Today. Keyframing. Procedural Animation. Physically-Based Animation. Articulated Models. Computer Animation & Particle Systems
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1 Today Computer Animation & Particle Systems Some slides courtesy of Jovan Popovic & Ronen Barzel How do we specify or generate motion? Keyframing Procedural Animation Physically-Based Animation Forward and Inverse Kinematics Motion Capture What is a Particle System? Particle System Examples Advanced Particle Systems Keyframing Use spline curves to automate the inbetweening Good control Less tedious than drawing every frame Creating a good animation still requires considerable skill and talent Procedural Animation Describes the motion algorithmically, as a function of small number of parameters Example: a clock with second, minute and hour hands express the clock motions in terms of a seconds variable the clock is animated by varying the seconds parameter Example: A bouncing ball Abs(sin(ωt+θ 0 ))*e -kt ACM 1987 Principles of traditional animation applied to 3D computer animation Physically-Based Animation Articulated Models Assign physical properties to objects (masses, forces, inertial properties) Simulate physics by solving equations Realistic but difficult to control m v 0 g Articulated models: rigid parts connected by joints They can be animated by specifying the joint angles as functions of time. q i q () i t t 1 t 2 t 1 t 2 1
2 Skeleton Hierarchy Each bone transformation described relative to the parent in the hierarchy: xh, yh, zh, qh, f h, s h q, f, s 1 DOF: knee 2 DOF: wrist 3 DOF: arm t t t q c qf, f f z y v s hips left-leg... r-thigh x r-calf r-foot Forward Kinematics Given skeleton parameters p, and the position of the effecter in local coordinates V s, what is the position of the effector in the world coordinates V w? xh, yh, zh, qh, f h, s h q, f, s t t t q, f V w = T(x h,y h,z h )R(q h,f h,s h )T h R(q t,f t,s t )T t R(Q c )T c R(q f,f f )V s V w = S(p)V s f q c f v s z y v s x Inverse Kinematics (IK) IK Challenge Given the position of the effecter in local coordinates V s xh, yh, zh, qh, f h, s h and the desired position V w qt, f t, s t in world coordinates, what are the skeleton parameters p? q c Much harder requires solving the inverse of the non-linear qf, f V f s function: find p s.t. S(p)V s = V w Underdetermined problem with many solutions V w Find a natural skeleton configuration for a given collection of pose constraints A scalar objective function g(p) measures the quality of a pose, g(p) is minimum for most natural poses Example g(p): deviation from natural pose, joint stiffness, power consumption, etc A vector constraint function C(p) = 0 collects all pose constraints: Motion Capture Optical markers, high-speed cameras, triangulation 3D position Captures style, subtle nuances and realism You must observe someone do something How Do They Animate Movies? Keyframing mostly Articulated figures, inverse kinematics Skinning Complex deformable skin, muscle, skin motion Hierarchical controls Smile control, eye blinking, etc. Keyframes for these higher-level controls A huge time is spent building the 3D models, its skeleton and its controls Physical simulation for secondary motion Hair, cloths, water Particle systems for fuzzy objects Images from the Maya tutorial 2
3 Questions? Today How do we specify or generate motion? What is a Particle System? Each particle maintains its state (position, velocity, color, etc.) Describe the external forces with a force field Integrate the laws of mechanics (ODE Solvers) Collisions (later ) Particle System Examples Advanced Particle Systems Types of Dynamics Point Rigid body Deformable body (include clothes, fluids, smoke, etc.) ACM 1988 Spacetime Constraints What is a Particle System? Collection of many small simple particles Particle motion influenced by force fields Particles created by generators Particles often have lifetimes Used for, e.g: sand, dust, smoke, sparks, flame, water, CSCI-6962 Advanced Carlson, Computer Mucha, Graphics Van Horn, & Turk 2002 Particle Motion mass m, position x, velocity v equations of motion: Ordinary Differential Equation: Demos by Mark B. Allan 3
4 Numerical solutions to ODEs Analytic solutions can be found for some classes of differential equations, but most can t be solved analytically (e.g., 3-body problem) Solving ODEs for animation For animation, want a series of values: Given a function f(x,t) compute X(t) Typically, initial value problems: Given values X(t 0 )=X 0 Find values X(t) for t > t 0 Also, boundary value problems, constrained problems, etc samples of the continuous function X(t) i.e., frames of an animation Questions? Path through a field f(x,t) is a vector field defined everywhere E.g. a velocity field which may change over time X(t) is a path through the field Higher order ODEs E.g., for a 3D particle E.g., Mechanics has 2nd order ODE: We have a 6 dimension ODE problem: Express as 1 st order ODE by defining v(t): 4
5 and for a collection of 3D particles Intuitive solution: take steps Current state X Examine f(x,t) at (or near) current state Take a step to new value of X Most solvers do some form of this Euler s method Effect of step size Simplest and most intuitive. Define step size h Given X 0 =X(t 0 ), take step: Step size controls accuracy Smaller steps more closely follow curve For animation, may need to take many small steps per frame Piecewise-linear approximation to the curve Euler s method: inaccurate Moves along tangent; can leave curve, e.g.: Exact solution is circle: Euler s method: unstable Exact solution is decaying exponential: Limited step size: Euler s spirals outward no matter how small h is If k is big, h must be small 5
6 Analysis: Taylor series Expand exact solution X(t) Euler s method approximates: Can we do better than Euler s method? Problem: f has varied along the step Idea: look at f at the arrival of the step and compensate for variation First-order method: Accuracy varies with h To get 100x better accuracy need 100x more steps 2nd-order methods Comparison: Euler, Midpoint, Runge-Kutta Midpoint: ½Euler step evaluate f m full step using f m Trapezoid: a f m b f 1 Euler step (a) evaluate f 1 full step using f 1 (b) average (a) and (b) Not exactly same result Same order of accuracy Questions? What is a force? Forces can depend on location, time, velocity There can be multiple force sources 6
7 Forces: Gravity on Earth depends only on particle mass: f(x,t) = constant for smoke, flame: make gravity point up! m i v 0 G Forces: Gravity for N-body problem Depends on all other particles Opposite for pairs of particles Force in the direction of p i p j with magnitude inversely proportional to square distance F ij = G m i m j / r 2 P i P j Forces: Damping force on particle i depends only on velocity of i force opposes motion removes energy, so system can settle small amount of damping can stabilize solver too much damping makes motion too glue-like Forces: Spatial fields force on particle i depends only on position of i wind attractors repulsers vortices can depend on time note: these add energy, may need damping too Forces: Spatial interaction Questions? e.g., approximate fluid: Lennard-Jones force: O(N 2 ) to test all pairs In practice, only local 7
8 Today How do we specify or generate motion? What is a Particle System? Particle System Examples Advanced Particle Systems Particle Animation [Reeves et al. 1983] Start Trek, The Wrath of Kahn How they did it? One big particle system at impact Secondary systems for rings of fire. Where do Particles come from? Often created by generators (or emitters ) can be attached to objects in the model Given rate of creation: particles/second record t last of last particle created create n particles. update t last if n > 0 Create with (random) distribution of initial x and v if creating n > 1 particles at once, spread out on path Particle Lifetimes Record time of birth for each particle Specify lifetime Use particle age to: remove particles from system when too old often, change color often, change transparency (old particles fade) Sometimes also remove particles that are offscreen 8
9 Rendering and Motion Blur Particles are usually not shaded (just emission) Often, rendered last with z-buffer disabled Draw a line for motion blur (x, x + vdt) Sometimes use texture maps (fire, clouds) Particle Dreams by Karl Sims 1988 A Connection Machine CM-2 computer was used to perform physical simulations on thousands of particles simultaneously, one processor for each particle. Karl Sims, "Particle Animation and Rendering Using Data Parallel Computation", SIGGRAPH Particle Modeling Questions? grass made from particles [Reeves et al. 1983] Today How do we specify or generate motion? What is a Particle System? Particle System Examples Advanced Particle Systems Advanced Particle Systems Each bird modeled as a complex particle ( boid ) A set of forces control its behavior based on location of other birds and control forces Craig Reynolds 9
10 Advanced Particle Systems Boid" is an abbreviation of "birdoid", as the rules apply equally to simulated flocking birds, and schooling fish. Fish School, Crowds Craig Reynolds Finding Nemo Pixar Questions? 10
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