Designing a Compelling User Interface for Morphing
|
|
|
- Roland Mosley
- 10 years ago
- Views:
Transcription
1 Designing a Compelling User Interface for Morphing David Vronay Rapid Prototyping Research Group Microsoft Research Asia 3F, Beijing Sigma Center No.49, Zhichun Road Haidian District Beijing , P. R. China [email protected] ABSTRACT We present a new user interface for the common morphing tool found in animation packages. Previously this interface has been based on the features of the underlying algorithm, with little regard to how artists actually use this feature. By careful design and analysis of a user study, we were able to design a novel user interface that greatly enhances the usability of the morphing tool for animation. Our improvements come in three areas: First, we replicate the artists own ad-hoc annotation language and interaction techniques in the user interface. Second, we make the user experience more fluid and editable, to support exploration and iteration. Finally, we use the artists morph expectations to redesign the morph algorithm itself to be more predictable. We conclude by discussing how our user study technique could help other interface design tasks. Categories & Subject Descriptors: H.5.2. User-centered design, H.5.2. Prototyping, I.3.4. Graphics Utilities General Terms: Design, Human Factors Keywords: User Interface Design, Interaction Design, Prototyping Animation, User Studies, User-Centered Design / Human-Centered Design. INTRODUCTION Shape morphing is a popular technique in computer animation. In a shape morph (or simply morph for short), the artist is able to draw two shapes and have the system smoothly interpolate between them. Morphing is used for many things, such as transitions between scenes (car turns into boat), transformation of objects (man into wolf), as well as general animation assistance (dancer with arms down turns into dancer with arms up.) Our team was tasked to design a compelling morphing user interface for a new drawing program. Based on anecdotal feedback from designers, we knew that the current user interface was not satisfactory. A redesign was indicated. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. CHI 2004, April 24 29, 2004, Vienna, Austria. Copyright 2004 ACM /04/0004 $5.00. Shuo Wang Industrial Design Department Academy of Arts & Design Tsinghua University 34 Middle DongSanhuan Road Beijing, , P. R. China [email protected] Existing Techniques In order to better understand our design problem, it is necessary to know something about the current morphing techniques. There are a variety of algorithms to perform a morph. While they vary in their implementation details, all of them rely on some user input to establish correspondence between subparts of the starting and ending shape in order to compute the morph. The most common of these techniques is to establish pairs of corresponding vertices on the two shapes, essentially saying point A on shape 1 maps to point B on shape 2. The different morphing algorithms then use these constraints to inform the morphing process. There are two parts to the process. First is the vertex correspondence problem - generating the correspondence pairs for the remaining unspecified points. Second is the vertex interpolation problem - determining the intermediate position for a point as it transforms from start to finish. A successful morph realizes both the vertex correspondence and vertex interpolation intended by the artist, while a failed morph results in an unsatisfying or unintended transition. Figure 1, from [3], provides an example. Figure 1: Bad Morph (top) vs. Good Morph (bottom) Importance of UI in Morphing Morphing is fundamentally, at its core, an animation shortcut. An animator does not have to use a morph tool they can always manipulate the shape themselves by hand, specifying the vertex correspondence and interpolation for each and every point along the animation path. Therefore, a morph is only valuable to the user insofar as it is more efficient than the manual alternative. 143
2 There are several aspects to efficiency, including number of steps required, difficulty of correctly performing those steps, difficulty of correctly identifying which steps are needed, and predictability of the result. When evaluating the morph UI, we must consider all of these factors. A further factor to consider is that morphing is an aesthetic process. There is no best way to morph. While people may generally agree that a particular morph is bad, there is legitimate difference of opinion on whether one morph is better than another. For instance, consider the morph of an elephant into a giraffe. One artist might want the body to shrink while the neck extends, then have legs elongate, and finally have the trunk recoil into the head. Another artist might want all parts to smoothly transform at the same time. As Terry [4] notes, in any artistic process an ideal tool would allow for experimentation and exploration of results. Critiquing the current Morph UI Unfortunately, the morph user interfaces found in popular animation programs do not address these requirements. Rather, they simply expose the parameters of the underlying morph algorithm directly. In terms of the efficiency points mentioned above, the standard morphing fails on all fronts. By focusing only on vertex correspondence, they do not give the user much if any control over the vertex interpolation. This in turn leads to highly unpredictable results. What s worse, the user has no way to determine if more correspondence pairs or better chosen correspondence pairs will help. Standard morphing also fails in the real of aesthetic exploration. Morphing is normally implemented as an all-ornothing affair. Either you like the result or you start over. Little support is provided for small edits or tweaking. RELATED WORK Abundant literature on 2D shape morphing can be found on in recent decades. Unfortunately these papers are overwhelming focused on the morph algorithms themselves and seldom involve user interface considerations. A representative but by no means exhaustive list would include [1, 3, 5, 7, 13]. To the extent that different algorithms affect the vertex correspondence and vertex interpolation needs of the user interface, we deemed them relevant to our current exploration. Sederberg et al. give a deterministic solution (based on energy minimization) to the correspondence problem in [1]. Shapira and Rappoport use a star-skeleton representation of polygons to solve both problems [5]. While these techniques help address some of the predictability problems with competing algorithms, they do nothing to address the need for creative control and exploration. In this paper we have limited our discussion to 2d shape morphing. However, there are other forms of morphing in the literature, such as 3D morphing and image morphing. Like shape morphing, these techniques also require interaction from the user to achieve acceptable results. Zhong et al. realized this requirement in their 3D mesh morph, and increased the focus on user control in the morphing process by introducing component control instead of vertex control [8]. However, their approach did not seem to come from the needs of perspective end users, and no follow-up user testing was reported. Therefore, we cannot evaluate the success of their component control concept. USER STUDY Finding little in the literature to guide us, our first task was to understand in more detail exactly what artists wanted to do with morphing. This would let us understand not only what was wrong with current tools, but also design tools that provided better support. We sent out a self-administered user study to several dozen participants. The study consisted of a short self-assessment section on age, gender, and computer experience, followed by 12 pages of figures. On each page, the user was presented with two figures labeled A and B and was asked using any combination of drawings or words, describe how figure A would transform over time into figure B. The figures were selected to contain at least one example from each of the following classes of transformations: matrix transformations, in which one shape is a rotated, sheared, or scaled version of another smoothing operations, in which one shape is a curve drawn through the same points that are connected by straight lines in the other addition or subtraction of vertices, in which for example a triangle becomes a square conceptual transformations, where the intuitive transformation depends on some conceptual knowledge of what the shape represents (such as an elephant into horse) addition or deletion of a topological disc, in which two or more items become one complex transformations, in which there is no obvious way to map between the samples (for example, a scene of a plane flying through clouds becomes a house). We chose these figures for three purposes: First, we wanted to determine if subjects deferred to simple mathematic transformations (such as matrix transforms) when they were possible. Second, we wanted to learn as much as possible about the language (both visual and textual) that the subjects used when describing morphs, in the hope that we could then introduce these same concepts into the user interface. Lastly, we wanted to see if there were any fundamental concepts that applied across all of these examples that we could put into 144
3 the UI. A sample of the different figures on the questionnaire can be seen in figure 2. imagine the objects as if made of clay, water, rubber balloons, and so forth. 6) In addition to physical properties, subjects also often expressed the morph in terms of physical forces acting on the parts. Common forces were pushing, pulling, pinching, growing, shrinking, and flattening. Most subjects indicated these forces and their direction through the use of arrows. (Figure 3) Figure 2: Questionnaire examples In all, we had 43 responses that were judged acceptable (12 female, 31 male). Of these, 15 had backgrounds in design, while 23 where in computer-related fields. 40% had used morphing software of some kind before. Questionnaire subjects were volunteers and received no gratuity for their participation. Questionnaire Study Results Upon analysis of the questionnaires, we determined a number of user principles of morphing. 1) There are many ways to morph between shapes, even very simple ones. Our results included no fewer than three ways of doing even the simplest morph (a + rotated to make an x) and as many as 11 ways of the more complex ones. 2) Most subjects readily identified matrix transformations as the ideal morph when possible. Morphs that could be done with matrix transformations had fewer variants than those that could not. 3) Subjects tended to think of correspondence at a subpart level rather than at the vertex level. For example, users would say things like the trunk of the elephant there becomes the neck here. Almost invariably, users referred to parts by circling them. Analysis of the circled areas showed that they were not particularly exact for example, circling more or less than just the leg to indicate a leg. 4) Subjects often wanted temporal control over parts of the morph. For instance, they wanted to specify that one leg morphed, then the next. There was a high correlation between the parts called out for these sequences and the parts called out for correspondence in point 3 above. 5) Subjects often relied on some sort of implied physical properties of the objects when doing their morphs. The physical properties varied from case to case, but included such things as surface tension, gravity, elasticity, conservation of volume, etc. They tended to Figure 3: subject draws lines indicating forces 7) Subjects demonstrated the greatest variety of responses in the cases that included the addition and subtraction of topological discs. Indeed, some subjects even skipped the case saying it was too difficult to work out. The most variation (11 unique cases) was found in the case of two circles transforming into three (figure 4). Interviews We supplemented the questionnaire with four free-form faceto-face interviews with experienced designers. The interview subjects were given lunch and were reimbursed for travel expenses. In our interviews, we were able to confirm many of the principles of morphing listed above. In addition, we learned the following: 1) Artists often wanted to use morphing as a way of animating a figure. For instance, morphing a drawing of a person so that it could have its arms and legs in different positions. This type of morph is very difficult for an algorithm to do accurately without a lot of knowledge of the internal structure and movement constraints of the figure. 2) Artists wanted to be able to put their own signature on a morph. Indeed, a universal complaint of current morphing tools was that all of the morphs looked the same. Artists wanted their version of, say, a square turning into a circle to look different from anyone else s 3) Artists wanted much finer control over the timing and sequencing of their morphs. They wanted to control not only the order of subparts of the morph, but also the acceleration curves. They also wanted to be able to insert other animation into a morph sequence. For example, the elephant might first have its legs change, then it might turn its head to look at its new legs, and then have its head change. 145
4 Figure 5: A to B is different from B to A Primary Features Another interesting observation was that in a morph of any complexity, users tended to identify a single key feature to get right, making all other features secondary. What this feature was varied from subject to subject, but the tendency was consistent. For example, in the case of a 3 morphing into a 4, some subjects would focus on the hole in the four as the primary feature, while others focused on the corner (see Figure 6). Figure 4: A variety of ways of morphing two circles into three. Note the narrative aspects of several of the cases. Temporal Reversibility One fascinating observation in the results is that, due to the assumption of physical properties and simple forces, often the user expectation for a morph will not be time-reversible. That is, A will not morph into B the same way that B will morph into A. A common example of this is three small circles transforming into one large one. In the forward direction, subjects preferred the small circles to inflate and join, leaving a small hole in the middle that would eventually fill in. In the reverse direction, however, users prefer that the large circle pinch in from the sides and eventually pinch off into three smaller bits. (see Figure 5) This is particularly significant because all current morph algorithms are time reversible. Indeed, many cases of failed user expectation in morph can be traced to this underlying cause. Figure 6: Primary Features (top is hole, bottom is corner Users tended to limit their morph description to this primary feature, and provide little or no specification to the other parts of the transformation. When shown morphs where the primary feature met expectations but differed in their handling of secondary features, subjects exhibited no preference (and in many cases noticed no difference) between the cases. USER INTERFACE DESIGN Based on these findings, we undertook our redesign on the morph user interface. Our design focused on six key areas. Smart Onion-Skin In our design, we did not start from a blank slate, but rather repurposed several concepts common to animation user interfaces. In particularly, we used onion-skinning to show the transformation between the first and last frame. Onion-skinning is the process of showing a sequence of frames on top of each other, each one at a higher degree of 146
5 transparency and (optionally) a greater offset than the last. Like many systems, ours allowed the user to control the transparency and the offset as desired. Our onion skinning was smart in that the key frames were emphasized, while only in-between frames were faded. Key frames included the first and last frames as well as any frames in-between for which the user made specific edits or adjustments. (Figure 7) Figure 7: Smart Onion Skin The idea of onion skinning with variable levels of influence is not novel. The idea is in fact common among traditional paper animators, who often interleave a few sketches done with ink with many in-between frames done with light pencil.[12] Sub-Area Specification and Manipulation The primary differentiating factor in our design is the elimination of the specification of individual vertices for correspondence pairs. Instead we rely on sub-area specification. Sub-areas are initially automatically generated by the system. We do this by computing visually significant differences in the shape s local curvature. In particular, we detect changes of curvature, combining consecutive areas until the areas total at least 10% of the shape s total area. (See Figure 8) Sub-areas are computed for both the start and end shape and are indicated with circles. Users can establish a correspondence between sub-area by selecting first one area and then the next. Users can also define their own sub-area or delete system-defined ones. Sub-areas are specified by selecting a range of points with a freehand lasso-style tool. In the event users still want to specify correspondences at the vertex level, the system provides for sub-area that consists of a single point, which can be specified by a click. Sub-areas need not be specified in pairs. The user can define them in whatever order he or she desires. For instance, one could draw all of the sub-areas on the first shape and then define all of the areas on the second. Correspondences do not have to be set between all sub-areas, and the number of subareas on the shapes need not match. Any uncorrelated areas will be automatically solved by the computer. This allows for users to concentrate on the areas that they care about while giving just general hints or even ignoring the others they are less concerned about. Figure 8: sub-area correspondence At calculation time, vertex correspondence is computed by using the weighted distance of a particular point from the middle of its sub-area. Points in the center 50% of the subarea s path are affected solely by their sub-area, while points on the extreme edge area are jointly affected by the sub-areas on either side. This preserves the fuzzy nature of sub-areas while still giving users more specific control when they want it. Hierarchical Timeline Sequencing Because users demanded more control of the morphing process, we introduced the notion of a hierarchical timeline object. Initially, the morph is represented on the timeline as a single object. However, this object can be expanded to show the morphs of each sub-area. (Figure 9) Figure 9: Sub-areas of a morph on timeline 147
6 The user can then perform temporal scaling, sequencing, and filtering operations on either the morph sequence itself of the subparts. In figure 10, we can see the user has made the subareas morph in series rather than in parallel. The user has also added some acceleration to the vertex interpolation, giving the changes more of a pop. Morph Description Language Finally, in an effort to aid in the visualization of different morphs, we overlay small arrows near the sub-areas to indicate the general direction of movement that area will experience. This allows the user to quickly discard cases that he or she knows will not be relevant. (Figure 12) Figure 10: Sub-area scheduling in the timeline At any particular point in the timeline, the user can manipulate the shape manually. This will introduce a new key frame, and the morph will be recomputed to go from the previous key frame (or start) to the new key frame, then to the following key frame (or end). The timing of these key frames can be manipulated on the timeline or deleted. Multiple Variations Our studies showed that they are many possible ways to morph two shapes. Rather than attempt to come up with some sort of compromise best morph, we expose all computed possible morph variations to the user and allow them to easily switch between them. In order to implement this, we do not have a single morph algorithm, but rather several different algorithms, each of which is adept at handling different morph cases. This allows us to have different algorithms that mimic different sets of physical properties (i.e., rigid body morph, fluid volume morph, matrix transformation morph, etc). The algorithms themselves indicate if they have one or more reasonable novel solutions to the current morph, and those that do are added to the result set. Reasonable and novel are at the discretion of the algorithm implementer. The different possible morphs are indicated directly on the timeline entity for the morph, as well as on the editing halo of the shape (figure 11). The user can switch between them easily. If the user has edited the details of one variation s timeline, those edits stay with that morph version. The user can even add their own version by copying an existing algorithm if they so desire. This allows for maximum exploration with no pressure to commit to a design too early. Figure 11: Variations Figure 12: Arrows indicating vertex interpolation allow the user to select the desired morph quickly Initially, we explored specific types of indicators for different forces such as pinch, pull, stretch, etc. In the end, we found that a simple suggestion of direction was sufficient. We also considered making these arrows editable by the user allowing them to create arrows themselves to control morph direction and velocity. However, early feedback indicated that the arrows were not sufficient for this task. They cluttered the direct manipulation area of the UI. The hints were too vague to be useful - users who wanted precise control preferred to manipulate the morphs using the timeline directly. EVALUATION We have shown sketches and simulations of our new morph user interface to several professional designers, including two of the designers in the original study, and have received positive feedback. Subjects were able to understand the new capabilities and make correct predictions. We have also had discussions with the development team about our findings. Together, we are trying to develop a set of algorithms which can produce the types of results required. NEXT STEPS We are in the process of developing a prototype system that can demonstrate all of the features of our new UI. 148
7 As soon as this is completed, we will conduct further usability studies to make sure that our design satisfies users needs. As it happens, our design had implications that went beyond the scope of a simple morphing UI. In particular are the notions of improved drawing primitives for character animation and an improved timeline representation. Figure 13: Skinned 2D Polygons To help the character animation problem, we are developing a new graphics primitive known as a skinned polygon. A skinned polygon is a 2D polygon with a bone structure inside of it basically a simplified version of the boned animation primitives common in 3D animation packages. The bones are connected with joints, which can have constrained angles of movement. The user can then do animation by simply moving the bones, and the system will handle transforming the skin around them. (Figure 13) Such a system can handle many of the cases that are extremely difficult in shape morph, such as overlapping segments and velocity-related wiggle. We are also investigating a new timeline representation that is better suited for displaying hierarchical segments and for working rough in time in general. The current timeline common in animation tools is insufficient for these tasks, forcing the animator to work very exactly and giving no support for loose work, exploration, and multiple versions. ACKNOWLEDGMENTS We would like to acknowledge the assistance of Professor Xiaobo Lu, Baining Guo, YingQing Xu, and Harry Shum for their support of this work. REFERENCES 1. Wolberg, G. Image Morphing Survey. The Visual Computer, 14, 8/9, Marc Alexa, and Wolfgang Müller. Visualization by Meta-morphosis, IEEE Visualization 98 Late Breaking Hot Topics Proceedings, Marc Alexa, Daniel Cohen-Or and David Levin, As- Rigid-As-Possible Shape Interpolation, SIGGRAPH 2000, New Orleans, LA USA 4. Michael Terry, and Elizabeth D. Mynatt, Recognizing Creative Needs in User Interface Design, C&C 02, October 14 16, Shapira, M. and A. Rappoport. Shape Blending using the Star-skeleton Representation. IEEE CG&A, 15:44-50, Wolfgang Müller, and Marc Alexa, Using Morphing For Information Visualization, NPIV 98 Bethesda MD USA 7. Vitaly Surazhsky and Craig Gotsman, Controllable Morphing of Compatible Planar Triangulations, ACM Transactions on Graphics, Vol. 20, No. 4, October 2001, Pages Yonghong Zhao,, Hong-Yang Ong, Tiow-Seng Tan and Yongguan Xiao, Interactive Control of Componentbased Morphing, Eurographics /SIGGRAPH Symposium on Computer Animation, Adobe Illustrator, Software made by Adobe, Inc Macromedia Flash, Software by Macromedia, Inc Thomas Sederberg, Eugene Greenwood. A Physically- Based Approach to 2D shape blending, Proc. SIGGRAPH 1992, p Frank Thomas, The Illusion of Life: Disney Animation, Hyperion Press, 1995, 575 pages 13. Zhang, Y.A Fuzzy Approach to Digital Image Warping. IEEE Computer Graphics and Applications, pp ,
Working With Animation: Introduction to Flash
Working With Animation: Introduction to Flash With Adobe Flash, you can create artwork and animations that add motion and visual interest to your Web pages. Flash movies can be interactive users can click
Modelling 3D Avatar for Virtual Try on
Modelling 3D Avatar for Virtual Try on NADIA MAGNENAT THALMANN DIRECTOR MIRALAB UNIVERSITY OF GENEVA DIRECTOR INSTITUTE FOR MEDIA INNOVATION, NTU, SINGAPORE WWW.MIRALAB.CH/ Creating Digital Humans Vertex
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.
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
Solving Simultaneous Equations and Matrices
Solving Simultaneous Equations and Matrices The following represents a systematic investigation for the steps used to solve two simultaneous linear equations in two unknowns. The motivation for considering
Creating Your Own 3D Models
14 Creating Your Own 3D Models DAZ 3D has an extensive growing library of 3D models, but there are times that you may not find what you want or you may just want to create your own model. In either case
Overview of the Adobe Flash Professional CS6 workspace
Overview of the Adobe Flash Professional CS6 workspace In this guide, you learn how to do the following: Identify the elements of the Adobe Flash Professional CS6 workspace Customize the layout of the
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
Grade 7/8 Math Circles November 3/4, 2015. M.C. Escher and Tessellations
Faculty of Mathematics Waterloo, Ontario N2L 3G1 Centre for Education in Mathematics and Computing Tiling the Plane Grade 7/8 Math Circles November 3/4, 2015 M.C. Escher and Tessellations Do the following
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
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
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
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
Flash MX 2004 Animation Lesson
Flash MX 2004 Animation Lesson By Tonia Malone Technology & Learning Services 14-102 Lesson Opening a document To open an existing document: 1. Select File > Open. 2. In the Open dialog box, navigate to
10. THERM DRAWING TIPS
10. THERM DRAWING TIPS 10.1. Drawing Tips The THERM User's Manual describes in detail how to draw cross-sections in THERM. This section of the NFRC Simualation Training Manual presents some additional
Parametric Technology Corporation. Pro/ENGINEER Wildfire 4.0 Design Animation Concepts Guide
Parametric Technology Corporation Pro/ENGINEER Wildfire 4.0 Design Animation Concepts Guide Copyright 2007 Parametric Technology Corporation. All Rights Reserved. User and training guides and related documentation
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
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."
3D Distance from a Point to a Triangle
3D Distance from a Point to a Triangle Mark W. Jones Technical Report CSR-5-95 Department of Computer Science, University of Wales Swansea February 1995 Abstract In this technical report, two different
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
Biomechanical Analysis of the Deadlift (aka Spinal Mechanics for Lifters) Tony Leyland
Biomechanical Analysis of the Deadlift (aka Spinal Mechanics for Lifters) Tony Leyland Mechanical terminology The three directions in which forces are applied to human tissues are compression, tension,
Anime Studio Debut vs. Pro
vs. Animation Length 2 minutes (3000 frames) Unlimited Motion Tracking 3 Points Unlimited Audio Tracks 2 Tracks Unlimited Video Tracks 1 Track Unlimited Physics No Yes Poser scene import No Yes 3D layer
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
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?
Graphic Design. Background: The part of an artwork that appears to be farthest from the viewer, or in the distance of the scene.
Graphic Design Active Layer- When you create multi layers for your images the active layer, or the only one that will be affected by your actions, is the one with a blue background in your layers palette.
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
Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 9 The Game Engine
Blender Notes Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 9 The Game Engine The Blender Game Engine This week we will have an introduction to the Game Engine build
GAZETRACKERrM: SOFTWARE DESIGNED TO FACILITATE EYE MOVEMENT ANALYSIS
GAZETRACKERrM: SOFTWARE DESIGNED TO FACILITATE EYE MOVEMENT ANALYSIS Chris kankford Dept. of Systems Engineering Olsson Hall, University of Virginia Charlottesville, VA 22903 804-296-3846 [email protected]
TEACHER S GUIDE TO RUSH HOUR
Using Puzzles to Teach Problem Solving TEACHER S GUIDE TO RUSH HOUR Includes Rush Hour 2, 3, 4, Rush Hour Jr., Railroad Rush Hour and Safari Rush Hour BENEFITS Rush Hour is a sliding piece puzzle that
Cork Education and Training Board. Programme Module for. 3 Dimensional Computer Graphics. Leading to. Level 5 FETAC
Cork Education and Training Board Programme Module for 3 Dimensional Computer Graphics Leading to Level 5 FETAC 3 Dimensional Computer Graphics 5N5029 3 Dimensional Computer Graphics 5N5029 1 Version 3
Visualization of 2D Domains
Visualization of 2D Domains This part of the visualization package is intended to supply a simple graphical interface for 2- dimensional finite element data structures. Furthermore, it is used as the low
B.A IN GRAPHIC DESIGN
COURSE GUIDE B.A IN GRAPHIC DESIGN GRD 126 COMPUTER GENERATED GRAPHIC DESIGN I UNIVERSITY OF EDUCATION, WINNEBA DEPARTMENT OF GRAPHIC DESIGN Copyright Acknowledgements The facilitating agent of the course
CS 4204 Computer Graphics
CS 4204 Computer Graphics Computer Animation Adapted from notes by Yong Cao Virginia Tech 1 Outline Principles of Animation Keyframe Animation Additional challenges in animation 2 Classic animation Luxo
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
A Novel Multitouch Interface for 3D Object Manipulation
A Novel Multitouch Interface for 3D Object Manipulation Oscar Kin-Chung Au School of Creative Media City University of Hong Kong [email protected] Chiew-Lan Tai Department of Computer Science & Engineering
Etch Drawing Preparation
Etch Drawing Preparation Introduction Most etching companies prefer you to supply the drawing for your design in the form of a computer file. While some will still accept drawn or printed artwork, it is
HACKETTSTOWN, NEW JERSEY. Computer Animation Grades 10-12 CURRICULUM GUIDE FINAL DRAFT. July 2014
HACKETTSTOWN, NEW JERSEY Computer Animation Grades 10-12 CURRICULUM GUIDE FINAL DRAFT July 2014 Mr. David C. Mango, Superintendent Ms. Nadia Inskeep, Director of Curriculum & Instruction Developed by:
Motion tween is nothing but tweening a Symbol's movement from one position to another.
Multi lt3f Simple Animation using Adobe Flash CS5 Required : 1. Satisfy all the examples and exercises given.provide your own graphic files.2. Apply the appropriate animation for the facial expressions
Off-line Model Simplification for Interactive Rigid Body Dynamics Simulations Satyandra K. Gupta University of Maryland, College Park
NSF GRANT # 0727380 NSF PROGRAM NAME: Engineering Design Off-line Model Simplification for Interactive Rigid Body Dynamics Simulations Satyandra K. Gupta University of Maryland, College Park Atul Thakur
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
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
Lesson #13 Congruence, Symmetry and Transformations: Translations, Reflections, and Rotations
Math Buddies -Grade 4 13-1 Lesson #13 Congruence, Symmetry and Transformations: Translations, Reflections, and Rotations Goal: Identify congruent and noncongruent figures Recognize the congruence of plane
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
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
Ultrasonic Detection Algorithm Research on the Damage Depth of Concrete after Fire Jiangtao Yu 1,a, Yuan Liu 1,b, Zhoudao Lu 1,c, Peng Zhao 2,d
Advanced Materials Research Vols. 368-373 (2012) pp 2229-2234 Online available since 2011/Oct/24 at www.scientific.net (2012) Trans Tech Publications, Switzerland doi:10.4028/www.scientific.net/amr.368-373.2229
Future Landscapes. Research report CONTENTS. June 2005
Future Landscapes Research report June 2005 CONTENTS 1. Introduction 2. Original ideas for the project 3. The Future Landscapes prototype 4. Early usability trials 5. Reflections on first phases of development
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
Freehand Sketching. Sections
3 Freehand Sketching Sections 3.1 Why Freehand Sketches? 3.2 Freehand Sketching Fundamentals 3.3 Basic Freehand Sketching 3.4 Advanced Freehand Sketching Key Terms Objectives Explain why freehand sketching
Edinburgh COLLEGE of ART ARCHITECTURE 3D Modelling in AutoCAD - tutorial exercise The screen The graphics area This is the part of the screen in which the drawing will be created. The command prompt area
Geometric Constraints
Simulation in Computer Graphics Geometric Constraints Matthias Teschner Computer Science Department University of Freiburg Outline introduction penalty method Lagrange multipliers local constraints University
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
Motion Retargetting and Transition in Different Articulated Figures
Motion Retargetting and Transition in Different Articulated Figures Ming-Kai Hsieh Bing-Yu Chen Ming Ouhyoung National Taiwan University [email protected] [email protected] [email protected]
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
3D Computer Animation (Msc CAGTA) Report
3D Computer Animation (Msc CAGTA) Report (December, 10 th 2004) Jason MAHDOUB Course Leader: Colin Wheeler 1 Summary INTRODUCTION... 3 MODELLING... 3 THE MAN...3 THE BUG RADIO...4 The head...4 The base...4
m ac romed ia Fl a s h Curriculum Guide
m ac romed ia Fl a s h Curriculum Guide 1997 1998 Macromedia, Inc. All rights reserved. Macromedia, the Macromedia logo, Dreamweaver, Director, Fireworks, Flash, Fontographer, FreeHand, and Xtra are trademarks
Chapter 3: Animation. Creating Frames and Keyframes. After completing this module, you ll be able to:
AIM Your Project with Flash: Chapter 3 - Animation 47 Chapter 3: Animation After completing this module, you ll be able to: create, comment, and use frames and keyframes. distinguish types of Flash animation.
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
CATIA Drafting TABLE OF CONTENTS
TABLE OF CONTENTS Introduction...1 Drafting...2 Drawing Screen...3 Pull-down Menus...4 File...4 Edit...5 View...6 Insert...7 Tools...8 Drafting Workbench...9 Views and Sheets...9 Dimensions and Annotations...10
CATIA Basic Concepts TABLE OF CONTENTS
TABLE OF CONTENTS Introduction...1 Manual Format...2 Log on/off procedures for Windows...3 To log on...3 To logoff...7 Assembly Design Screen...8 Part Design Screen...9 Pull-down Menus...10 Start...10
Intermediate Tutorials Modeling - Trees. 3d studio max. 3d studio max. Tree Modeling. 1.2206 2006 Matthew D'Onofrio Page 1 of 12
3d studio max Tree Modeling Techniques and Principles 1.2206 2006 Matthew D'Onofrio Page 1 of 12 Modeling Trees Tree Modeling Techniques and Principles The era of sprites and cylinders-for-trunks has passed
Writer Guide. Chapter 15 Using Forms in Writer
Writer Guide Chapter 15 Using Forms in Writer Copyright This document is Copyright 2005 2008 by its contributors as listed in the section titled Authors. You may distribute it and/or modify it under the
1. I have 4 sides. My opposite sides are equal. I have 4 right angles. Which shape am I?
Which Shape? This problem gives you the chance to: identify and describe shapes use clues to solve riddles Use shapes A, B, or C to solve the riddles. A B C 1. I have 4 sides. My opposite sides are equal.
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
Line Segments, Rays, and Lines
HOME LINK Line Segments, Rays, and Lines Family Note Help your child match each name below with the correct drawing of a line, ray, or line segment. Then observe as your child uses a straightedge to draw
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
Human-Readable BPMN Diagrams
Human-Readable BPMN Diagrams Refactoring OMG s E-Mail Voting Example Thomas Allweyer V 1.1 1 The E-Mail Voting Process Model The Object Management Group (OMG) has published a useful non-normative document
Corel Painter 8 Liquid Ink Visual Guide
Corel Painter 8 Liquid Ink Visual Guide Contents Welcome to Corel Painter 8........... 3 Liquid Ink in Corel Painter 8.......... 4 Liquid Ink Controls in Corel Painter 8...... 7 General Section: Liquid
Welcome to CorelDRAW, a comprehensive vector-based drawing and graphic-design program for the graphics professional.
Workspace tour Welcome to CorelDRAW, a comprehensive vector-based drawing and graphic-design program for the graphics professional. In this tutorial, you will become familiar with the terminology and workspace
Development Methodologies Compared
N CYCLES software solutions Development Methodologies Compared Why different projects require different development methodologies. December 2002 Dan Marks 65 Germantown Court 1616 West Gate Circle Suite
Current Standard: Mathematical Concepts and Applications Shape, Space, and Measurement- Primary
Shape, Space, and Measurement- Primary A student shall apply concepts of shape, space, and measurement to solve problems involving two- and three-dimensional shapes by demonstrating an understanding of:
The Car Tutorial Part 1 Creating a Racing Game for Unity
The Car Tutorial Part 1 Creating a Racing Game for Unity Introduction 3 We will show 3 Prerequisites 3 We will not show 4 Part 1: Assembling the Car 5 Adding Collision 6 Shadow settings for the car model
Path Tracking for a Miniature Robot
Path Tracking for a Miniature Robot By Martin Lundgren Excerpt from Master s thesis 003 Supervisor: Thomas Hellström Department of Computing Science Umeå University Sweden 1 Path Tracking Path tracking
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
For example, estimate the population of the United States as 3 times 10⁸ and the
CCSS: Mathematics The Number System CCSS: Grade 8 8.NS.A. Know that there are numbers that are not rational, and approximate them by rational numbers. 8.NS.A.1. Understand informally that every number
Activity Set 4. Trainer Guide
Geometry and Measurement of Solid Figures Activity Set 4 Trainer Guide Mid_SGe_04_TG Copyright by the McGraw-Hill Companies McGraw-Hill Professional Development GEOMETRY AND MEASUREMENT OF SOLID FIGURES
MovieClip, Button, Graphic, Motion Tween, Classic Motion Tween, Shape Tween, Motion Guide, Masking, Bone Tool, 3D Tool
1 CEIT 323 Lab Worksheet 1 MovieClip, Button, Graphic, Motion Tween, Classic Motion Tween, Shape Tween, Motion Guide, Masking, Bone Tool, 3D Tool Classic Motion Tween Classic tweens are an older way of
Intro to 3D Animation Using Blender
Intro to 3D Animation Using Blender Class Instructor: Anthony Weathersby Class Objectives A primer in the areas of 3D modeling and materials An introduction to Blender and Blender s toolset Course Introduction
Third Grade Shapes Up! Grade Level: Third Grade Written by: Jill Pisman, St. Mary s School East Moline, Illinois Length of Unit: Eight Lessons
Third Grade Shapes Up! Grade Level: Third Grade Written by: Jill Pisman, St. Mary s School East Moline, Illinois Length of Unit: Eight Lessons I. ABSTRACT This unit contains lessons that focus on geometric
Three Effective Top-Down Clustering Algorithms for Location Database Systems
Three Effective Top-Down Clustering Algorithms for Location Database Systems Kwang-Jo Lee and Sung-Bong Yang Department of Computer Science, Yonsei University, Seoul, Republic of Korea {kjlee5435, yang}@cs.yonsei.ac.kr
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
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
SignalDraw: GUI Tool For Generating Pulse Sequences
SignalDraw: GUI Tool For Generating Pulse Sequences Konstantin Berlin Department of Computer Science University of Maryland College Park, MD 20742 [email protected] December 9, 2005 Abstract Generating
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
Glencoe. correlated to SOUTH CAROLINA MATH CURRICULUM STANDARDS GRADE 6 3-3, 5-8 8-4, 8-7 1-6, 4-9
Glencoe correlated to SOUTH CAROLINA MATH CURRICULUM STANDARDS GRADE 6 STANDARDS 6-8 Number and Operations (NO) Standard I. Understand numbers, ways of representing numbers, relationships among numbers,
N. Burtnyk and M. Wein National Research Council of Canada
ntroduction Graphics and mage Processing nteractive Skeleton Techniques for Enhancing Motion Dynamics in Key Frame Animation N. Burtnyk and M. Wein National Research Council of Canada A significant increase
Algebra 1 2008. Academic Content Standards Grade Eight and Grade Nine Ohio. Grade Eight. Number, Number Sense and Operations Standard
Academic Content Standards Grade Eight and Grade Nine Ohio Algebra 1 2008 Grade Eight STANDARDS Number, Number Sense and Operations Standard Number and Number Systems 1. Use scientific notation to express
USING TRIANGULATIONS IN COMPUTER SIMULATIONS OF GRANULAR MEDIA
USING TRIANGULATIONS IN COMPUTER SIMULATIONS OF GRANULAR MEDIA DIDIER MÜLLER, THOMAS M. LIEBLING EPFL-DMA, 1015 Lausanne, Switzerland ABSTRACT The distinct element method used to simulate behavior of granular
Gas Dynamics Prof. T. M. Muruganandam Department of Aerospace Engineering Indian Institute of Technology, Madras. Module No - 12 Lecture No - 25
(Refer Slide Time: 00:22) Gas Dynamics Prof. T. M. Muruganandam Department of Aerospace Engineering Indian Institute of Technology, Madras Module No - 12 Lecture No - 25 Prandtl-Meyer Function, Numerical
Smart Board Notebook Software A guide for new Smart Board users
Smart Board Notebook Software A guide for new Smart Board users This guide will address the following tasks in Notebook: 1. Adding shapes, text, and pictures. 2. Searching the Gallery. 3. Arranging objects
Warning! Construction Zone: Building Solids from Nets
Brief Overview: Warning! Construction Zone: Building Solids from Nets In this unit the students will be examining and defining attributes of solids and their nets. The students will be expected to have
An Instructional Aid System for Driving Schools Based on Visual Simulation
An Instructional Aid System for Driving Schools Based on Visual Simulation Salvador Bayarri, Rafael Garcia, Pedro Valero, Ignacio Pareja, Institute of Traffic and Road Safety (INTRAS), Marcos Fernandez
HIGH SCHOOL COURSE OUTLINE
OFFICE OF CURRICULUM, INSTRUCTION AND PROFESSIONAL DEVELOPMENT HIGH SCHOOL COURSE OUTLINE Department Visual/Performing Arts Course Title Art & Animation 1-2 Course Code 1044 Grade Level 9-12 Course Length
Pre-Algebra 2008. Academic Content Standards Grade Eight Ohio. Number, Number Sense and Operations Standard. Number and Number Systems
Academic Content Standards Grade Eight Ohio Pre-Algebra 2008 STANDARDS Number, Number Sense and Operations Standard Number and Number Systems 1. Use scientific notation to express large numbers and small
Triangulation by Ear Clipping
Triangulation by Ear Clipping David Eberly Geometric Tools, LLC http://www.geometrictools.com/ Copyright c 1998-2016. All Rights Reserved. Created: November 18, 2002 Last Modified: August 16, 2015 Contents
Graphic Design for Beginners
Graphic Design for Beginners Level: Duration: Time: Cost: Introduction 6 Days 9:30 AM - 4:30 PM Call for details Overview Managing the Adobe Photoshop Environment Working with Selections Enhancing an Image
Behavioral Animation Modeling in the Windows Environment
Behavioral Animation Modeling in the Windows Environment MARCELO COHEN 1 CARLA M. D. S. FREITAS 1 FLAVIO R. WAGNER 1 1 UFRGS - Universidade Federal do Rio Grande do Sul CPGCC - Curso de Pós Graduação em
Develop Computer Animation
Name: Block: A. Introduction 1. Animation simulation of movement created by rapidly displaying images or frames. Relies on persistence of vision the way our eyes retain images for a split second longer
Cabri Geometry Application User Guide
Cabri Geometry Application User Guide Preview of Geometry... 2 Learning the Basics... 3 Managing File Operations... 12 Setting Application Preferences... 14 Selecting and Moving Objects... 17 Deleting
