The 3D rendering pipeline (our version for this class)
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- Magnus Garrett
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1 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 Animation, Interaction Lights 1
2 Chapter 8 - Animation Animation before the time of 3DCG Animation techniques keyframing bone animation & motion capture simulation Animation principles 2
3 Animation == bring to life Generally any kind of moving graphics flipbooks cartoon films computer animation Sequence of single images Movie: 24, TV: 30, Comp.: up to >100/sec. Impression of movement >6 fps (???) 3D animation most often at video frame rates 3
4 Creating a Classic Cartoon Animation Idea > treatment > story board, sound Draw keyframes (expensive) important or tricky phases of motion Interpolate between keyframes (cheap) easy and straightforward phases Color and film the single frames 4
5 Creating 3D Computer Animation Idea > treatment > story board Describe keyframes explicitly complete description of the 3D world state Interpolate between keyframes calculate state of the world for each frame Render and display/store single frames Maya 5
6 Chapter 8 - Animation Animation before the time of 3DCG Animation techniques keyframing bone animation & motion capture simulation Animation principles 6
7 Keyframing Define certain parameters of the scene for certain frames not all in every keyframe also known from other authoring systems (e.g. Flash, MS Expression Blend) also applied in purely textual programming and scripting languages (e.g. XAML, JavaFX) 7
8 Keyframing the Position 8
9 Linear Interpolation 9
10 Spline Interpolation (Non-Linearity in Space/Value) still only define key frames as control points of the spline interpolate in a smooth curve risk of overshooting when controlling the splines 10
11 Non-Linearity in Time In reality, physics does not allow properties of objects to change in an instant Example: Object taking up speed Ease in and ease out Starting and ending phase of movement Smooth transition Example: Speed changes from zero to given velocity Other non-linear behavior over time: E.g. constant acceleration greater than 0 (or varying acceleration) Ease in parameter in Flash motion tweens 11
12 Keyframing the Orientation Choose rotation axis interpolate angle about this axis or: shortest path on the unit sphere 12
13 Keyframing the Size 13
14 Keyframing Mesh Deformation Grab a control point Keyframe its position Deform the polygon mesh accordingly 14
15 Keyframing the Color Can be done in RGB or HSV color space what s between yellow and blue then?? RGB: HSV: 15
16 Keyframing the Virtual Camera Position Orientation! Field of view Depth of field 16
17 Keyframing the Light Setup directional light positional light ambient light spotlight area light! position direction beam angle 17
18 Other Things to Keyframe levels of detail visibility transparency, shininess texture / bump maps shading parameters rendering method 18
19 Chapter 8 - Animation Animation before the time of 3DCG Animation techniques keyframing bone animation & motion capture simulation Animation principles 19
20 Bone animation Also: skeletal animation! Define a skeleton for a polygon mesh topology/structure of the model Move only the bones of this skeleton by keyframing joint angles by motion capture data by inverse kinematics Polygon mesh follows and deforms connection between bone and mesh is not rigid mesh stays closed and smooth 20
21 Motion Capture Tracking position and/or orientation of limbs of an actor feature points of a face optical markers on a suit! Define a relation between tracked feature points and 3D scene points Move the mesh exactly along the tracked data! Still gives the most realistic results 21
22 Real-Time Rendering and Motion Capturing Avatar (2009, James Cameron) Large motion-capture stage full performance capture Skull caps for actors with facial expression capture cameras Virtual Camera Augmented Reality technology) Shows virtual counterparts of actors in real-time Huge amount of data assets Rendering machine: 4,000 servers with 35,000 processors technology-behind-avatar-movie.html 22
23 Making of Avatar (Cut) 23
24 Chapter 8 - Animation Animation before the time of 3DCG Animation techniques keyframing bone animation & motion capture simulation Animation principles 24
25 Physics simulation Physics engine is often an integral part of 3D games calculations can be done efficiently on GPUs, for example can handle large numbers of objects! Not all aspects of physics need to be simulated! Two examples Inverse kinematics Particle systems mass m, gravitation g, fall: v = g * t, y = y0-1/2 g * t, jump: v2 = -c * v1 2 25
26 Inverse Kinematics Kinematics describes, how an object moves Forward kinematics: how does the object move, given the joint angles Inverse kinematics: what are the joint angles, given the object motion! Mainly a way to save work in keyframing 26
27 Particle Systems Used for various phenomena dust, explosions fire grass, hair, fur! Generates a large number of objects Moves them with simple physics Handle collisions etc..! No detailed influence on single objects Parameters of creation and motion can be controlled 27
28 AI Example: Flocks, Herds, Schools A classic example of a simulation of a natural phenomenon (1987) [Reynolds, C. W. (1987) Flocks, Herds, and Schools: A Distributed Behavioral Model, in Computer Graphics, 21(4) (SIGGRAPH '87 Conference Proceedings) pages ]! Each bird/fish has 3 simple control principles! Separation: steer to avoid crowding local flockmates! Alignment: steer towards the average heading of local flockmates! Cohesion: steer to move toward the average position of local flockmates 28
29 Stanley & Stella in Breaking the Ice (1987) 29
30 Chapter 8 - Animation Animation before the time of 3DCG Animation techniques keyframing bone animation & motion capture simulation Animation principles 30
31 Animation Principles Known by cell animators for a long time Will make your animations look appealing Often have to do with exaggeration support our perception of a character/motion! Examples here from tutorials at
32 Timing The exact same motion can express entirely different things at different speeds Generally: slow timing conveys calm, fast timing conveys hectic "The difference between the right timing and the almost right timing, is the difference between lightning and a lightning bug." 32
33 Ease In and Out (or Slow In and Out) All motions in nature start slowly and accelerate Due to physics (inertia of mass) Heavy objects generally accelerate slower Light objects accelerate faster Can be combined with object deformations 33
34 Arcs Many motions in nature happen in arcs. Linear motions only in machines Motion in arcs look more natural on characters 34
35 Anticipation Motions in nature never start abruptly. There is always a phase before the actual motion, when the character already knows he wants to move. Is used with much exaggeration in cartoons 35
36 Exaggeration Motions come across more pointedly when exaggerated Light exagg. = only emphasizing the motion Strong exagg. = cartoon-like appearance 36
37 Squash and Stretch Soft objects are squashed when they hit an obstacle and stretch when released. All objects are soft to *some* extent Again: exaggeration creates a cartoon-like appearance 37
38 Secondary Action Secondary story/character/movement in the background Should not outpower main action Creates a counterpoint to the main action Can be used for running gags, Eastereggs Can create ironic side notes Can emphasize atmosphere Example: fingers on the table Figure in the background y Tv/Scrat - Ice Age.jpg 38
39 Follow Through and Overlapping Action Same as anticipation, but at the end of an action Object goes past its resting point and then comes back to where it would normally be. Again: exaggeration creates a cartoon-like appearance 39
40 Straight Ahead and Pose-To-Pose Action Define pose frame by frame from start to end Not sure where it will end until done Useful for fine tuning motions Define start pose and end pose Interpolate poses inbetween Leads to well defined key frames Useful for tweaking the timing 40
41 Staging Make action and objects understandable Show actions one at a time position objects to maximize silhouette Combine effects to convey a consistent message 41
42 Non-Symmetrical Posing and Performing Asymmetrical compositions are more interesting Nature is almost never *perfectly* symmetric Image diagonal can convey atmosphere 42
43 Snap Quick and abrupt motions Only a few frames long Convey something that happens abruptly Can be emphasized by sound 43
44 Weight Imitate physical behavior to convey the weight of objects Heavy objects accelerate slowly Light objects bounce higher Heavy objects push light ones aside 44
45 Line Crossing Error Camera must not cross the line of motion Otherwise will be perceived as 2 different motions Fix: cut a different scene in between! not particular to 3D animation!
46 Appeal, Personality Appeal is anything the audience likes to see Can be quality of charm, design, simplicity, movements, communication Create believable personalities Consistency in pose, facial expression, communication, behavior! Image from ferdinand the bull Disney,
47 Pixar: For the Birds (2008) 47
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CSCI 480 Computer Graphics Lecture 1 Course Overview January 14, 2013 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s13/ Administrative Issues Modeling Animation
- trace the origins of the art and science of modeling and animation - establish Blender in the context of 3D modeling and animation production
ATENEO DE MANILA UNIVERSITY LOYOLA SCHOOLS COURSE SYLLABUS COURSE NUMBER : CS 179.4 TITLE : Special Topics in Interactive Multimedia: 3D and Animation DEPARTMENT : Information Systems and Computer Science
