Computer Animation - Multimedia Computing - Lecture Slides, Slides of Multimedia Applications

Multimedia Computing, In this short course we study the basic concept of the principle of computer architecture. In these lecture slides the key points cover in these slides are:Computer Animation, Model Animation, High-Level Constructs, Lower-Level Data, Control Hierarchy, Degrees of Freedom, Medium-Level Animation, Soft Object Animation, Articulated Objects, Keyframe Systems

Typology: Slides

2012/2013

Uploaded on 04/23/2013

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Computer Animation
In its simplest form, computer animation simply
mean:
using a standard renderer to produce consecutive frames
wherein the animation consists of relative movement
between rigid bodies and possibly movement of the view
point or virtual camera
This is completely analogous to model animation
where scale models are photographed by special
cameras
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Computer Animation

  • In its simplest form, computer animation simply

mean:

  • using a standard renderer to produce consecutive frames
  • wherein the animation consists of relative movement between rigid bodies and possibly movement of the view point or virtual camera
  • This is completely analogous to model animation

where scale models are photographed by special cameras

Computer Animation

  • An animation system may be high-level, low-level, or

somewhere in between

  • High-level animation systems allow the animator to specify the motion in abstract general terms
  • Low-level systems requires the animator to specify individual moving parameters
  • High-level commands describe behavior implicitly in terms of events and relationships

Medium-Level Animation

  • Medium-level animation techniques may generally

be placed in one or more of the following categories

  • Procedural animation
    • control over motion specification achieved through use of procedures that explicitly define the movement as a function of time
  • Representational animation
    • not only can an object move through space, but the shape of the object itself may change

Medium-Level Animation

  • There are two subsections of this category:
    • The animation of articulated objects
      • An articulated object is made up of connected segments or links whose motion relative to each other is somewhat restricted
    • Soft object animation
      • This includes the more general techniques for deforming and animating the deformation of objects

Low-Level Control

  • We now examine some of the techniques that,

under the paradigm of animation as hierarchy

of control, corresponds to the different ways

of imposing the first level of abstraction on

the task of motion control

Keyframing

  • Keyframe systems take their name from the traditional hierarchical production system first developed by Walt Disney
  • Skilled animators would design or choreograph a particular sequence by drawing frames that established the animation - the so-called keyframes
  • The production of the complete sequence was then passed on to less skilled artists who used the keyframes to produce ‘in-between’ frames

Keyframing

Interpolation of rotation angle

Interpolation of end points

Keyframing

  • The keyframing approach carries certain

disadvantages

  • First, it is only really suitable for simple motion of rigid bodies
  • Second, care must be taken to ensure that no unwanted motion excursions are introduced by the interpolant
  • None the less, interpolation of key frames remains fundamental to most animation systems

Spline-Driven Animation

  • Consider a single segment of the curve defined over the interval 0≤u≤
  • The curve is a cubic polynomial which can be specified interactively by defining four control points
  • The particular curve that passes through these points is constrained by the need for second order continuity at the end points of the curve segments - Adjacent curve segments share three control points

Spline-Driven Animation

  • Using this information we can derive mathematically the exact form of each of the curve segments as follows: - Q (^) i (u) = sum from k=0 to 3 p (^) i+k Bk (u)
  • where the p (^) i’s are the control points, and the B (^) i’s are

defined as follows:

  • B 0 (u) = (1+u) 3 /
  • B 1 (u) = (3u 3 -6u^2 +4)/
  • B 2 (u) = (-3u 3 +3u^2 +3u+1)/
  • B 3 (u) = u 3 /

Spline-Driven Animation

  • Suppose we have interactively specified a spline Q(u) (by giving four control points) that we wish to use as the path for the motion of an object
  • To generate an animation sequence, we need to find the position of the object along the path at equal intervals in time

Spline-Driven Animation

  • In order to do this, we need to reparameterize the curve in terms of arclength - Without the arclength parameter, it is not possible to have an object move with uniform speed along a spline - The reparameterization is nontrivial and will not be given here - Once this has been done, an object positioned on a curve Q(u) can be driven by a velocity curve - V(u) = (t(u), s(u)) that plots the arclength s, or distance traveled, against time

Spline-Driven Animation

  • The velocity curve can be generalized to drive any

motion parameter

  • The term ‘motion parameter’ then encompasses anything that moves in the animation sequence apart from the usual kinetic variables such as position and orientation
  • Movement could also include color and transparency, for example
  • This methodology is known as general kinetic control

Animating Articulated Structures

  • Older animation systems keyframe based
  • Newer animation systems use forward

kinematics and inverse kinematics to

specify and control motion

  • The characters themselves are

constructed out of skeletons which

resemble the articulated structures found

in robotics