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Keyframe animation Process of keyframing Keyframe interpolation Hermite and Bezier curves Splines Speed control Oldest keyframe animation Two conditions to make moving images in 19th century at least 10 frames


  1. Keyframe animation

  2. • Process of keyframing • Keyframe interpolation • Hermite and Bezier curves • Splines • Speed control

  3. Oldest keyframe animation • Two conditions to make moving images in 19th century • at least 10 frames per second • a period of blackness between images

  4. 2D animation • Highly skilled animators draw the keyframes • Less skilled (lower paid) animators draw the in-between frames • Time consuming process • Difficult to create physically realistic animation

  5. 3D animation • Animators specify important keyframes in 3D • Computers generates the in-between frames • Some dynamic motion can be done by computers (hair, clothes, etc) • Still time consuming; Pixar spent four years to produce Toy Story

  6. General pipeline • Story board • Keyframes • Inbetweens • Painting

  7. Storyboards • The film in outline form • specify the key scenes • specify the camera moves and edits • specify character gross motion • Typically paper and pencil sketches on individual sheets taped on a wall

  8. “A bug’s life” http://www.pixar.com/featurefilms/abl/behind_pop4.html

  9. The process of keyframing • Specify the keyframes • Specify the type of interpolation • linear, cubic, parametric curves • Specify the speed profile of the interpolation • constant velocity, ease-in-ease-out, etc • Computer generates the in-between frames

  10. A keyframe • In 2D animation, a keyframe is usually a single image • In 3D animation, each keyframe is defined by a set of parameters

  11. Keyframe parameters • What are the parameters? • position and orientation • body deformation • facial features • hair and clothing • lights and cameras

  12. • Process of keyframing • Keyframe interpolation • Hermite and Bezier curves • Splines • Speed control

  13. In-between frames • Linear interpolation • Cubic curve interpolation

  14. Linear interpolation Linearly interpolate the parameters between keyframes t = 5 t = 10 t = 0 t = 15 end key start key x = x 0 + t − t 0 ( x 1 − x 0 ) t 1 − t 0 end time start time

  15. Cubic curve interpolation We can use three cubic functions to represent a 3D curve Each function is defined with the range 0 ≤ t ≤ 1 bold: a vector or a matrix Q ( t ) = [ x ( t ) y ( t ) z ( t )] italic: a scalar or vectors Q x ( t ) = a x t 3 + b x t 2 + c x t + d x a · b : inner product a × b : cross product Q y ( t ) = a y t 3 + b y t 2 + c y t + d y ab : multiplication matrices Q z ( t ) = a z t 3 + b z t 2 + c z t + d z multiplication A · B : multiplication AB :

  16. Compact representation Q ( t ) = [ Q x ( t ) Q y ( t ) Q z ( t )] Q x ( t ) = a x t 3 + b x t 2 + c x t + d x Q y ( t ) = a y t 3 + b y t 2 + c y t + d y Q z ( t ) = a z t 3 + b z t 2 + c z t + d z   a x a y a z � t 3 b x b y b z   t 2 1 � C = T = t   c x c y c z   d x d y d z

  17. Compact representation   a x a y a z � t 3 b x b y b z   t 2 1 � Q ( t ) =  = TC t   c x c y c z  d x d y d z � 3 t 2 d ˙ 0 � 2 t 1 dt Q ( t ) = C Q =

  18. Constraints on the cubics How many constraints do we need to determine a cubic curve? 4 Redefine C as a product of the basis matrix M and the geometry matrix G C = M · G     m 11 m 12 m 13 m 14 G 1 x G 1 y G 1 z � t 3 m 21 m 22 m 23 m 24 G 2 x G 2 y G 2 z     t 2 1 � Q ( t ) = t     m 31 m 32 m 33 m 34 G 3 x G 3 y G 3 z     m 41 m 42 m 43 m 44 G 4 x G 4 y G 4 z = T · M · G

  19. • Process of keyframing • Keyframe interpolation • Hermite and Bezier curves • Splines • Speed control

  20. Hermite curves • A Hermite curve is determined by P 4 R 4 • endpoints P 1 and P 4 • tangent vectors R 1 and R 4 at the P 1 R 1 endpoints • Use these elements to construct geometry matrix   P 1 x P 1 y P 1 z P 4 x P 4 y P 4 z   G h =   R 1 x R 1 y R 1 z   R 4 x R 4 y R 4 z

  21. Hermite basis matrix Given desired constraints: 1. endpoints meet P 1 and P 4 � 0 1 � 0 0 Q (0) = · M h · G h = P 1 � 1 1 � 1 1 Q (1) = · M h · G h = P 4 2. tangent vectors meet R 1 and R 4 ˙ � � 0 0 1 0 Q (0) = · M h · G h = R 1 ˙ � � 3 2 1 0 Q (1) = · M h · G h = R 4

  22. Hermite basis matrix We can solve for basis matrix M h     P 1 0 0 0 1 P 4 1 1 1 1      = G h =  · M h · G h     R 1 0 0 1 0   R 4 3 2 1 0 − 1     0 0 0 1 2 − 2 1 1 1 1 1 1 − 3 3 − 2 − 1     M h = =     0 0 1 0 0 0 1 0     3 2 1 0 1 0 0 0

  23. Hermite Blending functions Let’s define B as a product of T and M   2 − 2 1 1 � t 3 − 3 3 − 2 − 1   t 2 1 � B h ( t ) = t   0 0 1 0   1 0 0 0 B h ( t ) indicates the weight of each element in G h B h ( t ) P 1 P 4   P 1 P 4   Q ( t ) = B h ( t ) ·   R 1   R 4 R 1 t R 4

  24. Bézier curves Indirectly specify tangent vectors by specifying two intermediate points R 1 P 3 R 1 = 3( P 2 − P 1 ) P 4 P 2 R 4 = 3( P 4 − P 3 ) P 1 R 4   P 1 P 2   G b =   P 3   P 4

  25. Bézier basis matrix Establish the relation between Hermite and Bezier geometry vectors       P 1 P 1 1 0 0 0 P 4 0 0 0 1 P 2       G h =  = M hb · G b  =       R 1 − 3 3 0 0 P 3     R 4 P 4 0 0 − 3 3

  26. Bézier basis matrix Q ( t ) = T · M h · G h = T · M h · ( M hb · G b ) = T · ( M h · M hb ) · G b = T · M b · G b   − 1 3 − 3 1 3 − 6 3 0   M b = M h M hb =   − 3 3 0 0   1 0 0 0 http://www.math.ucla.edu/~baker/java/hoefer/Bezier.htm

  27. Bézier blending functions Bezier blending functions are also called Bernstein polynomials   − 1 3 − 3 1 � t 3 3 − 6 3 0   t 2 1 � B b ( t ) = t   − 3 3 0 0   1 0 0 0 B b ( t )   P 1 P 1 P 4 P 2   Q ( t ) = B b ( t ) · P 2 P 3   P 3   P 4 t

  28. Complex curves What if we want to model a curve that passes through these points? Problem with higher order polynomials: Wiggly curves No local control

  29. • Process of keyframing • Keyframe interpolation • Hermite and Bezier curves • Splines • Speed control

  30. Splines • A piecewise polynomial that has locally very simple form, yet be globally flexible and smooth • There are three nice properties of splines we’d like to have • Continuity • Local control • Interpolation

  31. Continuity • Cubic curves are continuous and differentiable • We only need to worry about the derivatives at the endpoints when two curves meet

  32. Continuity C 0 : points coincide, velocities don’t C 1 : points and velocities coincide What’s C 2 ? points, velocities and accelerations coincide

  33. Local control • We’d like to have each control point on the spline only affect some well-defined neighborhood around that point • Bezier and Hermite curves don’t have local control; moving a single control point affects the whole curve

  34. Interpolation • We’d like to have a spline interpolating the control points so that the spline always passes through every control points • Bezier curves do not necessarily pass through all the control points

  35. B-splines • We can join multiple Bezier curves to create B- splines • Ensure C 2 continuity when two curves meet

  36. Continuity in B-splines Suppose we want to join two Bezier curves ( V 0 , V 1 , V 2 , V 3 ) and ( W 0 , W 1 , W 2 , W 3 ) so that C 2 continuity is met at the joint V 1 W 1 V 2 W 2 V 0 W 3 V 3 W 0 Q v (1) = Q w (0) V 3 = W 0 Q v (1) = ˙ ˙ Q w (0) V 3 − V 2 = W 1 − W 0 Q v (1) = ¨ ¨ Q w (0) V 1 − 2 V 2 + V 3 = W 0 − 2 W 1 + W 2 W 2 = V 1 + 4 V 3 − 4 V 2

  37. Continuity in B-splines What does this derived equation mean geometrically? W 2 = V 1 + 4 V 3 − 4 V 2 What is the relationship between a, b and c, if a = 2b - c? W 0 = V 3 V 1 V 2 B 1 W 1 = 2 V 3 − V 2 V 3 = W 0 V 0 W 2 = V 1 + 4 V 3 − 4 V 2 W 1 = 2(2 V 3 − V 2 ) − (2 V 2 − V 1 ) W 2 = 2 W 1 − B 1 W 3 What is B 2 ? B 2

  38. de Boor points Instead of specifying the Bezier control points, let’s specify the corners of the frames that form a B-spline These points are called de Boor points and the frames are called A-frames

  39. de Boor points What is the relationship between Bezier control points and de Boor points? V 0 = 1 � B 0 + 2 3( B 1 − B 0 ) + B 1 + 1 � 3( B 2 − B 1 ) 2 V 1 = B 1 + 1 3( B 2 − B 1 ) V 2 = B 1 + 2 3( B 2 − B 1 ) V 3 = 1 � B 1 + 2 3( B 2 − B 1 ) + B 2 + 1 � 3( B 3 − B 2 ) 2 Verify this by yourself

  40. de Boor points What about the next set of Bezier control points, W 0 , W 1 , W 2 , and W 3 ? What de Boor points do they depend on? B1, B2, B3 and B4. Verify it by yourself

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