Course Review. Computer Animation and Visualisation. Taku Komura

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Transcription:

Course Review Computer Animation and Visualisation Taku Komura

Characters include Human models Virtual characters Animal models

Representation of postures The body has a hierarchical structure Many types of joints

Gimbal joint : Euler Angles 3DOF joints Comes from Robotics 3DOF joints in robots were designed by connecting three motors pointing different axes

Problem: Gimbal Lock Two rotational axis of an object pointing in the same direction - 1DOF is lost For example for rotation defined in the order of X-Y-Z Gimbal lock occurs when rotating Y for 90 degrees. X and Z axis get pointed down the same axis http://flashsandy.org/tutorials/eulerangles

Inverse Kinematics Editing the postures/motions by specifying the 3D location of the avatars We can use IK to solve the problem of foot sliding Edit the postures, frame by frame, and drag the foot to the original position

Linear Blending Computing the vertex location based on each bone, and then blending the results (4,0) (1,1)

How to decide the weights? Decide the mapping of the vertex to the bone If vertex v is in the middle of bone i, then and for the rest If the vertex is near the border of bone i and i+1, wi will gradually decrease to 0 and wi+1 will gradually increase to 1 If the vertex is affected by more than three bones, the weight can be determined according to its distance to each bone

How to decide the weights? Example: use the Euclidean distance Surround the bones by the inner and outer capsules If the vertex is inside only one inner capsule, the weight for the corresponding bone is 1, and the rest are 0 If inside multiple inner capsules, compute the distance to each bone, and use that to decide the weights (longer distance, lower weight)

Problems with Linear Blending The meshes exhibit volume loss as joints are rotated to extreme angles. These are called joint collapse and candy wrapper effect Simple linear blending in the Cartesian space causes the artefacts

Flocking Models Most basic agent model (Reynolds 87) The agents interact based on simple dynamics Good to simulate Flock of birds flying, School of fishes swimming

Collision avoidance Humans avoid others in streets in a complex way Sometimes wait, sometimes, move aside while walking Need to either Model them based on a complex collision avoidance engine Find a good mathematical model

Modelling fuzzy objects with particle system Initially developed by Reeves to create scenes for Star Trek II. http://www.youtube.com/watch? v=13b7tsiidam&feature=channel_page Reeves 83, 85

Particle Dynamics A particle's position in each succeeding frame can be computed by its velocity This can be modified by an acceleration force for more complex movements, e.g., gravity simulation.

Modelling Fire - Define an emitter circle - The particles are launched in a random direction within a predefined range number of particles generated :

Physically-based animation Using Newton's laws of dynamics to simulate various phenomena Drop objects in the scene, and let them collide and see what happens Blowing hair by a dryer Add force to the bodies and torque to the joints and simulate the movements of human figures

ACP: Modeling Characters We can model human characters by this system Used for ragdoll physics in Hitman http://www.teknikus.dk/tj/gdc2001.htm Can apply for inverse kinematics Figure 9. The particle/stick configuration used in Hitman for representing the human anatomy

Rendering with Transparency Back to front ray casting Only need to store current value of I Subscript n refers to cell n. A refers to object opacity. ey e n n1 - Start with furthest away cell and blend towards the camera. - I corresponds to current n contents of the frame buffer. - E Light emitted from cell n n

Voxel Traversal If we originate rays in each voxel at the same position of each grid, each ray forms an identical path of voxels through the grid Path known as a template Pixel spacing on the screen. All identical, pre-compute, save computation

Shear-warp factorisation Instead of traversing along rays, visit voxels in a plane regardless of camera viewing angle [Lacroute '94] Perform final warp on the image due to the shear process Assumes a orthographic camera model projection perpendicular to image plane Rays are cast from the base plane voxels at the same place. They intersect voxels on subsequent planes in the same location. The weights (the contribution of each voxel) are easy to compute 1 to 1 screen sheare d volume Only one set of interpolation weights needs to be computed for all the voxels in a slice volume is sheared so that rays remain perpendicular to base plane lead to efficient ray computation

Marching Squares 0 No intersection. Contour intersects 1 edge Contour intersects 2 edges 1 1 3 6 6 3 3 3 7 9 7 2 7 8 6 2 3 4 2 7 Join Finally : resolve any ambiguity 3 2 1 Ambiguous case. 1 here choosing join (example only)

Marching Cubes Ambiguous cases 3,6,10,12,13 split or join?

Dividing Cubes : Example 50,000 points when sampling less than screen resolution structure of surface can be seen

Flow Visualisation Glyphs, streamlines, streaklines

Tensor Visualisation Stress/strain tensors DT- MRI analysis in engineering molecular diffusion measurements These are represented by 3x3 matrices Or three normalized eigenvectors and three corresponding eigenvalues

Computing Eigenvectors 3x3 matrix results in Eigenvalues (scale) of normal stress along eigenvectors (direction) Form 3D coordinate system (locally) with mutually perpendicular axes Ordering by eigenvector referred to as major, medium and minor eigenvectors

Tensor Glyphs Ellipsoids rotated into coordinate system defined by eigenvectors of tensor axes are scaled by the eigenvalues very suitable as 3 modes of variation Classes of tensor: (a,b) - large major eigenvalue (c,d) - large major and medium eigenvalue ellipse approximates a line ellipse approximates a plane (e,f) - all similar - ellipse approximates a sphere

Various techniques for tensor visualisation Streamlines LIC http://www.cmiv.liu.se/

Processing 3D Surface Data 1) Capture the data (by stereo vision, range scanner) 2) Registration (if the data was captured by multiple attempts) 3) Adding the topology : converting to mesh data 4) Smoothing 5) Decimation 6) Remeshing

Metaballs (implicit surface)

Information Visualisation Parallel coordinates multivariate data Graph visualisation Literature visualisation

Thank you!! Good luck