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1 C o m p u t e r A n i m a t i o n Thomas Funkhouser Princeton University C0S 426, Fall 2000 C o m p u t e r A n i m a t i o n What is animation? Make objects change over time according to scripted actions What is simulation? Predict how objects change over time according to physical laws University of Illinois Pixar

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Page 1: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

1

Computer Animation

Thomas Funkhouser

Princeton University

C0S 426, Fall 2000

Computer Animation

• What is animation?� Make objects change over time

according to scripted actions

• What is simulation?� Predict how objects change over time

according to physical laws

University of Illinois

Pixar

Page 2: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

2

Outline

• Principles of animation

• Keyframe animation

• Articulated figures

Angel Plate 1

Principles of Traditional Animation

• 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

Disney

Page 3: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

3

Principles of Traditional Animation

• 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

Disney

Principles of Traditional Animation

• Squash and stretch

Lasseter ‘87

Page 4: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

4

Principles of Traditional Animation

• 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

Disney

Principles of Traditional Animation

• Slow In and Out

Watt Figure 13.5

Page 5: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

5

Principles of Traditional Animation

• 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

Disney

Principles of Traditional Animation

• Anticipation (and squash & stretch)

Lasseter ‘87

Page 6: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

6

Principles of Traditional Animation

• 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

Disney

Computer Animation

• Animation pipeline� 3D modeling� Motion specification� Motion simulation� Shading, lighting, & rendering� Postprocessing

Pixar

Page 7: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

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Keyframe Animation

• Define character poses at specific time stepscalled “keyframes”

Lasseter ‘87

Keyframe Animation

• Interpolate variables describing keyframes todetermine poses for character in between

Lasseter ‘87

Page 8: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

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Keyframe Animation

• Inbetweening:� Linear interpolation - usually not enough continuity

H&B Figure 16.16

Linear interpolation

Keyframe Animation

• Inbetweening:� Spline interpolation - maybe good enough

H&B Figure 16.11

Page 9: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

9

Keyframe Animation

• Inbetweening: Cubic spline interpolation - maybe good enough

» May not follow physical laws

Lasseter ‘87

Keyframe Animation

• Inbetweening: Cubic spline interpolation - maybe good enough

» May not follow physical laws

Lasseter ‘87

Page 10: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

10

Keyframe Animation

• Inbetweening:� Inverse kinematics or dynamics

Rose et al. ‘96

Outline

• Principles of animation

• Keyframe animation

• Articulated figures

Angel Plate 1

Page 11: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

11

Articulated Figures

• Character poses described by set of rigid bodiesconnected by “joints”

Angel Figures 8.8 & 8.9

Base

Arm

Hand

Scene Graph

Articulated Figures

Rose et al. ‘96

• Well-suited for humanoid characters

Root

LHip

LKnee

LAnkle

RHip

RKnee

RAnkle

Chest

LCollar

LShld

LElbow

LWrist

LCollar

LShld

LElbow

LWrist

Neck

Head

Page 12: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

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Articulated Figures

Mike Marr, COS 426, Princeton University, 1995

• Joints provide handles for movingarticulated figure

Articulated Figures

• Inbetweening� Compute joint angles between keyframes

Watt & Watt

Page 13: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

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Example: Walk Cycle

• Articulated figure:

Watt & Watt

Example: Walk Cycle

• Hip joint orientation:

Watt & Watt

Page 14: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

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Example: Walk Cycle

• Knee joint orientation:

Watt & Watt

Example: Walk Cycle

• Ankle joint orientation:

Watt & Watt

Page 15: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

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Example: Run Cycle

Mike Marr, COS 426, Princeton University, 1995

Example: Ice Skating

(Mao Chen, Zaijin Guan, Zhiyan Liu, Xiaohu Qie,CS426, Fall98, Princeton University)

Page 16: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

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Example: Horse

(Casey McTaggart, CS426, Fall99)

Challenges of Animation

• Temporal aliasing Motion blur

Page 17: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

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Temporal Aliasing

• Artifacts due to limited temporal resolution� Strobing� Flickering

Temporal Aliasing

• Artifacts due to limited temporal resolution� Strobing� Flickering

Page 18: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

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Temporal Aliasing

• Artifacts due to limited temporal resolution� Strobing� Flickering

Temporal Aliasing

• Artifacts due to limited temporal resolution� Strobing� Flickering

Page 19: Computer Animation - Princeton University Computer · PDF fileDisney Computer Animation • Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting,

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Motion Blur

• Composite weighted images of adjacent frames� Remove parts of signal under-sampled in time

Summary

• Animation requires ...� Modeling� Scripting� Inbetweening� Lighting, shading� Rendering� Image processing

Pixar