CS-184: Computer Graphics
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1 CS-184: Computer Graphics Lecture #18: Introduction to Animation Prof. James O Brien University of California, Berkeley V2007-F
2 Introduction to Animation Generate perception of motion with sequence of image shown in rapid succession Real-time generation (e.g. video game) Off-line generation (e.g. movie or television) 2
3 Introduction to Animation Key technical problem is how to generate and manipulate motion Human motion Inanimate objects Amorphous objects Control 3
4 Introduction to Animation Technical issues often dominated by aesthetic ones Violation of realism desirable in some contexts Animation is a communication tool Should support desired communication There should be something to communicate 4
5 Introduction to Animation Story Shading Layout Modeling Animation Lighting Camera From Parent, p.15 5
6 Introduction to Animation Story Shading Layout Modeling Voice Animation Foley Lighting Camera Postprocessing For more detailed diagram, see Kerlow p.54 6
7 Introduction to Animation Key-frame animation Specification by hand Motion capture Recording motion Procedural / simulation Automatically generated Combinations e.g. mocap + simulation 7
8 Key-framing (manual) Requires a highly skilled user Poorly suited for interactive applications High quality / high expense Limited applicability From Learning Maya 2.0 8
9 Motion Capture (recorded) Markers/sensors placed on subject Time-consuming clean-up Reasonable quality / reasonable price Manipulation algorithms an active research area MotionAnalysis / Performance Capture Studio Okan Arikan 9
10 Motion Editing Arikan, Forsyth, O Brien, SIGGRAPH
11 Motion Editing Arikan, Forsyth, O Brien, SIGGRAPH
12 Model Construction Kirk, O Brien, Forsyth, CVPR
13 Simulation Generate motion of objects using numerical simulation methods g v x t+δt = x t + Δt v t Δt2 a t 13
14 Simulation Perceptual accuracy required Stability, easy of use, speed, robustness all important Predictive accuracy less so Control desirable 14
15 Simulation Feldman, Arikan, O Brien, SIGGRAPH
16 What to do with animations? Video tape Digital video Print it on yellow sticky notes 16
17 Video Tape Analog tape formats VHS/SVHS Beta SP 3/4 U-matic Digital tape formats Digi Beta DV Tape DVD (yes, I know DVDs are not tapes) 17
18 NTSC Standard Used by DVD, DV, and VHS 720x486 resolution (sort of) 1.33 aspect ratio Limited color range 30 frames per second (sort of 29.97) Interlaced video Overscan regions 18
19 Digital Video Wide range of file formats QuickTime MS Audio/Visual Interleaved (AVI) DV Stream Bunch o images Some formats accommodate different CODECs Quicktime: Cinepak, DV, Sorenson, DivX, etc. AVI: Cinepak, Indeo, DV, MPEG4, etc. Some formats imply a given CODEC MPEG DV Streams 19
20 Digital Video Nearly all CODECs are lossy Parameter setting important Different type of video work with different CODECs Compressors not all equally smart Compression artifacts are cumulative in a very bad way Playback issues Bandwidth and CPU limitations Hardware acceleration Missing CODECs (avoid MS CODECs and formats) 20
21 Path totape Not much of an issue any longer Cheap ( < $100 ) devices can give good amateur quality output Pro quality also cheap ( < $5000 ) Beware many cheap solutions over use compression Good analog tape decks still expensive 21
22 Editing Old way: Multiple expensive tape decks Slow Difficult Error prone New way: Non-linear editing software Premiere, Final Cut Pro, others... Beware compressed solutions May take a long time for final encoding 22
23 Motion Blur Fast moving things look blurry Human eye Finite exposure time in cameras Without blur: strobing and aliasing Blur over part of frame interval Measured in degrees (0..360) 30 tends to often look good 23
24 Motion Blur Easy to do in a sampling framework Interpolation is an issue Motion Blur! Cont. Interpolation is an issue 24
25 Motion Blur Velocity based blur often works poorly 25
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