Computer Graphics. Si Lu. Fall uter_graphics.htm 11/27/2017

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Transcription:

Computer Graphics Si Lu Fall 2017 http://web.cecs.pdx.edu/~lusi/cs447/cs447_547_comp uter_graphics.htm 11/27/2017

Last time o Ray tracing 2

Today o Animation o Final Exam: 14:00-15:30, Novermber 29, 2017 To-know list available 3

CS 410/510: Introduction to Visual Computing o Next winter o By Simon Niklaus color transfer filters and their application multiresolution representations image alignment / registration o panorama stitching image blending high dynamic range image warping and interpolation o frame interpolate o morphing image segmentation 4

Animation o Animation is about bringing things to life o Technically: Generate a sequence of images that, when played one after the other, make things move One image is called a frame o o o 24 frames per second for film, resolution approx 1600x1200, good antialiasing 30 frames per second for NTSC video, resolution less than 640x480 60+ frames per second for twitch computer games, 640x480 or higher resolution Interlacing: Display every second row for one frame, every other row for the next. Used in NTSC TV and older monitors o demo: https://www.youtube.com/watch?v=h_o5h5sk_70 5

Perceptual Issues o We perceive many still images in rapid succession as continuous motion Even if there is a transition period between the images Can even put distracters in and motion is still perceived o You can be fooled, however, if the flicker rate is incorrect o The frame rate for film was perceptually chosen 6

Animation Issues o When evaluating an animation technique or application, the following things should be considered: How fast can the images be generated? How easy is it to control the appearance of the animation? How much human expertise is required to generate the animation? Can the animation be generated in response to a user s action (interactive animation)? o Application driven: Different applications have different requirements: Feature film animation is different from interactive gaming animation 7

The 11 Principles o Developed at Disney over the 1920s and 1930s o Described by John Lasseter (Pixar) 1987 o Squash-and-Stretch, Timing, Anticipation, Follow Through and Overlapping Action, Straight Ahead Action and Pose-to-Pose Action, Slow In and Out, Arcs, Exaggeration, Secondary Action, Appeal o Basically, principles are driven by: Perceptual factors, such as directing the viewer s attention and smoothing the motion for easier perception Conveying emotion through motion 8

Basic Animation Techniques o Keyframe animation Animator specifies important positions throughout the animation the keyframes Someone or something fills in the intermediate frames inbetweening, or just tweening o Motion capture System captures motion data from a real enactment of the animation The data then drives a virtual character or object o Procedural animation A set of equations or rules are evaluated to determine how the animation behaves 9

Keyframing o The original way to animate, and still the most common form for feature animation Process has shifted to computers, but basic approach is the same o Underlying technique is interpolation The in-between frames are interpolated from the keyframes Originally done by armies of underpaid animators Now done with computers Which of the techniques that we have learned about is used extensively for keyframe animation? 10

Interpolation o o o Interpolating splines are smooth curves that interpolate their control points For example, Cardinal cubics ( Shirley book ch. 15.5.3) Perfect for keyframe animation Typically, time is directly associated with the parameter value, controlling speed 2 3 1 Keyframes Animation 11

More Interpolation o Anything can be keyframed and interpolated Position, Orientation, Scale, Deformation, Patch Control Points (facial animation), Color, Surface normals o Special interpolation schemes for things like rotations Use quaternions to represent rotation and do spherical interpolation o Control of parameterization controls speed of animation 12

Motion Capture o Extract data from real-world people acting out a scene o Many techniques for getting the data: Optical take video and extract motion Magnetic/Radio attach magnets, transponders and use sensors to get location Mechanical methods of extracting motion (for small motions) o Most methods have some problems, all are limited in the complexity of the scenes they can capture Solution: Break scenes into smaller pieces and re-construct later 13

Motion Capture Example From http://www.batou.fr/wp-content/uploads/motion_capture_1.jpg demo: https://www.youtube.com/watch?v=4nu9ikjqjc0 14

Motion Capture in Use o Motion capture is one of the primary animation techniques for computer games Gather lots of snippets of motion capture o e.g.: Several ways to dunk, dribble, pass Arrange them so that they can be pieced together smoothly At run time, figure out which pieces to play to have the character do the desired thing o Problems: Once the data is captured, it s hard to modify for a different purpose 15

Face animation https://www.youtube.com/watch?v=ohmajjtcpnk 16 Thies, etc. Face2Face: Real-time Face Capture and Reenactment of RGB Videos. CVPR 2016

Procedural Animation o Animation is generated by writing a program that outputs the position/shape/whatever of the scene over time o Generally: Program some rules for how the system will behave Choose some initial conditions for the world Run the program, maybe with user input to guide what happens o Advantage: Once you have the program, you can get lots of motion o Disadvantage: The animation is generally hard to control, which makes it hard to tell a story with purely procedural means 17

Particle Systems o A particle has: A position in the world Rules for how it moves over time Rules for how it is drawn o A particle system: Controls when particles are created and destroyed Makes sure that all the particles are updated 18

Smoke Particle System o Constantly create particles o Particles move upwards, with turbulence added Ken Perlin: An academy award o Draw them as partially transparent circles that fade over time 19

Movie Particle Systems o Particle systems are the standard way of doing smoke and water spray o Examples from Perfect Storm (lots of water) All images from Industrial Light and Magic (ILM) 20

Basic Ocean o Ocean created with Computational Fluid Dynamics 21

Flowing Water o Water from previous frame flowing over boat 22

Boat s Spray o Particles are created where the boat meets the ocean 23

Impact Spray o Particles created where boat and ocean hit hard 24

Perfect Storm Composite https://www.youtube.com/watch?v=w9tdw5ng4dq&t=18s 25

Spring-Mass Systems o Model objects as systems of springs and masses o The springs exert forces, and you control them by changing their rest length o A reasonable, but simple, physical model for muscles o Advantage: Good looking motion when it works o Disadvantage: Expensive and hard to control 26

Spring mass fish Due to Xiaoyuan Tu, http://www.dgp.toronto.edu/people/tu 27

Spring mass fish http://www.dgp.toronto.edu/~tu/animations.html 28

Physically-Based Models o Create a model based on the physics of a situation, and just solve for what happens o Has been applied to: Colliding rigid objects Cloth o Water An example: http://www.youtube.com/watch?v=04nxlhdpxb4&noredirect=1 Smoke o https://www.youtube.com/watch?v=7cc-_-aqx18 Squishy objects Humans New ones every year o Problem: Expensive, hard to control, and not necessarily realistic 29

Mixing Techniques o Techniques can be mixed and matched in the same animation o For example, apply physical secondary motion on top of key-framed primary motion Particularly appropriate for cloth o Mix motion capture and physics: Motion captured person kicks a ball which is then physically simulated to find out where it goes 30

Animation Summary (brief) Technique Control Time to Create Computation Cost Interactivity Key-Framed Excellent Poor Low Low Motion Capture Good at time of creation, after that poor Medium Medium Medium Procedural Poor Poor to create program High High 31

Current Challenges o o o Human characteristics Hair animation and rendering Skin rendering Facial animation Walking, running, climbing High quality real time Fluids, hair, physics Realistic lighting and shading Control with quality Making it easier for artists and directors to get the results they want 32

Next Time o Final Exam 33