CSE 872 Dr. Charles B. Owen Advanced Computer Graphics1 Introduction to Advanced Animation Types of...
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CSE 872 Dr. Charles B. OwenAdvanced Computer Graphics1
Introduction to Advanced Animation• Types of animation• Low Level Control (a start) (Ch. 15)
• We’re going to be examining topics from chapters 15, 16, 17, 18 in the textbook.
• 15 – Low level control16 – Articulated structures17 – Soft object animation18 – Procedural animation
CSE 872 Dr. Charles B. OwenAdvanced Computer Graphics2
Plan
• Introduction (Ch. 15)• Skeletal animation (Ch. 17)• Curves and cubic interpolation (Ch. 15)• Kinematics and inverse kinematics (Ch. 16)• Procedural animation (Ch. 18)• Water and physical models
CSE 872 Dr. Charles B. OwenAdvanced Computer Graphics3
Types of Animation
• Procedural animation– Animation is defined by a computational result
• Representational animation– Animation is defined by example
• Stochastic animation– Animation is based on random phenomena
• Behavioral animation– Animation is a reaction
CSE 872 Dr. Charles B. OwenAdvanced Computer Graphics4
Low level control
• How do we specify animations?
• Assuming a simple skeleton with 12 3DOF joints– 36 numbers per frame– 64,800 numbers per minute– We just can’t do this manually– Would we ever have this?
CSE 872 Dr. Charles B. OwenAdvanced Computer Graphics5
Scripting systems
• We have some programming language that defines the motion– Procedural animation
(defop spin-cube-actor(param: color)(actor (local: (angle 0)
(d-angle (quo 3 runtime)) (my-cube (recolor color cube)))
(see (rotate angle y-axis my-cube))(define angle (plus angle d-angle))))
Actor Script Animation
System (ASAS)
CSE 872 Dr. Charles B. OwenAdvanced Computer Graphics6
Keyframing and “Tweening”
• Define motion at specific points• Interpolate between the points– Tweening – generating intermediate frames– Inbetweens – The generated intermediates
How to interpolate this example?
CSE 872 Dr. Charles B. OwenAdvanced Computer Graphics7
Types of interpolation
• Linear– x(t) = (1-t/t) x1 + t/t x2
• Cubic– x(t) = as3 + bs2 + cs + d– Where do we get a, b, c, d?
• Points, angles, orientations?
When does this not
look good?
CSE 872 Dr. Charles B. OwenAdvanced Computer Graphics8
Spline-driven animation
• We define a animation using control points that “attract” the animation
Control points may be on (interpolated control points) or near the curve
We’re going to cover curves shortly.