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CG 10Bv7
CG 10Bv7
Perceptual Issues II
Computer Graphics
Eadweard Muybridge
Dariusz Sawicki (1830-1904)
• first photography of
movement sequences
Computer animation
CG Computer animation 4
Introduction Animation
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Camera Keyframing I
• CG camera must exactly match the real camera • The original way to animate, and still the most common
– Position form for feature animation
– Rotation – Process has shifted to computers, but basic approach
– Focal length is the same
– Aperature • Interpolation is the most important technique
• Easy when camera is instrumented ! – The in-between frames are interpolated from the
keyframes
– Originally done by armies of underpaid animators
– Now done with computers
• The same problem in full CG animation as well as in
connection of CG animation and traditional film
Storyboard Keyframing II
Defines: scenes, scale and plan of movements, camera
shots, special effects, lighting, scale
Used as guide by
animators
Dziwne przygody
Koziołka Matołka Courtesy of Studio Miniatur Filmowych in Warsaw
(1969-1971)
One page from
storyboard of
film Mano (2005) Koziołek Matołek animation was based on 14 frames in full
cycle of hands and legs movement (running character !)
Courtesy of Studio Miniatur Filmowych in Warsaw
• Keyframe animation
– Main animator specifies important positions
throughout the animation – the keyframes
– Someone or computer fills in the intermediate frames
(inbetweening)
• Procedural animation
– A set of equations or rules are evaluated to determine
how the animation behaves
• Motion capture
– System captures motion data from a real movement
of the animation Animation of the ball reflection, The whole set of frames
is shown. Dark balls represent positions in keyframes,
– The data then drives a virtual character
light balls – in other (in-between) frames.
CG Computer animation 15 CG Computer animation 18
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• Very general term for a technique that puts more The first attempt of solving the movement problem,
complex algorithms behind the scenes invented by Max Fleischer in 1915
• Technique attempts to consolidate artistic efforts in . Allow animators to trace cartoon character over
algorithms and heuristics photographed frames of live performances
• Useful for optimization and physical simulation
from http://design.osu.edu/carlson/history/tree/abel.html
Copyright law as fair use
usage only in educational purpose
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• Extract data from real-world people acting out a scene Active optical system with
• Many techniques for getting the data: online simulation of the
animated character
– Mechanical (electromechanical) methods of extracting
motion (for small motions or with exoskeleton)
– Magnetic/Radio – attach magnets, transponders and
use sensors to get location
– Optical with passive markers or active markers
Pictures courtesy of company Virtual Magic i ATM Grupa
Actor in motion capture studio and picture of the monitor screen with
the animated character. Position of this character is determine by
optical markers on the actor’s dress (after calculation of course)
CG Computer animation 25 CG Computer animation 28
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Methods:
• Simplified
– polygonal modeling or using other solids (ellipsoidal
shape)
• Anatomical based modeling (layer model with skin and
muscles)
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Agent Smith,
The Matrix Reloaded, Neo, The Matrix Reloaded,
Computer Graphics. left Computer Graphics,
right real actor.
pictures from papers:
Borshukov G., Lewis J.P.: Realistic Human Face Rendering for „The Matrix Reloaded”, SIGGRAPH 2003 Sketch #2,
Mihashi T., Tempelaar-Lietz C., Borshukov G.: Generating Realistic Human Hair for „The Matrix Reloaded”, SIGGRAPH 2003 Sketch #4,
Copyright law as fair use, usage only for educational purpose
CG Computer animation 37
Bibliography (additionally)
● Beck J. (ed.): Sztuka animacji, Arkady 2004.
● Berger van den G.: Collision Detection in Interactive 3D
Environments, Morgan Kaufmann 2004.
● Bourg D.M.: Physics for Game Developers, O'Reilly Media,
Inc. 2001.
● Ericson C.: Real-Time Collision Detection, Morgan Kaufmann
2005.
● Haber J., Terzopoulos D.: Facial Modeling and Animation,
SIGGRAPH 2004 Course Notes.
● Magnenat-Thalmann N., Magnenat-Thalmann D.: Computer
Animation, Springer-Verlag 1985.
● Magnenat-Thalmann N., Magnenat-Thalmann D. (ed.): Handbook
of Virual Humans, Wiley 2004.
● Parent R.: Computer Animation, Algorithms and Techniques,
Morgan Kaufmann 2007.
CG Computer animation 38