Topics in Computer Animation

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Transcription:

Topics in Computer Animation

Animation Techniques Artist Driven animation The artist draws some frames (keyframing) Usually in 2D The computer generates intermediate frames using interpolation The old way Better than flipbook. No need to draw every frame Still a lot of work

Animation Techniques Data Driven animation Motion capture from the real world (data capture) Mapping motion from the actor to the virtual character (retargeting) Typically requires markers Markerless? Doable but not easy Synthesize different animations from a data set?

Animation Techniques Physically based animation Solving physics equations over time Needs more computational cost Can interact with users (so useful in game) We will study more about this

Animation Content Character animation Character motion planning, synthesis, control Represented in skeleton Retargeting from one character to another, especially if they are very different Usually data driven Can be physically based (by computing the body weights, joint forces, )

Animation Content Passive animation Everything else that cannot move itself Simulated by physics

Particle based simulation Just a set of independent particles Can run in parallel (suitable for graphics processors) Has no geometric structure Easy to create, easy to maintain Widely used in games Good for objects without fixed shapes Difficult to obtain the object surface (unfriendly to rendering)

Particle based simulation Example 1: Flame in game engines

Particle based simulation Example 1: Flame in game engines Example 2: High quality water animation based on Smoothed Particle Hydrodynamics (SPH)

Particle based simulation Example 1: Flame in game engines Example 2: High quality water animation based on Smoothed Particle Hydrodynamics (SPH) Example 3: Flocking and crowd

Particle based simulation Example 1: Flame in game engines Example 2: High quality water animation based on Smoothed Particle Hydrodynamics (SPH) Example 3: Flocking and crowd Example 4: Snow

Mesh based simulation Represents the object using meshes Easy to create shape details Easy to extract the surfaces (rendering friendly) Rigid body, soft body (deformable body) Needs to handle collisions A difficult problem (Many games do not consider detailed collisions.) Remeshing is also difficult (for example, in fracture animation) Numerical stability problem

Mesh based simulation Example 1: Cloth animation (can be done only in meshes)

Mesh based simulation Example 1: Cloth animation (can be done only in meshes) Example 2: water animation (highly detailed, less computationally expensive)

Mesh based simulation Example 1: Cloth animation (can be done only in meshes) Example 2: water animation (highly detailed, less computationally expensive) Example 3: Viscoelastic fluid

Mesh based simulation Example 1: Cloth animation (can be done only in meshes) Example 2: water animation (highly detailed, less computationally expensive) Example 3: Viscoelastic fluid Example 4: Fracture

Mesh based simulation Example 1: Cloth animation (can be done only in meshes) Example 2: water animation (highly detailed, less computationally expensive) Example 3: Viscoelastic fluid Example 4: Fracture Example 5: Soft body

Volume based simulation Defines the object in a volume No need to handle collisions Nor Remeshing Surface extraction is a problem (not difficult, but takes time) Cannot work easily in real time, but can be in very high quality

Volume based simulation Example 1: Oscar winning smoke animation Example 2: Fluid animation (Needs an additional method to represent water surface: the Level set method)

Volume based simulation Example 1: Oscar winning smoke animation Example 2: Fluid animation (Needs an additional method to represent water surface: the Level set method)

Simulation Topics Summary Particle (Lagrangian) Mesh (Lagrangian) Volume (Eulerian) Flame and smoke (low quality) Flame and smoke (high quality) Cloth animation Hair simulation (is 1D string a mesh?) Water animation (low and high quality) Water animation (specific, high quality) Facial animation Soft body animation Rigid body animation Fracture animation Water animation (high quality) Flocking and Crowd