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Principles of Computer Graphics and Image Processing Animations, Dynamics (08) RNDr. Martin Madaras, PhD. martin.madaras@stuba.sk Outline Principles of animation Keyframe animation Articulated figures Kinematics Dynamics 2


  1. Principles of Computer Graphics and Image Processing Animations, Dynamics (08) RNDr. Martin Madaras, PhD. martin.madaras@stuba.sk

  2. Outline  Principles of animation  Keyframe animation  Articulated figures  Kinematics  Dynamics 2

  3. How the lectures should look like #1 Ask questions, please!!! - Be communicative - www.slido.com #PPGSO08 - More active you are, the better for you! - 3

  4. Manual animation  Stop-motion animation  e.g. Coraline, Wallace & Gromit, etc. 4

  5. Computer Animation  What is animation?  Make objects change over time according to scripted actions  What is simulation?  Predict how object change over time according to physical laws 5

  6. Computer Animation  Animation pipeline  3D Modeling  Articulation  Motion specification  Motion simulation  Shading  Lighting  Rendering  Postprocessing 6

  7. Keyframe Animation  Define character poses at specific time steps called “keyframes” 7

  8. Inbetweening (“ tweening ”)  Computing missing values based on existing surrounding values 45 0 8

  9. Inbetweening (“ tweening ”)  Linear (constant)  Ease-in, ease-out 9

  10. Keyframe Animation  Inbetweening:  Linear interpolation – usually not enough continuity 10

  11. Spline Continuity  How to ensure curves are “smooth”  Generally we have three levels of continuity  C0 - The curves meet  C0 & C1 - The tangents are shared  C0 & C1 & C2 - The “speed” is the same 11

  12. C0 Continuity  Zero order parametric continuity 12

  13. C0 & C1 Continuity  First order parametric continuity 13

  14. C0 & C1 & C2 Continuity  Second order parametric continuity 14

  15. Implications for animation  Linear interpolation is only C0  Movement changes instantly at keyframes  Very unnatural looking  We need at least C0 & C1 continuity  Hermite interpolation  Spline interpolation  “Smoothstep” function 15

  16. Smoothstep 16

  17. Smoothstep float smootherstep(float edge0, float edge1, float x) { // Scale, and clamp x to 0..1 range x = clamp((x - edge0)/(edge1 - edge0), 0.0, 1.0); // Evaluate polynomial return x*x*x*(x*(x*6 - 15) + 10); } 17

  18. Keyframe Animation  Inbetweening:  Spline interpolation – may be visually good enough  May not follow physical laws 18

  19. Keyframe Animation  Inbetweening:  Inverse kinematics or dynamics 19

  20. Outline  Principles of animation  Keyframe animation  Articulated figures  Animation Hierarchies  Scene Graph  Kinematics  Dynamics 20

  21. Articulated Figures  Character poses described by set of rigid bodies connected by “joints” 21

  22. Articulated Figures  Well suited for humanoid characters 22

  23. Keyframe Animation  Inbetweening:  Compute angles between keyframes 23

  24. Example: Walk Cycle  Inbetweening:  Compute angles between keyframes 24

  25. Example: Walk Cycle  Hip joint orientation 25

  26. Example: Walk Cycle  Knee joint orientation 26

  27. Example: Walk Cycle  Ankle joint orientation 27

  28. Animation Hierarchies  Animate objects in relation to their parent  Sun matrix is Ms  Earth matrix is MsMe  Moon matrix is MsMeMm 28

  29. Kinematics and Dynamics  Kinematics  Considers only motion  Determined by positions, velocities, accelerations  Dynamics  Considers underlaying forces  Capture motion from initial positions and physics 29

  30. Example: 2-Link Structure  Two links connected by rotational joints 30

  31. Forward Kinematics  Animators specifies angles Θ 1 and Θ 2  Computer finds position of end effector: X 31

  32. Forward Kinematics  Joint motion can be specified by spline curves Joint motion can be specified by spline curves 32

  33. Forward Kinematics  Joint motions can be specified by initial conditions Joint motion can be specified by spline curves 33

  34. Example: 2-Link Structure  What if animator knows position of “end effector” 34

  35. Inverse Kinematics  Animator specifies end effector positions: X  Computer finds joint angles Θ 1 and Θ 2 35

  36. Inverse Kinematics  End-effector positions can be specified by splines 36

  37. Inverse Kinematics  Problem with more complex structures  System with equation is usually under-defined  Multiple solutions 37

  38. Inverse Kinematics  Solution for more complex structures  Find best solution (eg. minimize energy in motion)  Non-linear optimization 38

  39. Inverse Kinematics  Forward Kinematics  Specify conditions (joint angles)  Compute conditions of end effectors  Inverse Kinematics  “Goal - directed” motion  Specify goal positions of end effectors  Compute conditions required to achieve goal 39

  40. Quaternions for Rotations 40

  41. Quaternions for Rotations // RotationAngle is in radians  x = RotationAxis.x * sin(RotationAngle / 2)  y = RotationAxis.y * sin(RotationAngle / 2)  z = RotationAxis.z * sin(RotationAngle / 2)  w = cos(RotationAngle / 2)   glm::quat  Interpolation using SLERP quat result = glm :: gtc :: quaternion :: mix(q1, q2, mixFactor);   Casting back to matrix glm::mat4 rotate = glm::mat4_cast(q_quat);  41

  42. Character Animation (Linear Blend Skinning) (Skeletal Animation) 42

  43. Skeletal Animation  Hierarchical graph structure called Skeleton  Nodes and edges (bones) 43

  44. Skeletal Animation  Graph structure can be disconnected in space 44

  45. Real-time skeletal skinning https://www.youtube.com/watch?v=DfIfcQiC2oA 45

  46. Facial animation  Facial expressions  Lips to speech synchronization  Controllers  Skinning  Morphing http://www.anzovin.com/products/tfm1maya.html 46

  47. Reusable animation  One skeleton – different models http://www.studiopendulum.com/alterego/ 47

  48. Motion capture  Markers on actor’s body  Optical / magnetic sensors  3D reconstruction of markers’ position  Motion mapping to virtual character 48

  49. Outline  Principles of animation  Keyframe animation  Articulated figures  Animation Hierarchies  Kinematics  Dynamics 49

  50. Procedural animation  Programmed rules for changing parameters of the animated objects  E.g. according to music, physics, psychology 50

  51. Dynamics  Dynamics  Considers underlaying forces  Capture motion from initial positions and physics  Simulation of Physics insures realism of motion 51

  52. Physically based animation  Rigid bodies  No geometry deformation  Collision response  Soft bodies  Allow for deformation  Energy damping 52

  53. Animation construction  Set body properties  Mass, elasticity, friction, …  Set physical rules  Gravity, collisions, wind, …  Set initial state  Position, velocity, direction, …  Set constraints  Run simulation / animation 53

  54. Spacetime constraints  Animator specifies constraints:  What the character’s physical structure is  e.g. articulated figure  What the character has to do  e.g. jump from here to there in time t  What other physical structures are present  e.g. floor to push off and land  How the motion should be performed  e.g. minimize energy 54

  55. Spacetime constraints  Computer finds the “best” physical motion satisfying constraints  Example: Simulate objects using 2nd Newtons law  F = ma  Ordinary differential equation (ODE)  Numerically solved using Euler’s method  Use discrete time steps 55

  56. Euler Integration  Euler Integration Object::Update(float dt){ /* Constant acceleration: gravity */ a = vec3(0, 0, -9.81); /* New, velocity */ v = v + a * dt; /* New, position */ p = p + v * dt; } 56

  57. Euler Integration  External forces can influence motion Object::Update(float dt) { /* Use mass and external forces */ float m = this->Mass(); F = sumExternalForces(this); /* Compute acceleration */ a = F/m; /* New, velocity */ v = v + a * dt; /* New, position */ p = p + v * dt; } 57

  58. Gravity simulation https://www.youtube.com/watch?v=ztwkXq4Hj7Q 58

  59. N-body simulation https://www.youtube.com/watch?v=ua7YlN4eL_w 59

  60. Fluid simulation https://www.youtube.com/watch?v=r17UOMZJbGs 60

  61. Smoke and Dust https://www.youtube.com/watch?v=RuZQpWo9Qhs 61

  62. Rigid-Body Dynamics  Assume objects are rigid  Preserve and calculate angular momentum  Calculate collisions based on geometry  Define center of mass 62

  63. Rigid-Body Dynamics https://www.youtube.com/watch?v=dvXBstJah5s 63

  64. Soft-Body Dynamics  Model objects using linked particles  Usually using spring/mass models  Polygon edges can represent springs  Vertices are simulated using particles with mass 64

  65. Cloth simulation https://www.youtube.com/watch?v=M2XuQSZ-8h4 65

  66. Soft-Body simulation https://www.youtube.com/watch?v=KppTmsNFneg 66

  67. AI controlled https://www.youtube.com/watch?v=IQEx56O73b8 67

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