CS 4204 Computer Graphics
|
|
|
- Jewel Brown
- 10 years ago
- Views:
Transcription
1 CS 4204 Computer Graphics Computer Animation Adapted from notes by Yong Cao Virginia Tech 1
2 Outline Principles of Animation Keyframe Animation Additional challenges in animation 2
3 Classic animation Luxo Jr. (1986)
4 Principles of Traditional Animation Disney Squash and Stretch Slow In and Out Anticipation Exaggeration Follow Through and Overlapping Action Timing Staging Straight Ahead Action and Pose-to-Pose Action Arcs Secondary Action Appeal
5 Squash and Stretch
6 Slow In and Out
7 Anticipation
8 Exaggeration
9 Timing and Follow through
10 Secondary actions
11 Keyframe Animation Define Character Poses at Specific Time Steps Called Keyframes
12 Keyframe Animation Interpolate Variables Describing Keyframes to Determine Poses for Character in between
13 In-betweening Linear Interpolation Usually not enough continuity
14 In-betweening Spline Interpolation Maybe good enough
15 In-betweening Cubic Spline Interpolation Maybe good enough May not follow physical laws!!
16 In-betweening Cubic Spline Interpolation Maybe good enough May not follow physical laws!!
17 Articulated Figures Character Poses Described by Set of Rigid Bodies Connected by Joints Base Arm Hand Scene Graph
18 Articulated Figures Well-Suited for Humanoid Characters
19 Articulated Figures Joints Provide Handles for Moving Articulated Figure
20 In-betweening Compute Joint Angles between Keyframes
21 Example: Walk Cycle Articulated Figure: Upper Leg Hip Knee Lower Leg Upper Leg (Hip Rotate) Hip Rotate Lower Leg (Knee Rotate) Hip Rotate + Knee Rotate Ankle Foot Foot (Ankle Rotate)
22 Example: Walk Cycle Hip Joint Orientation:
23 Example: Walk Cycle Knee Joint Orientation:
24 Example: Walk Cycle Ankle Joint Orientation:
25 Animation When we speak of an animation,, we refer to the data required to pose a skeleton over some range of time This should include information to specify all necessary DOF values over the entire time range Sometimes, this is referred to as a clip or even a move (as animation can be ambiguous)
26 Pose Space If a character has N DOFs,, then a pose can be thought of as a point in N-dimensional pose space An animation can be thought of as a point moving through pose space, or alternately as a fixed curve in pose space One-shot animations are an open curve, while loop animations form a closed loop Generally, we think of an individual animation as being a continuous curve, but there s s no strict reason why we couldn t t have discontinuities (cuts)
27 Channels If the entire animation is an N-dimensional curve in pose space, we can separate that into N 1-dimensional curves, one for each DOF We call these channels A A channel stores the value of a scalar function over some 1D domain (either finite or infinite) A A channel will refer to pre-recorded or pre-animated data for a DOF, and does not refer to the more general case of a DOF changing over time (which includes physics, procedural animation )
28 Channels
29 Array of Channels An animation can be stored as an array of channels A A simple means of storing a channel is as an array of regularly spaced samples in time Using this idea, one can store an animation as a 2D array of floats (NumDOFs x NumFrames) However, if one wanted to use some other means of storing a channel, they could still store an animation as an array of channels, where each channel is responsible for storing data however it wants
30 Array of Poses An alternative way to store an animation is as an array of poses This also forms a 2D array of floats (NumFrames x NumDOFs) Which is better, poses or channels?
31 Poses vs. Channels Which is better? It depends on your requirements. The bottom line: Poses are faster Channels are far more flexible and can potentially use less memory
32 Array of Poses The array of poses method is about the fastest possible way to playback animation data A pose (vector of floats) is exactly what one needs in order to pose a rig Data is contiguous in memory, and can all be directly accessed from one address
33 Array of Channels As each channel is stored independently, they have the flexibility to take advantage of different storage options and maximize memory efficiency Also, in an interactive editing situation, new channels can be independently created and manipulated However, they need to be independently evaluated to access the current frame,, which takes time and implies discontinuous memory access
34 Poses vs. Channels Array of poses is great if you just need to play back some relatively simple animation and you need maximum performance. This corresponds to many video games Array of channels is essential if you want flexibility for an animation system or are interested in generality over raw performance Array of channels can also be useful in more sophisticated game situations or in cases where memory is more critical than CPU performance (which is not uncommon)
35 Keyframe Channel A A channel can be stored as a sequence of keyframes Each keyframe has a time and a value and usually some information describing the tangents at that location The curves of the individual spans between the keys are defined by 1-D interpolation (usually piecewise Hermite) class Keyframe; class Channel { float *m_keyframe_array; float Evaluate(float time); bool Load(FILE*); };
36 Keyframe Channel
37 Keyframe Tangent In Tangent Out Value Keyframe (time,value) Time
38 Why Use Keyframes? Good user interface for adjusting curves Gives the user control over the value of the DOF and the velocity of the DOF Define a perfectly smooth function (if desired) Can offer good compression (not always) Every animation system offers some variation on keyframing Video games may consider keyframes for compression purposes, even though they have a performance cost
39 Tangent Rules Rather than store explicit numbers for tangents, it is often more convenient to store a rule and recompute the actual tangent as necessary Usually, separate rules are stored for the incoming and outgoing tangents Common rules for Hermite tangents include: Flat (tangent = 0) Linear Smooth Fixed (tangent points to next/last key) (automatically adjust tangent for smooth results) (user can arbitrarily specify a value) Remember that the tangent equals the rate of change of the DOF (or the velocity)
40 Flat Tangents Flat tangents are particularly useful for making slow in and slow out motions (acceleration from a stop and deceleration to a stop) v = 0
41 Linear Tangents v 1 in (p 1,t 1 ) (p 0,t 0 ) v 0 out
42 Smooth Tangents (p 0,t 0 ) v 1 in (p 1,t 1 ) v 1 out (p 2,t 2 ) Keep in mind that this won t t work on the first or last tangent (just use the linear rule)
43 Cubic Coefficients Keyframes are stored in order of their time Between every two successive keyframes is a span of a cubic curve The span is defined by the value of the two keyframes and the outgoing tangent of the first and incoming tangent of the second Those 4 values are multiplied by the Hermite basis matrix and converted to cubic coefficients for the span For simplicity, the coefficients can be stored in the first keyframe for each span
44 Extrapolation Modes Channels can specify extrapolation modes to define how the curve is extrapolated before t min and after t max Usually, separate extrapolation modes can be set for before and after the actual data Common choices: Constant value (hold first/last key value) Linear (use tangent at first/last key) Cyclic (repeat the entire channel) Cyclic Offset (repeat with value offset) Bounce (repeat alternating backwards & forwards)
45 Extrapolation Flat: Linear: t min t max
46 Extrapolation Cyclic: Cyclic Offset:
47 Extrapolation Bounce:
48 Keyframe Evaluation The main runtime function for a channel is something like: float Channel::Evaluate(float time); This function will be called many times For an input time t, there are 4 cases to consider: t is before the first key (use extrapolation) t is after the last key (use extrapolation) t falls exactly on some key (return key value) t falls between two keys (evaluate cubic equation)
49 Channel::Evaluate() The Channel::Evaluate function needs to be very efficient, as it is called many times while playing back animations There are two main components to the evaluation: Find the proper span Evaluate the cubic equation for the span
50 Random Access To evaluate a channel at some arbitrary time t, we need to first find the proper span of the channel and then evaluate its equation As the keyframes are irregularly spaced, this means we have to search for the right one If the keyframes are stored as a linked list, there is little we can do except walk through the list looking for the right span If they are stored in an array, we can use a binary search, which should do reasonably well
51 Higher-level animation issues Using motion capture data for animation (video( video) Sequencing, blending, or adding multiple animations (video) Generating animations Procedurally (video( video) Based on physical simulation (video( video) Animation of phenomena that don t t fit the articulated body model (smoke, water, explosions, hair, cloth, etc.) (video)
Computer Animation. Computer Animation. Principles of Traditional Animation. Outline. Principles of Traditional Animation
Computer Animation What is animation? Make objects change over time according to scripted actions Computer Animation What is simulation? Predict how objects change over time according to physical laws
Computer Animation. Jason Lawrence CS 4810: Graphics
Computer Animation Jason Lawrence CS 4810: Graphics Acknowledgment: slides by Misha Kazhdan, Allison Klein, Tom Funkhouser, Adam Finkelstein and David Dobkin Overview Some early animation history o http://web.inter.nl.net/users/anima/index.htm
The 3D rendering pipeline (our version for this class)
The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons in camera coordinates Pixels in image coordinates Scene graph Camera Rasterization
Graphics. Computer Animation 고려대학교 컴퓨터 그래픽스 연구실. kucg.korea.ac.kr 1
Graphics Computer Animation 고려대학교 컴퓨터 그래픽스 연구실 kucg.korea.ac.kr 1 Computer Animation What is Animation? Make objects change over time according to scripted actions What is Simulation? Predict how objects
Interactive Computer Graphics
Interactive Computer Graphics Lecture 18 Kinematics and Animation Interactive Graphics Lecture 18: Slide 1 Animation of 3D models In the early days physical models were altered frame by frame to create
CIS 536/636 Introduction to Computer Graphics. Kansas State University. CIS 536/636 Introduction to Computer Graphics
2 Lecture Outline Animation 1 of 3: Basics, Keyframing Sample Exam Review William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre
Fundamentals of Computer Animation
Fundamentals of Computer Animation Principles of Traditional Animation How to create maximum impact page 1 How to create maximum impact Early animators worked from scratch to analyze and improve upon silence
The Fundamental Principles of Animation
Tutorial #11 Prepared by Gustavo Carneiro This tutorial was based on the Notes by P. Coleman, on the web-page http://www.comet-cartoons.com/toons/3ddocs/charanim/, and on the paper Principles of Traditional
CG T17 Animation L:CC, MI:ERSI. Miguel Tavares Coimbra (course designed by Verónica Orvalho, slides adapted from Steve Marschner)
CG T17 Animation L:CC, MI:ERSI Miguel Tavares Coimbra (course designed by Verónica Orvalho, slides adapted from Steve Marschner) Suggested reading Shirley et al., Fundamentals of Computer Graphics, 3rd
CS 4300 Computer Graphics. Prof. Harriet Fell Fall 2012 Lecture 33 November 26, 2012
CS 4300 Computer Graphics Prof. Harriet Fell Fall 2012 Lecture 33 November 26, 2012 1 Today s Topics Animation 2 Static to Animated we have mostly created static scenes except when we applied affine transformations
animation animation shape specification as a function of time
animation animation shape specification as a function of time animation representation many ways to represent changes with time intent artistic motion physically-plausible motion efficiency control typically
Outline. Animation. 1. Squash and Stretch. Overview: Traditional Animation. Squash and Stretch Cont. 2. Timing and Motion
Outline Animation Presented By Timothy Chan 1. Principles of Traditional Animation Applied to Computer Animation (Lasseter, 1987) 2. Animation: Can it facilitate? (Tversky and Morrison, 2002) 3. On Creating
Computer Animation. CS 445/645 Fall 2001
Computer Animation CS 445/645 Fall 2001 Let s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues to consider: Is the goal to replace or augment the artist?
Computer Animation. Connelly Barnes CS 4810: Graphics
Computer Animation Connelly Barnes CS 4810: Graphics Acknowledgment: slides by Jason Lawrence, Misha Kazhdan, Allison Klein, Tom Funkhouser, Adam Finkelstein and David Dobkin Overview Some early animation
animation shape specification as a function of time
animation 1 animation shape specification as a function of time 2 animation representation many ways to represent changes with time intent artistic motion physically-plausible motion efficiency typically
Mocap in a 3D Pipeline
East Tennessee State University Digital Commons @ East Tennessee State University Undergraduate Honors Theses 5-2014 Mocap in a 3D Pipeline Logan T. Maides Follow this and additional works at: http://dc.etsu.edu/honors
Lesson Plan. Performance Objective: Upon completion of this assignment, the student will be able to identify the Twelve Principles of Animation.
Lesson Plan Course Title: Animation Session Title: The Twelve Principles of Animation Lesson Duration: Approximately two 90-minute class periods Day One View and discuss The Twelve Principles of Animation
Logistics. Projects. Announcement. Animation pipeline. Plan for today. Animation Pipeline, Principles, Tools. Test e-mail. Test file in mycourses
Logistics, Principles, Tools Test e-mail Anyone not get it? Test file in mycourses Anyone have problems Announcement Animator KAREN AQUA at RIT Tuesday, March 18 th (tomorrow) 6-9 pm Carlson Auditorium
Tutorial: Biped Character in 3D Studio Max 7, Easy Animation
Tutorial: Biped Character in 3D Studio Max 7, Easy Animation Written by: Ricardo Tangali 1. Introduction:... 3 2. Basic control in 3D Studio Max... 3 2.1. Navigating a scene:... 3 2.2. Hide and Unhide
Animation. The Twelve Principles of Animation
Animation The Twelve Principles of Animation Image 01. Public Domain. 1 Principles of Animation Image 02. Public Domain. In their book, The Illusion of Life, Ollie Johnston and Frank Thomas present the
COMP 150-04 Visualization. Lecture 15 Animation
COMP 150-04 Visualization Lecture 15 Animation History of animation The function of animation Illustrate steps of a complex process Illustrate cause and effect, context Show trends over time, tell a story
CHAPTER 6 TEXTURE ANIMATION
CHAPTER 6 TEXTURE ANIMATION 6.1. INTRODUCTION Animation is the creating of a timed sequence or series of graphic images or frames together to give the appearance of continuous movement. A collection of
Maya 2014 Basic Animation & The Graph Editor
Maya 2014 Basic Animation & The Graph Editor When you set a Keyframe (or Key), you assign a value to an object s attribute (for example, translate, rotate, scale, color) at a specific time. Most animation
Introduction to. With Slides from Dongho Kim and Karen Liu. School of Media @ Computer Soongsil University Animation. Computer Animation
Introduction to With Slides from Dongho Kim and Karen Liu School of Media @ Computer Soongsil University Animation Where are s? Movies Star Wars, Toy Story, Titanic, many more Real-performance driven animation
CS 4620 Practicum Programming Assignment 6 Animation
CS 4620 Practicum Programming Assignment 6 Animation out: Friday 14th November 2014 due: : Monday 24th November 2014 1 Introduction In this assignment, we will explore a common topic in animation: key
Animation (-4, -2, 0 ) + (( 2, 6, -4 ) - (-4, -2, 0 ))*.75 = (-4, -2, 0 ) + ( 6, 8, -4)*.75 = (.5, 4, -3 ).
Animation A Series of Still Images We Call Animation Animation needs no explanation. We see it in movies and games. We grew up with it in cartoons. Some of the most popular, longest-running television
MA 323 Geometric Modelling Course Notes: Day 02 Model Construction Problem
MA 323 Geometric Modelling Course Notes: Day 02 Model Construction Problem David L. Finn November 30th, 2004 In the next few days, we will introduce some of the basic problems in geometric modelling, and
This week. CENG 732 Computer Animation. Challenges in Human Modeling. Basic Arm Model
CENG 732 Computer Animation Spring 2006-2007 Week 8 Modeling and Animating Articulated Figures: Modeling the Arm, Walking, Facial Animation This week Modeling the arm Different joint structures Walking
Blender 3D Animation
Bachelor Maths/Physics/Computer Science University Paris-Sud Digital Imaging Course Blender 3D Animation Christian Jacquemin Introduction to Computer Animation Animation Basics animation consists in changing
MOBILE ROBOT TRACKING OF PRE-PLANNED PATHS. Department of Computer Science, York University, Heslington, York, Y010 5DD, UK (email:[email protected].
MOBILE ROBOT TRACKING OF PRE-PLANNED PATHS N. E. Pears Department of Computer Science, York University, Heslington, York, Y010 5DD, UK (email:[email protected]) 1 Abstract A method of mobile robot steering
C O M P U C O M P T U T E R G R A E R G R P A H I C P S Computer Animation Guoying Zhao 1 / 66 /
Computer Animation Guoying Zhao 1 / 66 Basic Elements of Computer Graphics Modeling construct the 3D model of the scene Rendering Render the 3D model, compute the color of each pixel. The color is related
the points are called control points approximating curve
Chapter 4 Spline Curves A spline curve is a mathematical representation for which it is easy to build an interface that will allow a user to design and control the shape of complex curves and surfaces.
Goldsmiths, University of London. Computer Animation. Goldsmiths, University of London
Computer Animation Goldsmiths, University of London Computer Animation Introduction Computer animation is about making things move, a key part of computer graphics. In film animations are created off-line,
Animations in Creo 3.0
Animations in Creo 3.0 ME170 Part I. Introduction & Outline Animations provide useful demonstrations and analyses of a mechanism's motion. This document will present two ways to create a motion animation
Kinematical Animation. [email protected] 2013-14
Kinematical Animation 2013-14 3D animation in CG Goal : capture visual attention Motion of characters Believable Expressive Realism? Controllability Limits of purely physical simulation : - little interactivity
CATIA V5 Tutorials. Mechanism Design & Animation. Release 18. Nader G. Zamani. University of Windsor. Jonathan M. Weaver. University of Detroit Mercy
CATIA V5 Tutorials Mechanism Design & Animation Release 18 Nader G. Zamani University of Windsor Jonathan M. Weaver University of Detroit Mercy SDC PUBLICATIONS Schroff Development Corporation www.schroff.com
Computer Graphics. Geometric Modeling. Page 1. Copyright Gotsman, Elber, Barequet, Karni, Sheffer Computer Science - Technion. An Example.
An Example 2 3 4 Outline Objective: Develop methods and algorithms to mathematically model shape of real world objects Categories: Wire-Frame Representation Object is represented as as a set of points
Introduction to Computer Graphics Marie-Paule Cani & Estelle Duveau
Introduction to Computer Graphics Marie-Paule Cani & Estelle Duveau 04/02 Introduction & projective rendering 11/02 Prodedural modeling, Interactive modeling with parametric surfaces 25/02 Introduction
Athletics (Throwing) Questions Javelin, Shot Put, Hammer, Discus
Athletics (Throwing) Questions Javelin, Shot Put, Hammer, Discus Athletics is a sport that contains a number of different disciplines. Some athletes concentrate on one particular discipline while others
A Short Introduction to Computer Graphics
A Short Introduction to Computer Graphics Frédo Durand MIT Laboratory for Computer Science 1 Introduction Chapter I: Basics Although computer graphics is a vast field that encompasses almost any graphical
CUFANM501A Create 3D digital character animation
CUFANM501A Create 3D digital character animation Revision Number: 1 CUFANM501A Create 3D digital character animation Modification History Not applicable. Unit Descriptor Unit descriptor This unit describes
CIS 536/636 Introduction to Computer Graphics. Kansas State University. CIS 536/636 Introduction to Computer Graphics
2 Lecture Outline Animation 2 of 3: Rotations, Quaternions Dynamics & Kinematics William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre
DIGITAL ANIMATION I (Currently Art 051 - Intro to 3D animation) Syllabus - SJSU
DIGITAL ANIMATION I (Currently Art 051 - Intro to 3D animation) Syllabus - SJSU Class Location: ART 224 (Mac Lab) Instructor: Christopher Larsen [email protected] Phone Number: Please do not call,
Computer Animation in Future Technologies
Computer Animation in Future Technologies Nadia Magnenat Thalmann MIRALab, University of Geneva Daniel Thalmann Computer Graphics Lab, Swiss Federal Institute of Technology Abstract In this introductory
If there are any questions, students are encouraged to email or call the instructor for further clarification.
Course Outline 3D Maya Animation/2015 animcareerpro.com Course Description: 3D Maya Animation incorporates four sections Basics, Body Mechanics, Acting and Advanced Dialogue. Basic to advanced software
MT. DIABLO UNIFIED SCHOOL DISTRICT COURSE OF STUDY
COURSE TITLE: ANIMATION I COURSE NUMBER: 4435 CBEDS NUMBER: 2908 DEPARTMENT: Visual Arts or Visual and Performing Arts LENGTH OF COURSE: One Year CREDITS PER SEMESTER: 5 GRADE LEVEL(S): 10-12 REQUIRED
CARTOON BUILDER. Character animation the art of. Creating animated characters with Blender KNOW-HOW. Pulling Strings
Creating animated characters with Blender CARTOON BUILDER www.sxc.hu Blender not only generates realistic single frames; it is also capable of capturing the natural movements of people and animals. We
Today. Keyframing. Procedural Animation. Physically-Based Animation. Articulated Models. Computer Animation & Particle Systems
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
(Refer Slide Time: 1:42)
Introduction to Computer Graphics Dr. Prem Kalra Department of Computer Science and Engineering Indian Institute of Technology, Delhi Lecture - 10 Curves So today we are going to have a new topic. So far
CMSC 425: Lecture 13 Animation for Games: Basics Tuesday, Mar 26, 2013
CMSC 425: Lecture 13 Animation for Games: Basics Tuesday, Mar 26, 2013 Reading: Chapt 11 of Gregory, Game Engine Architecture. Game Animation: Most computer games revolve around characters that move around
Chapter 1. Animation. 1.1 Computer animation
Chapter 1 Animation "Animation can explain whatever the mind of man can conceive. This facility makes it the most versatile and explicit means of communication yet devised for quick mass appreciation."
Animator V2 for DAZ Studio. Reference Manual
Animator V2 for DAZ Studio Reference Manual 1 Overview... 3 2 Installation... 4 3 What s new in version 2... 5 4 Getting Started... 6 4.1 Features... 6 4.2 Startup... 7 5 The Timeline Control... 8 5.1
Our One-Year 3D Animation Program is a comprehensive training in 3D using Alias
1 YEAR 3D ANIMATION Illusion is the first of all pleasures Oscar Wilde Our One-Year 3D Animation Program is a comprehensive training in 3D using Alias Oscar Winning software, Maya, the industry standard
Creating Scenes and Characters for Virtools in OpenFX
Creating Scenes and Characters for Virtools in OpenFX Scenes Scenes are straightforward: In Virtools use the Resources->Import File As->Scene menu command and select the.mfx (OpenFX model) file containing
Lecture Notes, CEng 477
Computer Graphics Hardware and Software Lecture Notes, CEng 477 What is Computer Graphics? Different things in different contexts: pictures, scenes that are generated by a computer. tools used to make
Acceleration Introduction: Objectives: Methods:
Acceleration Introduction: Acceleration is defined as the rate of change of velocity with respect to time, thus the concepts of velocity also apply to acceleration. In the velocity-time graph, acceleration
Model Answers. A good answer of the questions from 2 to 8 should contain the belowmentioned
Model Answers Course: BA (Mass Communication) Semester: V Paper: Computer Application in Mass Media Subject Code: AS-2753 1. Objective type questions: Answer key: A. (III) Super Computers B. (III) Microsoft
Computer Animation. Lecture 2. Basics of Character Animation
Computer Animation Lecture 2. Basics of Character Animation Taku Komura Overview Character Animation Posture representation Hierarchical structure of the body Joint types Translational, hinge, universal,
Voice Driven Animation System
Voice Driven Animation System Zhijin Wang Department of Computer Science University of British Columbia Abstract The goal of this term project is to develop a voice driven animation system that could take
Computer Games. CSCI-GA.3033-010 Spring 2012. Hubertus Franke. ( [email protected] )
Computer Games CSCI-GA.3033-010 Spring 01 Hubertus Franke ( [email protected] ) Thanks Many thanks to: William H. Hsu Department of Computing and Information Sciences, KSU For allowing the reuse of
2.5 Physically-based Animation
2.5 Physically-based Animation 320491: Advanced Graphics - Chapter 2 74 Physically-based animation Morphing allowed us to animate between two known states. Typically, only one state of an object is known.
3. Interpolation. Closing the Gaps of Discretization... Beyond Polynomials
3. Interpolation Closing the Gaps of Discretization... Beyond Polynomials Closing the Gaps of Discretization... Beyond Polynomials, December 19, 2012 1 3.3. Polynomial Splines Idea of Polynomial Splines
Chapter 9- Animation Basics
Basic Key-framing and Auto Key-framing Now that we know how to make stuff and make it look good, it s time to figure out how to move it around in your scene. If you're familiar with older versions of Blender,
Project 2: Character Animation Due Date: Friday, March 10th, 11:59 PM
1 Introduction Project 2: Character Animation Due Date: Friday, March 10th, 11:59 PM The technique of motion capture, or using the recorded movements of a live actor to drive a virtual character, has recently
Curves and Surfaces. Goals. How do we draw surfaces? How do we specify a surface? How do we approximate a surface?
Curves and Surfaces Parametric Representations Cubic Polynomial Forms Hermite Curves Bezier Curves and Surfaces [Angel 10.1-10.6] Goals How do we draw surfaces? Approximate with polygons Draw polygons
Character Animation Tutorial
Character Animation Tutorial 1.Overview 2.Modelling 3.Texturing 5.Skeleton and IKs 4.Keys 5.Export the character and its animations 6.Load the character in Virtools 7.Material & texture tuning 8.Merge
Computer Animation and Visualisation. Lecture 1. Introduction
Computer Animation and Visualisation Lecture 1 Introduction 1 Today s topics Overview of the lecture Introduction to Computer Animation Introduction to Visualisation 2 Introduction (PhD in Tokyo, 2000,
SimFonIA Animation Tools V1.0. SCA Extension SimFonIA Character Animator
SimFonIA Animation Tools V1.0 SCA Extension SimFonIA Character Animator Bring life to your lectures Move forward with industrial design Combine illustrations with your presentations Convey your ideas to
Program of Study. Animation (1288X) Level 1 (390 hrs)
Program of Study Level 1 (390 hrs) ANI1513 Life Drawing for Animation I (60 hrs) Life drawing is a fundamental skill for creating believability in our animated drawings of motion. Through the use of casts
Particles, Flocks, Herds, Schools
CS 4732: Computer Animation Particles, Flocks, Herds, Schools Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute [email protected] Control vs. Automation Director's
Character Animation from 2D Pictures and 3D Motion Data ALEXANDER HORNUNG, ELLEN DEKKERS, and LEIF KOBBELT RWTH-Aachen University
Character Animation from 2D Pictures and 3D Motion Data ALEXANDER HORNUNG, ELLEN DEKKERS, and LEIF KOBBELT RWTH-Aachen University Presented by: Harish CS-525 First presentation Abstract This article presents
CHAPTER 1 Splines and B-splines an Introduction
CHAPTER 1 Splines and B-splines an Introduction In this first chapter, we consider the following fundamental problem: Given a set of points in the plane, determine a smooth curve that approximates the
Salt Lake City School District Student Learning Objectives (SLOs) Writing Template
This SLCSD SLO Writing Template is to be used by educators writing SLOs as a measure of student growth for educator evaluation. Course/Grade Level Information Course name 3D Animation Brief course description
We can display an object on a monitor screen in three different computer-model forms: Wireframe model Surface Model Solid model
CHAPTER 4 CURVES 4.1 Introduction In order to understand the significance of curves, we should look into the types of model representations that are used in geometric modeling. Curves play a very significant
Georgia Department of Education Kathy Cox, State Superintendent of Schools 7/19/2005 All Rights Reserved 1
Accelerated Mathematics 3 This is a course in precalculus and statistics, designed to prepare students to take AB or BC Advanced Placement Calculus. It includes rational, circular trigonometric, and inverse
Module1. x 1000. y 800.
Module1 1 Welcome to the first module of the course. It is indeed an exciting event to share with you the subject that has lot to offer both from theoretical side and practical aspects. To begin with,
Introduction to time series analysis
Introduction to time series analysis Margherita Gerolimetto November 3, 2010 1 What is a time series? A time series is a collection of observations ordered following a parameter that for us is time. Examples
Fundamentals of Computer Animation
Fundamentals of Computer Animation Quaternions as Orientations () page 1 Visualizing a Unit Quaternion Rotation in 4D Space ( ) = w + x + y z q = Norm q + q = q q [ w, v], v = ( x, y, z) w scalar q =,
Chapter 1. Introduction. 1.1 The Challenge of Computer Generated Postures
Chapter 1 Introduction 1.1 The Challenge of Computer Generated Postures With advances in hardware technology, more powerful computers become available for the majority of users. A few years ago, computer
Using Autodesk HumanIK Middleware to Enhance Character Animation for Games
Autodesk HumanIK 4.5 Using Autodesk HumanIK Middleware to Enhance Character Animation for Games Unlock your potential for creating more believable characters and more engaging, innovative gameplay with
IMD4003 3D Computer Animation
Contents IMD4003 3D Computer Animation Strange from MoCap G03 Correcting Animation in MotionBuilder Prof. Chris Joslin Overview This document covers how to correct animation (specifically rotations) in
Animation. Persistence of vision: Visual closure:
Animation Persistence of vision: The visual system smoothes in time. This means that images presented to the eye are perceived by the visual system for a short time after they are presented. In turn, this
ART 269 3D Animation Fundamental Animation Principles and Procedures in Cinema 4D
ART 269 3D Animation Fundamental Animation Principles and Procedures in Cinema 4D Components Tracks An animation track is a recording of a particular type of animation; for example, rotation. Some tracks
INTRODUCTION TO RENDERING TECHNIQUES
INTRODUCTION TO RENDERING TECHNIQUES 22 Mar. 212 Yanir Kleiman What is 3D Graphics? Why 3D? Draw one frame at a time Model only once X 24 frames per second Color / texture only once 15, frames for a feature
CS130 - Intro to computer graphics. Dr. Victor B. Zordan [email protected] www.cs.ucr.edu/~vbz. Objectives
CS130 - Intro to computer graphics Dr. Victor B. Zordan [email protected] www.cs.ucr.edu/~vbz Objectives Explore basics of computer graphics Survey application areas Today, brief introduction to graphics
Math for Game Programmers: Dual Numbers. Gino van den Bergen [email protected]
Math for Game Programmers: Dual Numbers Gino van den Bergen [email protected] Introduction Dual numbers extend real numbers, similar to complex numbers. Complex numbers adjoin an element i, for which i 2
An Interactive method to control Computer Animation in an intuitive way.
An Interactive method to control Computer Animation in an intuitive way. Andrea Piscitello University of Illinois at Chicago 1200 W Harrison St, Chicago, IL [email protected] Ettore Trainiti University of
FAV-5130-01 CMPTR ANIMATION: INSTRUCTOR GINA KAMENTSKY
COURSE INFORMATION: Thursday 01:10PM - 06:10PM, Auditorium, Room 525 Instructor email: [email protected] Class Website: Pixeltoon.com In addition to computer assisted animation (using a computer to shoot
Outline. srgb DX9, DX10, XBox 360. Tone Mapping. Motion Blur
Outline srgb DX9, DX10, XBox 360 Tone Mapping Motion Blur srgb Outline srgb & gamma review Alpha Blending: DX9 vs. DX10 & XBox 360 srgb curve: PC vs. XBox 360 srgb Review Terminology: Color textures are
Thnkwell s Homeschool Precalculus Course Lesson Plan: 36 weeks
Thnkwell s Homeschool Precalculus Course Lesson Plan: 36 weeks Welcome to Thinkwell s Homeschool Precalculus! We re thrilled that you ve decided to make us part of your homeschool curriculum. This lesson
In order to describe motion you need to describe the following properties.
Chapter 2 One Dimensional Kinematics How would you describe the following motion? Ex: random 1-D path speeding up and slowing down In order to describe motion you need to describe the following properties.
DIGITAL MEDIA ARTS. DMA 225 Computer Animation 1. 3 1 lecture/4 studio hours Hours: lecture/laboratory/other (specify)
COURSE OUTLINE DIGITAL MEDIA ARTS DMA 225 Computer Animation 1 Course Number Course Title 3 1 lecture/4 studio hours Credits Hours: lecture/laboratory/other (specify) Catalog description: Using 3-D animation
Exercises for older people
Exercise for older people Exercises for older people Sitting Getting started If you ve not done much physical activity for a while, you may want to get the all-clear from a GP before starting. For the
3D Tranformations. CS 4620 Lecture 6. Cornell CS4620 Fall 2013 Lecture 6. 2013 Steve Marschner (with previous instructors James/Bala)
3D Tranformations CS 4620 Lecture 6 1 Translation 2 Translation 2 Translation 2 Translation 2 Scaling 3 Scaling 3 Scaling 3 Scaling 3 Rotation about z axis 4 Rotation about z axis 4 Rotation about x axis
TRIGONOMETRY FOR ANIMATION
TRIGONOMETRY FOR ANIMATION What is Trigonometry? Trigonometry is basically the study of triangles and the relationship of their sides and angles. For example, if you take any triangle and make one of the
Republic Polytechnic School of Information and Communications Technology C391 Animation and Visual Effect Automation.
Republic Polytechnic School of Information and Communications Technology C391 Animation and Visual Effect Automation Module Curriculum This document addresses the content related abilities, with reference
Design-Simulation-Optimization Package for a Generic 6-DOF Manipulator with a Spherical Wrist
Design-Simulation-Optimization Package for a Generic 6-DOF Manipulator with a Spherical Wrist MHER GRIGORIAN, TAREK SOBH Department of Computer Science and Engineering, U. of Bridgeport, USA ABSTRACT Robot
