint centers/ bones lengths

Chapter 9 Animation System

Animating Non-Human Characters using Human Motion Capture Data

Motion Capture, Motion Edition

Animation. Representation of objects as they vary over time. Traditionally, based on individual drawing or photographing the frames in a sequence

Inverse Kinematics (part 1) CSE169: Computer Animation Instructor: Steve Rotenberg UCSD, Winter 2018

Navier-Stokes & Flow Simulation

Chapter 3 : Computer Animation

Overview. Animation is a big topic We will concentrate on character animation as is used in many games today. humans, animals, monsters, robots, etc.

CS 231. Deformation simulation (and faces)

计算机图形学. Computer Graphics 刘利刚.

SCAPE: Shape Completion and Animation of People

Virtual Production for the Real World Using Autodesk MotionBuilder 2013

Animation. Chapter Introduction. c Stefan Gustavson Do not distribute.

Applications. Systems. Motion capture pipeline. Biomechanical analysis. Graphics research

Transcription:

Animation, Motion Capture, & Inverse Kinematics Announcements: Quiz On Tuesday (3/10), in class One 8.5x11 sheet of notes allowed Sample quiz (from a previous year) on website Focus on reading comprehension and material for Homeworks 0, 1, & 2 1

HW2: Cloth & Fluid Simulation Last Time? Tetrahedral Meshing Haptics Anisotropic Materials Fracture 2

Today: How do we Animate? Keyframing Procedural Animation Physically-Based Animation Motion Capture Skeletal Animation Forward and Inverse Kinematics Spacetime Constraints, Witkin & Kass, SIGGRAPH 1988 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 3

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 Used for secondary motions (hair, cloth, scattering, splashes, breaking, smoke, etc.) that respond to primary user controlled animation Interactive Manipulation of Rigid Body Simulations SIGGRAPH 2000, Popović, Seitz, Erdmann, Popović & Witkin 4

Sampling Plausible Solutions to Multi-body Constraint Problems Chenney & Forsyth, SIGGRAPH 2000 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 5

Reading for Today: Real-Time Hand-Tracking with a Color Glove SIGGRAPH 2009, Wang & Popović Today: How do we Animate? Keyframing Procedural Animation Physically-Based Animation Motion Capture Skeletal Animation Forward and Inverse Kinematics Spacetime Constraints, Witkin & Kass, SIGGRAPH 1988 6

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 7

Skeletal Animation Challenges 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 Automatic Rigging and Animation of 3D Characters, Baran & Popović, SIGGRAPH 2007 Maya tutorial Forward Kinematics 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 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 8

Inverse Kinematics (IK) 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 find p such that S(p)V s = V w Under-/Over- Constrained IK No solutions Application: Robot Motion Planning One solution Two solutions (2D) Many solutions The good-looking textured light-sourced bouncy fun smart and stretchy page Hugo Elias, http://freespace.virgin.net/hugo.elias/models/m_ik.htm 9

Searching Configuration Space pose space shaded by distance to target 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_ik2.htm IK Challenge 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 10

Questions? Spacetime Constraints, Witkin & Kass, SIGGRAPH 1988 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 11

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 12

During Constrained Motion During constrained motion (when in contact with the ground), the angular momentum follows a spline curve modeled after biomechanics data unconstrained unconstrained constrained Liu & Popović 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) 13

Readings for Friday 3/6: (pick one) Synthesis of Complex Dynamic Character Motion from Simple Animation, Liu & Popović, 2002. Readings for Friday 3/6: (pick one) Articulated Swimming Creatures Jie Tan, Yuting Gu, Greg Turk, and C. Karen Liu, SIGGRAPH 2011 http://www.cc.gatech.edu/~jtan34/project/articulatedswimmingcreatures.html 14

Readings for Friday 3/13: read one for lecture, read other before HW3 "An improved illumination model for shaded display" Turner Whitted, 1980. "Distributed Ray Tracing", Cook, Porter, & Carpenter, SIGGRAPH 1984. 15