CS-184: Computer Graphics. Introduction to Animation. Generate perception of motion with sequence of image shown in rapid succession

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Transcription:

CS-184: Computer Graphics Lecture #17: Introduction to Animation Prof. James O Brien University of California, Berkeley V2008-F-17-1.0 1 Introduction to Animation Generate perception of motion with sequence of image shown in rapid succession Real-time generation (e.g. video game) Off-line generation (e.g. movie or television) 2 2

Introduction to Animation Key technical problem is how to generate and manipulate motion Human motion Inanimate objects Amorphous objects Control 3 3 Introduction to Animation Technical issues often dominated by aesthetic ones Violation of realism desirable in some contexts Animation is a communication tool Should support desired communication There should be something to communicate 4 4

Introduction to Animation Story Shading Layout Modeling Voice Animation Foley Lighting Camera Postprocessing For more detailed diagram, see Kerlow p.54 5 5 Introduction to Animation Key-frame animation Specification by hand Motion capture Recording motion Procedural / simulation Automatically generated Combinations e.g. mocap + simulation 6 6

Key-framing (manual) Requires a highly skilled user Poorly suited for interactive applications High quality / high expense Limited applicability From Learning Maya 2.0 7 7 8 8 Motion Capture (recorded) Markers/sensors placed on subject Time-consuming clean-up Reasonable quality / reasonable price Manipulation algorithms an active research area MotionAnalysis / Performance Capture Studio 3 Okan Arikan Figure 1.1: Optical motion capture systems work by tracking retroreflective markers placed on the body. Since these markers appear as bright dots to the cameras filming them, they are easy to detect. Multiple cameras are then used to triangulate the position of these markers. as bright dots on the infrared cameras looking at them (see figure 1.1). Optical systems use a Wednesday, November 12, 2008 number of such infrared cameras to detect the two dimensional positions of every marker. Because the cameras can be calibrated to a known common coordinate system, a marker s three dimensional position can be triangulated from its two dimensional projections on the cameras that see it. The

Motion Editing Arikan, Forsyth, O Brien, SIGGRAPH 2002 9 9 Motion Editing Arikan, Forsyth, O Brien, SIGGRAPH 2002 10 10

Model Construction Kirk, O Brien, Forsyth, CVPR 2005 11 11 Simulation Generate motion of objects using numerical simulation methods g v x t+δt = x t + Δt v t + 1 2 Δt2 a t 12 12

Simulation Perceptual accuracy required Stability, easy of use, speed, robustness all important Predictive accuracy less so Control desirable 13 13 Simulation Feldman, Arikan, O Brien, SIGGRAPH 2003 14 14

What to do with animations? Video tape Digital video Print it on yellow sticky notes 15 15 NTSC Standard Used by DVD, DV, and VHS 720x486 resolution (sort of) 1.33 aspect ratio Limited color range 30 frames per second (sort of 29.97) Interlaced video Overscan regions 16 16

Digital Video Wide range of file formats QuickTime MS Audio/Visual Interleaved (AVI) DV Stream Bunch o images Some formats accommodate different CODECs Quicktime: Cinepak, DV, Sorenson, DivX, etc. AVI: Cinepak, Indeo, DV, MPEG4, etc. Some formats imply a given CODEC MPEG DV Streams 17 17 Digital Video Nearly all CODECs are lossy Parameter setting important Different type of video work with different CODECs Compressors not all equally smart Compression artifacts are cumulative in a very bad way Playback issues Bandwidth and CPU limitations Hardware acceleration Missing CODECs (avoid MS CODECs and formats) 18 18

Editing Old way: Multiple expensive tape decks Slow Difficult Error prone New way: Non-linear editing software Premiere, Final Cut Pro, others... Beware compressed solutions May take a long time for final encoding 19 19 Motion Blur Fast moving things look blurry Human eye Finite exposure time in cameras Without blur: strobing and aliasing Blur over part of frame interval Measured in degrees (0..360) 30 tends to often look good 20 20

Motion Blur Easy to do in a sampling framework Interpolation is an issue 21 21 Motion Blur Velocity based blur often works poorly 22 22