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Transcription:

Computer Animation Courtesy of Adam Finkelstein

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Computer Animation What is animation? o Make objects change over time according to scripted actions What is simulation? o Predict how objects change over time according to physical laws Pixar University of Illinois

3-D and -D animation Homer 3-D Homer -D

Outline Principles of animation Keyframe animation Articulated figures Kinematics Dynamics Angel Plate 1

Principles of Traditional Animation Squash and stretch Slow In and out Anticipation Exaggeration Follow through and overlapping action Timing Staging Straight ahead action and pose-to-pose action Arcs Secondary action Appeal Disney

Principles of Traditional Animation Squash and stretch Lasseter `87

Principles of Traditional Animation Slow In and Out Watt Figure 13.5

Principles of Traditional Animation Anticipation (and squash & stretch) Lasseter `87

Principles of Traditional Animation Squash and stretch Slow In and out Anticipation Exaggeration Follow through and overlapping action Timing Staging Straight ahead action and pose-to-pose action Arcs Secondary action Appeal Disney

Computer Animation Animation pipeline o 3D modeling o Articulation o Motion specification o Motion simulation o Shading o Lighting o Rendering o Postprocessing» Compositing Pixar

Keyframe Animation Define character poses at specific time steps called keyframes Lasseter `87

Keyframe Animation Interpolate variables describing keyframes to determine poses for character in-between Lasseter `87

Keyframe Animation Inbetweening: o Linear interpolation - usually not enough continuity Linear interpolation H&B Figure 16.16

Keyframe Animation Inbetweening: o Spline interpolation - maybe good enough H&B Figure 16.11

Keyframe Animation Inbetweening: o Cubic spline interpolation - maybe good enough» May not follow physical laws Lasseter `87

Keyframe Animation Inbetweening: o Cubic spline interpolation - maybe good enough» May not follow physical laws Lasseter `87

Keyframe Animation Inbetweening: o Inverse kinematics or dynamics Rose et al. `96

Outline Principles of animation Keyframe animation Articulated figures Kinematics Dynamics Angel Plate 1

Articulated Figures Character poses described by set of rigid bodies connected by joints Base Arm Hand Scene Graph Angel Figures 8.8 & 8.9

Articulated Figures Well-suited for humanoid characters Root Chest LHip RHip Neck LCollar LCollar LKnee RKnee Head LShld LShld LAnkle RAnkle LElbow LElbow LWrist LWrist Rose et al. `96

Articulated Figures Joints provide handles for moving articulated figure Mike Marr, COS 46, Princeton University, 1995

Articulated Figures Inbetweening o Compute joint angles between keyframes Good arm Bad arm Watt & Watt

Example: Walk Cycle Articulated figure: Watt & Watt

Example: Walk Cycle Hip joint orientation: Watt & Watt

Example: Walk Cycle Knee joint orientation: Watt & Watt

Example: Walk Cycle Ankle joint orientation: Watt & Watt

Example: Run Cycle Mike Marr, COS 46, Princeton University, 1995

Example: Ice Skating (Mao Chen, Zaijin Guan, Zhiyan Liu, Xiaohu Qie, CS46, Fall98, Princeton University)

Outline Principles of animation Keyframe animation Articulated figures Kinematics Dynamics Angel Plate 1

Kinematics and Dynamics Kinematics o Considers only motion o Determined by positions, velocities, accelerations Dynamics o Considers underlying forces o Compute motion from initial conditions and physics

Example: -Link Structure Two links connected by rotational joints Θ End-Effector 1 X = (x,y) Θ 1 (0,0)

Forward Kinematics Animator specifies joint angles: Θ 1 and Θ Computer finds positions of end-effector: X Θ 1 X = (x,y) (0,0) Θ 1 X = ( l1 cos Θ1 + l cos( Θ1 + Θ), l1 sin Θ1 + l sin( Θ1 + Θ))

Forward Kinematics Joint motions can be specified by spline curves Θ 1 X = (x,y) (0,0) Θ 1 Θ 1 Θ t

Forward Kinematics Joint motions can be specified by initial conditions and velocities Θ 1 X = (x,y) (0,0) Θ 1 Θ 1 (0) = 60 o Θ (0) = 50 o dθ dt 1 = 1. dθ dt = 0.1

Example: -Link Structure What if animator knows position of end-effector Θ 1 X = (x,y) End-Effector Θ 1 (0,0)

Inverse Kinematics Animator specifies end-effector positions: X Computer finds joint angles: Θ 1 and Θ : x l l y l y l l x l )) cos( ( )) sin( ( )) cos( ( ) sin( ( 1 1 1 Θ + + Θ Θ + + Θ = Θ Θ 1 Θ X = (x,y) 1 (0,0) + = Θ 1 1 1 cos l l l l x x

Inverse Kinematics End-effector postions can be specified by splines Θ 1 X = (x,y) (0,0) Θ 1 x y t

Inverse Kinematics Problem for more complex structures o System of equations is usually under-defined o Multiple solutions Θ 3 X = (x,y) 1 Θ 3 Θ 1 (0,0) Three unknowns: Θ 1, Θ, Θ 3 Two equations: x, y

Inverse Kinematics Solution for more complex structures: o Find best solution (e.g., minimize energy in motion) o Non-linear optimization Θ 3 X = (x,y) 1 Θ 3 Θ 1 (0,0)

Summary of Kinematics Forward kinematics o Specify conditions (joint angles) o Compute positions of end-effectors Inverse kinematics o Goal-directed motion o Specify goal positions of end effectors o Compute conditions required to achieve goals Inverse kinematics provides easier specification for many animation tasks, but it is computationally more difficult

Overview Kinematics o Considers only motion o Determined by positions, velocities, accelerations Dynamics o Considers underlying forces o Compute motion from initial conditions and physics

Dynamics Simulation of physics insures realism of motion Lasseter `87

Spacetime Constraints Animator specifies constraints: o What the character s physical structure is» e.g., articulated figure o What the character has to do» e.g., jump from here to there within time t o What other physical structures are present» e.g., floor to push off and land o How the motion should be performed» e.g., minimize energy

Spacetime Constraints Computer finds the best physical motion satisfying constraints Example: particle with jet propulsion o x(t) is position of particle at time t o f(t) is force of jet propulsion at time t o Particle s equation of motion is: mx' ' f mg = 0 o Suppose we want to move from a to b within t 0 to t 1 with minimum jet fuel: Minimize t 1 t0 f ( t) dt subject to x(t 0 )=a and x(t 1 )=b Witkin & Kass `88

Spacetime Constraints Discretize time steps: 0 ' ' 1 1 = + = + mg f h x x x x m i i i i i i f i h Minimize subject to x 0 =a and x 1 =b 1 1 1 '' ' h x x x x h x x x i i i i i i i + + = = Witkin & Kass `88

Spacetime Constraints Solve with iterative optimization methods Witkin & Kass `88

Spacetime Constraints Advantages: o Free animator from having to specify details of physically realistic motion with spline curves o Easy to vary motions due to new parameters and/or new constraints Challenges: o Specifying constraints and objective functions o Avoiding local minima during optimization

Spacetime Constraints Adapting motion: Original Jump Heavier Base Witkin & Kass `88

Spacetime Constraints Adapting motion: Hurdle Witkin & Kass `88

Spacetime Constraints Adapting motion: Ski Jump Witkin & Kass `88

Spacetime Constraints Editing motion: Li et al. `99

Spacetime Constraints Morphing motion: Gleicher `98

Dynamics Other physical simulations: o Rigid bodies o Soft bodies o Cloth o Liquids o Gases o etc. Cloth (Baraff & Witkin `98) Hot Gases (Foster & Metaxas `97)

Summary Principles of animation Keyframe animation Articulated figures Kinematics o Forward kinematics o Inverse kinematics Dynamics o Space-time constraints o Also other physical simulations