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Computer Animation: CGVR - Korea.ac - KR
Computer Animation: CGVR - Korea.ac - KR
Computer Animation: CGVR - Korea.ac - KR
Computer Animation
What is Animation?
Make objects change over time
according to scripted actions
What is Simulation?
Predict how objects change over
time according to physical laws
Principles of Animation
Keyframe Animation
Articulated Figures
Stretch
Squash
Animation Pipeline
3D modeling
Motion specification
Motion simulation
Shading, lighting, & rendering
Postprocessing
Principles of Animation
Keyframe Animation
Articulated Figures
Linear Interpolation
Usually not enough continuity
Spline Interpolation
Maybe good enough
Spline Interpolation
Maybe good enough
May not follow physical laws
Spline Interpolation
Maybe good enough
May not follow physical laws
Principles of Animation
Keyframe Animation
Articulated Figures
Base
Arm
Hand
Scene Graph
Right Wrong
Articulated Figure:
Temporal Aliasing
Motion blur
Kinematics &
Dynamics
Kinematics
Consider only motion
Determined by positions, velocities, accelerations
Dynamics
Consider underlying forces
Compute motion from initial conditions and physics
“End-Effector”
X=(x, y)
(0, 0)
X=(x, y)
(0, 0)
X=(l1cos1l2cos(1), l1sin1l2sin(1))
X=(x, y)
(0, 0)
X=(x, y)
dd1 dd2
1 1.2 2 0.1
1.2 0.1
dtdt dtdt
“End-Effector”
X=(x, y)
(0, 0)
X=(x, y)
X=(x, y)
(0, 0)
X=(x, y)
(0, 0)
Three unknowns: 13
Two equations: x, y
X=(x, y)
(0, 0)
Forward Kinematics
Specify conditions (joint angles)
Compute positions of end-effectors
Inverse Kinematics
“Goal-directed” motion
Specify goal positions of end effectors
Compute conditions required to achieve goals
Inverse
Inverse kinematics
kinematics provides
provides easier
easier
specification
specification for for many
many animation
animation tasks,
tasks,
but
but itit isis computationally
computationally more
more difficult
difficult
cgvr.korea.ac.kr 44 Graphics Lab @ Korea University
Overview
CGVR
Kinematics
Consider only motion
Determined by positions, velocities, accelerations
Dynamics
Consider underlying forces
Compute motion from initial conditions and physics
Advantages
Free animator from having to specify details of
physically realistic motion with spline curves
Easy to vary motions due to new parameters and/or
new constraints
Challenges
Specifying constraints and objective functions
Avoiding local minima during optimization
Adapting Motion
Original Jump
Heavier Base
Adapting Motion
Hurdle
Adapting Motion
Ski Jump
Editing Motion
Original Adapted
cgvr.korea.ac.kr 55 Graphics Lab @ Korea University
Space Time Constraints
CGVR
Morphing Motion
Advantages
Free animator from having to specify details of
physically realistic motion with spline curves
Easy to vary motions due to new parameters and/or
new constraints
Challenges
Specifying constraints and objective functions
Avoiding local minima during optimization
Hot Gases
cgvr.korea.ac.kr 58 Graphics Lab @ Korea University
Summary
CGVR
Kinematics
Forward kinematics
Animator specifies joints (hard)
Compute end-effectors (easy)
Inverse kinematics
Animator specifies end-effectors (easier)
Solve for joints (harder)
Dynamics
Space-time constraints
Animator specifies structures & constraints (easiest)
Solve for motion (hardest)
Also other physical simulations