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Computer Animation Algorithms and Techniques. Chapter 4 Interpolation-based animation. Interpolation based animation. Key-frame systems – in general Interpolating shapes Deforming an single shape 3D interpolation between two shapes Morphing – deforming an image.
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Computer AnimationAlgorithms and Techniques Chapter 4 Interpolation-based animation
Interpolation based animation • Key-frame systems – in general • Interpolating shapes • Deforming an single shape • 3D interpolation between two shapes • Morphing – deforming an image
Keyframing • keys, in-betweens • track-based • Avars – articulation variables Sample interface for specifying interpolation of key values and tangents as segment boundaries.
Time-Curve interpolation Implement using surface patch technology Two key frames showing a curve to be interpolated.
Time-Curve interpolation Establish point correspondence
Time-Curve interpolation Define time – space-curve “patches” Interpolate in one dimension for curve (spatially) Interpolate in other dimension temporally
Object interpolation Correspondence problem Interpolation problem 1. Modify shape of object interpolate vertices of different shapes 2. Interpolate one object into second object 3. Interpolate one image into second image
Object Modification Vertex warping Modify the vertices directly OR Modify the space the vertices lie in 2D grid-based deforming Skeletal bending Global transforms Free Form Deformations
Power functions For attenuating warping effects
Space Warping Deform the object by deforming the space it is in • Two main techniques: • Nonlinear Deformation • Free Form Deformation (FFD) Independent of object representation
2D grid-based deforming Assumption Easier to deform grid points than object vertices
2D grid-based deforming Inverse bilinear mapping (determine u,v from points)
Global Transformations Common linear transform of space In GT, Transform is a function of where you are in space
Global Transformations z above zmin: rotate Q z between zmin ,zmax : Rotate from 0 to Q z below zmin: no rotation
Nonlinear Global Deformation Objects are defined in a local object space • Deform this space using a combination of: • Non-uniform Scaling • Tapering • Twisting • Bending
Nonlinear Global Deformation Good for modeling [Barr 87] Animation is harder
Free Form Deformation (FFD) Deform space by deforming a lattice around an object The deformation is defined by moving the control points Imagine it as if the object were encased in rubber
Free Form Deformation (FFD) The lattice defines a Bezier volume Compute lattice coordinates Alter the control points Compute the deformed points
Free-Form Deformations: Continuity As in Bezier curve interpolation Continuity controlled by coplanarity of control points
FFD Animation Animate a reference and a deformed lattice reference deformed morphed
FFDs Animate by passing over object
FFD Animation Animate the object through the lattice reference deformed morphed
FFDs Animate by passing object through FFD
FFDs Exo-muscular system Skeleton -> changes FFD -> changes skin
FFD: Examples From “Fast Volume-Preserving Free Form Deformation Using Multi-Level Optimization” appeared in ACM Solid Modelling ‘99
FFD: Examples From “Fast Volume-Preserving Free Form Deformation Using Multi-Level Optimization” appeared in ACM Solid Modelling ‘99
FFD: Examples From “Fast Volume-Preserving Free Form Deformation Using Multi-Level Optimization” appeared in ACM Solid Modelling ‘99
Interpolate between 2 objects Correspondence problem: what part of one object to map into what part of the other object. How to handle objects of different genus? Volumetric approaches with remeshing Some surface-based approaches Slice along one dimension; interpolate in other two Map both to sphere Recursively divide into panels
Object interpolation For cylinder-like objects
Object interpolation Spherical mapping to establish matching edge-vertex topology • Map to sphere • Intersect arc-edges • Re-triangulate • Remap to object shapes • Vertex-to-vertex interpolation