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Computer Graphics Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga Computer Animation December 07, 2005 Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga Computer Animation “Animation” making objects change over time according to scripted actions “Simulation” predicting how objects change over time according to physical laws

Computer Animationgraphics.hallym.ac.kr/teach/2005/cga/src/09ani.pdf · 2008. 9. 10. · Computer Graphics Sun-Jeong Kim sunkim/teach/2005/cga Computer Animation December 07, 2005

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  • Computer Graphics

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Computer Animation

    December 07, 2005

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Computer Animation

    “Animation”making objects change over time according to scripted actions

    “Simulation”predicting how objects change over time according to physical laws

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Contents

    Principles of animation

    Keyframe animation

    Articulated figures

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Principle of Traditional Animation – Disney –

    Squash and stretchSlow in and outAnticipationExaggerationFollow through and overlapping actionTimingStagingStraight ahead action and pose-to-pose actionArcsSecondary actionAppeal

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Squash and Stretch

    Squash

    Stretch

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Slow In and Out

    Slow

    Slow

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Anticipation

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Animation Pipeline

    3D modeling

    Motion specification

    Motion simulation

    Shading, lighting, & rendering

    Post-processing

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Contents

    Principles of animation

    Keyframe animation

    Articulated figures

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Keyframe Animation (1)

    Defining character poses at specific time steps called “keyframes”

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Keyframe Animation (2)

    Interpolating variables describing keyframes to determine poses for character “in-between”

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Inbetweening (1)

    Linear interpolationusually not enough continuity

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Inbetweening (2)

    Spline interpolationmaybe good enough

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Inbetweening (3)

    Spline interpolationmaybe good enoughmay not follow physical laws

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Inbetweening (3)

    Spline interpolationmaybe good enoughmay not follow physical laws

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Inbetweening (4)

    Inverse kinematics or dynamics physical laws

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Contents

    Principles of animation

    Keyframe animation

    Articulated figures

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Articulated Figures (1)

    Character poses described by the set of rigid bodies connected by “joints”

    Base

    Arm

    Hand

    Scene Graph

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Articulated Figures (2)

    Well-suited for humanoid characters

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Articulated Figures (3)

    Inbetweeningcomputing joint angles between keyframesconsidering the length constancy

    Right Wrong

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Example: Walk Cycle (1)

    Articulated figure:

    Hip

    Knee

    Foot

    Upper Leg

    Ankle

    Lower Leg

    Hip Rotate

    Hip Rotate + Knee Rotate

    Upper Leg (Hip Rotate)

    Foot (Ankle Rotate)

    Lower Leg (Knee Rotate)

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Example: Walk Cycle (2)

    Hip joint orientation:

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Example: Walk Cycle (3)

    Knee joint orientation:

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Example: Walk Cycle (4)

    Ankle joint orientation:

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Challenge of Animation

    Temporal aliasingmotion blur

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Temporal Ailasing

    Artifacts due to limited temporal resolutionstrobingflickering

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Temporal Ailasing

    Artifacts due to limited temporal resolutionstrobingflickering

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Temporal Ailasing

    Artifacts due to limited temporal resolutionstrobingflickering

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Temporal Ailasing

    Artifacts due to limited temporal resolutionstrobingflickering

    Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Motion Blur

    Compositing weighted images of adjacent frames

    removing parts of signal under-sampled in time

  • Sun-Jeong Kim http://www.hallym.ac.kr/~sunkim/teach/2005/cga

    Summary

    Animation requires ...modelingscriptinginbetweeninglighting and shadingrenderingimage processing