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COMPUTER GRAPHICS. CS 482 – FALL 2014. OCTOBER 29, 2014. ANIMATION. ANIMATION PROCESSES INTERPOLATION-BASED ANIMATION HARDWARE ISSUES KINEMATICS DYNAMICS. ANIMATION PROCESSES. MOTION PERCEPTION. CS 482 – FALL 2014. OCTOBER 29, 2014: ANIMATION. PAGE 225. ANIMATION PROCESSES.
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COMPUTER GRAPHICS CS 482 – FALL 2014 OCTOBER 29, 2014 ANIMATION • ANIMATION PROCESSES • INTERPOLATION-BASED ANIMATION • HARDWARE ISSUES • KINEMATICS • DYNAMICS
ANIMATION PROCESSES MOTION PERCEPTION CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 225
ANIMATION PROCESSES TRADITIONAL ANIMATION PROCESS Storyboards Dialogue Sketching Painting In-Betweening Inking Backgrounds Photographing Editing CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 226
ANIMATION PROCESSES COMPUTER ANIMATION PROCESS Storyboards Staging Set Modeling Effects Keyframing Shading Lighting CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 227
INTERPOLATION-BASED ANIMATION KEYFRAMES CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 228
INTERPOLATION-BASED ANIMATION ARTICULATION VARIABLES CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 229
HARDWARE ISSUES SCREEN REFRESH • Among the tasks of the video controller is the refreshing of the display. • Two primary approaches have arisen over the years: progressive scan, in which scanlines are refreshed in a top to bottom fashion, and interlaced scan, in which refreshes alternate between the odd-numbered and even-numbered scanlines. • The interlaced approach cuts the required bandwidth in half, and is therefore preferred by most television broadcasters. • Progressive scan reduces the “comb” effect and “twitter” in the image, and is therefore preferred by most computer and software manufacturers. CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 230
HARDWARE ISSUES DOUBLE BUFFERING • When a display refreshes faster than the processor can render the next frame, the swapped buffer contains a “torn” image (with some pixels filled with the previous frame’s image and some from the current one). • When vertical synchronization is activated, the buffer swap is delayed until the current frame has been completely processed, eliminating the image quality issue, but the animation suffers latency problems. CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 231
HARDWARE ISSUES TRIPLE BUFFERING • By keeping two back buffers at all times, and alternating their being filled, the front buffer can be swapped with the most recently filled back buffer, reducing latency while maintaining image quality. • Double Buffering w/o vsync: • Double Buffering w/vsync: • TRIPle Buffering: CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 232
KINEMATICS STANDARD JOINT TYPES Revolute Joint (1 DOF) Cylindrical Joint (2 DOF) Translational Joint (1 DOF) Spherical Joint (3 DOF) Planar Joint (3 DOF) CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 233
KINEMATICS TREE-BASED HIERARCHICAL MODEL CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 234
KINEMATICS SKELETON HIERARCHY CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 235
KINEMATICS TWO APPROACHES Inverse Kinematics The modeler moves a handle to pose the entire joint chain Forward Kinematics The modeler rotates or moves individual joints to pose and animate the joint chains CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 236
KINEMATICS FORWARD KINEMATICS CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 237
KINEMATICS INVERSE KINEMATICS CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 238
KINEMATICS CASE STUDY: TWO-LINK ARM L2 y 2 L1 4 1 3 x CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 239
DYNAMICS MASS-SPRING SYSTEMS • Various movements may be simulated by means of spring models. • Musculature • Curly Hair • Energy Storage & Release During Running CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 240
DYNAMICS COLLISION DETECTION • Animation frequently requires the detection of collisions occurring between objects in the scene. • Determining collisions against a bounding box or a bounding sphere is computationally simple, but might detect collisions that might not be accurate against the original mesh • Determining collisions against the convex hull (the smallest convex polyhedron containing the original mesh) is a reasonable compromise – more precise than using a bounding box or sphere, and less computationally complex than using the original mesh • Determining precise collisions with a non-convex polyhedron is usually too computationally complex to implement CS 482 – FALL 2014 OCTOBER 29, 2014: ANIMATION PAGE 241