More Animation and (maybe) Particle Systems Procedural Animation - - PDF document

more animation and maybe particle systems
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More Animation and (maybe) Particle Systems Procedural Animation - - PDF document

More Animation and (maybe) Particle Systems Procedural Animation Procedural Animation Motion Capture Motion Capture . . Particle Systems Intro Particle Systems Intro Differential Equation Basics Differential Equation Basics Particle


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More Animation and (maybe) Particle Systems

Procedural Animation Motion Capture . Particle Systems Intro Differential Equation Basics Particle Systems Procedural Animation Motion Capture . Particle Systems Intro Differential Equation Basics Particle Systems

Types of Animation

  • Keyframing
  • Procedural Animation
  • Motion Capture
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Procedural Animation

  • Define the motion using formulas

–Hand-crafted –Physically based

  • The animator must be a programmer
  • Keyframing starts to become procedural as

expressions are added

  • At some level of complexity it becomes

easier/more efficient than keyframing.

Procedural Animation

Battle of Helm’s Deep, LOTR

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Procedural Animation

NYU Media Research Lab (Ken Perlin, Athomas Goldberg)

Dynamics

  • Generate motion by specifying mass and force,

apply physical laws (e.g., Newton’s laws)

  • Simulates physical phenomena

–gravity –momentum (inertia) –muscle forces

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Active Simulations Active Simulations: Examples

Wayne Wooten, Pixar (by way of Georgia Tech)

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Active Simulations: More Examples

Petros Faloutsos, UCLA

Robotics Comparison

HRP2 robot, AIST (Japan)

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Performance-based Animation (Motion Capture)

  • Record the animation from live action

– simplest method - rotoscope (trace) over video of real motions

  • Real time input devices

– electronic puppeteering

  • Motion capture

– track motion of reference points

» body or face or hands

– magnetic – optical – exoskeletons – convert to joint angles (not always straightforward) – use these angles to drive an articulated 3-D model – These motion paths can be warped

Motion Capture

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Motion Capture Research Motion Data Acquisition Motion Data Acquisition

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Maze - Sketch Interface Maze - Sketch Interface Re-sequence Re-sequence

Motion Capture Region Virtual Environment Obstacles

Sketched path

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Re-sequence Re-sequence

Motion Capture Region Virtual Environment

Data Acquisition Data Acquisition

“Poles and Holes” rough terrain “Poles and Holes” rough terrain

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Terrain Navigation Terrain Navigation Choice Interface Choice Interface

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Another Example

Arikan et al., (Berkeley) SIGGRAPH ‘03

Particle Systems

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References

  • W. T. Reeves, Particle Systems - a Technique for Modeling a Class of

Fuzzy Objects, ACM Transactions on Graphics, 2(2), pp. 91-108, 1983.

– http://portal.acm.org/citation.cfm?id=357320&dl=ACM&coll=portal&CFID=12858257&CFTOKEN=79986367

  • Karl Sims, Particle animation and rendering using data parallel

computation, ACM SIGGRAPH Computer Graphics, v.24 n.4, p.405-413,

  • Aug. 1990

– http://portal.acm.org/citation.cfm?id=97923&dl=ACM&coll=portal&CFID=12858257&CFTOKEN=79986367

  • A. Witkin, D. Baraff, M. Kass: Physically-Based Modeling, SIGGRAPH

tutorial course notes. 2001 – http://www.pixar.com/companyinfo/research/pbm2001/

  • Partial slide credit: Thomas Funkhouser

Kinematics and Dynamics

  • Kinematics

– Considers only motion – Determined by positions, velocities, accelerations

  • Dynamics

– Considers underlying forces – Compute motion from initial conditions and physics

  • Today: Passive Dynamics:

– No muscles or motors – Examples:

» Smoke » Water » Cloth » Fire » Fireworks

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Karl Sims, Particle Dreams Particle Systems

Clouds Smoke Fire Waterfalls Fireworks Reeves ’83, the Wrath of Khan Batman Returns, using Reynold’s flocking algorithms

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Particle Systems

  • For each frame:

– Create new particles and assign attributes – Delete any expired particles – Update particles based on attributes and physics – Render particles

Creating/Deleting Particles

  • Where to create particles?

– Around some center – Along some path – Surface of shape – Where particle density is low

  • When to delete particles?

– Where particle density is high – Life span – Random This is where user controls animation

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Example: Wrath of Khan

Reeves

Example: Wrath of Khan

Reeves

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Example: Wrath of Khan

Reeves

Particle System Attributes

  • Creation—number, initial condiions
  • position/velocity
  • randomness
  • surface of emitter shape
  • vertex of polygonal object
  • size
  • color
  • transparency
  • shape
  • lifetime
  • Deletion
  • Update of position/velocity
  • translation
  • vortex
  • Rendering style – motion blur, compositing

What control handles do we want/need?

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Equations of Motion: Gravity Only!

t V V P P t A V V g A

  • 2

’ ’ ’

) , , ( z y x P

g

V

Integration: accuracy improves as step size decreases but never a perfect match

Particle System Forces

  • Force fields

– Gravity, wind, pressure

  • Viscosity/damping

– Liquids, drag

  • Collisions

– Environment – Other particles

  • Other particles

– Springs between neighboring particles (mesh) – Useful for cloth

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Spring-Mass Systems

Cloth in 2D Jello in 3D

Spring-Mass Systems

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Cloth

Increased Resolution of Mesh +Possible Shapes + Smoothness

  • Simulation time

Breen ‘95

Modeling for Clothing

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Collisions for Clothing

Potentially VERY expensive Bounding Box Hierarchy Partition space or objects Avoid expensive primitive tests

Polygons Primitive Level Intermediate Level(s) Top Level

Leaves in the Wind…

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Leaves in the Wind…

uniform sink source vortex

Add together to make interesting fields…

N t t t n n n t n

Av F v A F F F F

  • Wejchert&Haumann, ‘91

The Challenges of Passive Simulation

  • Accurate for the situation
  • What pieces of the physics are

necessary for appearance?

  • How to give the animator control?
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Dynamics, more generally

  • Point mass
  • Spring/mass systems
  • Linkages of rigid bodies
  • Other physical phenomena

–Aerodynamics –Fluids –Fracture –Explosions