C481 B581 Computer Graphics
Dana Vrajitoru
Computer Animation
Def. Animation means the evolution of a graphical scene through
time. Also known as 4D computer graphics, considering the coordinates:
x, y, z, and t = time.
Things that can evolve in the animation:
- objects
- camera
- light sources
Types of animation:
Object Animation
Things that can change for an object:
- position
- orientation (vehicle on the road)
- size (grow or shrink)
- form (morphing)
- color (blushing)
- transparence (fluids)
For a light source:position, orientation, intensity
For the camera:position, look-at point (point of interest),
view angle.
Frame
- The effect of motion is obtained by displaying still images
(frames) so fast that the eye cannot process them separately.
- Standard frame rate: 24 frames / second.
- Computer screen: 30 - 60 frames / second.
- Real-time animation: the program is capable of displaying
the new frames so fast that the viewer sees the action as it happens
(games, scientific visualization).
- Frame-by-frame animation: the image is rendered, recorded,
and the compiled animation can be projected afterwards (motion
picture, cartoons).
Camera Movements
-
Still camera: the projection center and plane (pov) are fixed, the
image is moving.
-
Subjective camera: the projection center and plane are moving. Can
be simulated by applying transformations to the entire scene.
-
Typical application: the roller coaster animations, first person games.
-
Any combination of the two.
Mathematical Definition
-
Geometrical scene defined as the state of the system
-
state_of_the_system(t + dt) = F(state_of_the_system(t), dt)
-
state_of_the_system = F(t)
Frame-by-Frame Animation
-
Frame-by-Frame (flip-book): compute each frame separately.
-
Traditional animation technique.
-
Common method in scientific visualization.
-
Simulates the behavior of dynamic systems.
- dt small enough to pass from one distinct
frame to the next.
Key-Frame Animation
-
Key-frame animation: compute a number of key frames, then interpolate in
between.
-
Computer-aided animation.
-
Interpolation:
-
between object position, achieved by interpolating the object-space transformations,
includes interpolating the camera position,
-
between the object form: 3D morphing,
-
between resulting 2D images : 2D morphing.
- dt much bigger
Interpolation
-
Consider one key frame scene (t1), and the next one scene (
t2 = t1 + dt). We want
to generate nf frames in between the two key frames.
-
We define the frame number i corresponding to the time t1 +
i * dt / nf.
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Linear interpolation:
-
a = i / nf
-
scene (ti) = (1 - a) scene (t1)
+ a scene ( t2)
-
Objects move in straight lines.
-
Cn interpolation: we want the derivative of order n of
the interpolated function to be continuous. Object movements appear smooth.
-
Usually C1 or C2.
Character Animation
Any animation of a skeleton-based deformable object.
The skeleton devises a hierarchical structure for the object that
is usually represented as a scene graph.
Types of character animation:
- direct kinematics
- inverse kinematics
- motion capture
- manual key-framing
Walking
- Alternating the support and swing phases
- The legs and hands are coordinated
- The motion is near periodic
- The need for realism is high
Facial Animation
- Facial expressions, speech.
- Uses different models than the body animation.
- The face is usually represented as a mesh with higher density in
regions more likely to move.
- The animation is achieved by mesh deformation.
- Some key points on the figure serve as reference for the movement.
These points are moved to achieve an expression and the rest of the
mesh adapts to it.
Some links:
The Cathedral
Ringling School of
Art and Desing
Primal Screen
Ecole Nationale
Supérieure des Arts Décoratifs, Paris
Sideshow Animation
Cameron Miyasaki
Last modified: April 28, 2005.
danav@cs.iusb.edu.