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Lecture 3 Computer Animation

Lecture 3 Computer Animation. Topics Introduction Definition of Computer Animation Traditional animation Computer animation Applications. Definition. Animation Rapid display of slightly different images create the illusion of motion Fake motion: using rapidly changing images

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Lecture 3 Computer Animation

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  1. Lecture 3Computer Animation Topics Introduction Definition of Computer Animation Traditional animation Computer animation Applications

  2. Definition • Animation • Rapid display of slightly different images create the illusion of motion • Fake motion: using rapidly changing images • Early animations: 16 i/s • Current rates: 25/30 i/s • Near-perfect smoothness: 70 i/s

  3. Definition • Main tools • Camera • Drawings • Computer-generated images

  4. Conventional Animation • Make storyboard: sequence of scenes • Draw Key Frames: showing characteristics or extreme position of characters • Inbetweening: draw intermediate frames • Painting: Fill regions with color • Assembling: put characters and objects on background paintings • Filming: Photograph the sequence of frames

  5. Story board • One drawing for each shot in each scene • Camera angles and transitions • Representative illustration styles • Verbal description of the action • Incremental and cumulative timing • Description of sound track

  6. Extremes

  7. Extremes and Inbetweens

  8. Cellophane (“Cel”) Animation • Background and static objects are drawn on opaque paper • Each dynamic object is drawn on a separate sheet of transparent cellophane • As scene changes from one frame to the next, only changing objects need to be redrawn

  9. Definition • Computer Animation • Using a standard renderer to produce consecutive frames • Why use computers? • Animation is expensive • Eg: 30i/s • 30 minutes = 54000 Images • 5 min/I, 12 hours/day, ~ 1 year

  10. Definition • Computer Animation • Why use computers? • Use 3D geometry • Precision • Realistic rendering • Interactivity • Simulators • games

  11. Different level • Low level: individual frames • Medium level: sequences • High level: story and message • Computer helps all three levels

  12. What can we animate? • Object positions and orientations • Shape geometry • Shape appearance • Lightning • Camera • Anything else

  13. Applications • Films • Games • Data Visualization • Simulators • Virtual environments

  14. Applications • Films • Entertainment • Toy Story, Titanic, Harry Porter, Ice Age • Advertising • education

  15. Applications • Games • Interactivity • Ping-pong • Animated creatures • Space invaders, pac-man • Virtual worlds • simcity • Multiple players in shared worlds • Quake, parsec

  16. Applications • Data Visualization • Weather • Flows

  17. Applications • Simulators • Design • Robotics • architecture • Training • Flight, drive, remote control • Surgery • Dangerous environments

  18. Applications • Virtual Environments • Virtual shopping malls • Virtual reality

  19. Animation Control • Control hierarchy • Animation loop • Main control techniques • Guiding level • Program level • Task level

  20. Animation loop database Update scene scripts User input Graphics software Graphics hardware Display Display devices

  21. Guiding level • The user provides coordinates directly • Keyframe animation • Motion capture • The user provides coordinates indirectly • Forward kinematics • Inverse kinematics Detail discussion Chapter 4

  22. Program level • Execute program written in C++, java, openGL Task level • Decide on which animation technique to use

  23. Guiding level • The user provides coordinates directly • Keyframe animation • Motion capture • The user provides coordinates indirectly • Forward kinematics • Inverse kinematics Detail discussion Chapter 4

  24. Keyframe Animation • The user specifies key postures at given times • The computer interpolate inbetween

  25. Motion Capture • Position are captured in real-time using sensors • Data is mapped to an articulated body

  26. End of lecture 3 Questions?

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