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Computer Animation Algorithms and Techniques

Computer Animation Algorithms and Techniques. Figure Animation. Rick Parent. Computer Animation. 3D Virtual Humans. Computer Games. Virtual Reality. Avatars. Films. Education. Rick Parent. Computer Animation. 3D Virtual Humans. Realistic - physical simulation or motion capture.

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Computer Animation Algorithms and Techniques

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  1. Computer AnimationAlgorithms and Techniques Figure Animation Rick Parent Computer Animation

  2. 3D Virtual Humans Computer Games Virtual Reality Avatars Films Education Rick Parent Computer Animation

  3. 3D Virtual Humans Realistic - physical simulation or motion capture Controllable - real-time by using motion databases Autonomous - <condition>-<action> rule based activity Cost effective - hundreds, thousands of ‘extras’ possible Suspendable physics - synthetic stunt doubles Safe - can simulate dangerous activities Rick Parent Computer Animation

  4. Virtual Human Representation Modeling body to support movement Special purpose programming for common body motions: reaching, walking, etc. Physically based coverings and accessories: clothing and hair Rick Parent Computer Animation

  5. Virtual Human Simulations Jessica Hodgins - Georgia Tech Rick Parent Computer Animation

  6. film: Marilyn Monroe Daniel & Nadia Thalmann Rick Parent Computer Animation

  7. Cartoons Rick Parent Computer Animation

  8. Final Fantasy (movie) Rick Parent Computer Animation

  9. Tron: Legacy Rick Parent Computer Animation

  10. Virtual Human Representation Robotics -> Rigid links Human anatomy -> layered approach Rick Parent Computer Animation

  11. Hierarch of rigid links Rick Parent Computer Animation

  12. University of Utah - Barry Wessler Rick Parent Computer Animation

  13. Layered approach Robotics -> Rigid links -> ‘skeleton’ Internal structure human skeleton musculature: muscles & tendons fatty tissue Outer layer: skin deformable by changes to internal structure Rick Parent Computer Animation

  14. Layered approach Rick Parent Computer Animation

  15. Layered approach 1. articulation 2. rigid configuration 3. muscle reaction 4. deforms skin vertices Rick Parent Computer Animation

  16. Virtual Human Representation Body surface geometry: polygonal representations patch representations subdivision surfaces implicit surfaces Rick Parent Computer Animation

  17. Geometry Digitize Sense and record actual object geometry Design Create according to some user criteria Rick Parent Computer Animation

  18. Special purpose - standard motions Locomotion: walking & running Reaching & grasping Balance Gestures Facial animation - expressions Lip sync animation Rick Parent Computer Animation

  19. Reaching Models for the arm The shoulder joint The hand Coordinated movement Reaching around obstacles Considering strength Rick Parent Computer Animation

  20. Modeling the Arm Rick Parent Computer Animation

  21. Reaching in a plane Rick Parent Computer Animation

  22. Reaching in a plane Rick Parent Computer Animation

  23. Modeling the Shoulder Rick Parent Computer Animation

  24. Modeling the Hand Rick Parent Computer Animation

  25. Grasping with simplified hand Rick Parent Computer Animation

  26. Grasping - coordinated movement Rick Parent Computer Animation

  27. Reaching Rick Parent Computer Animation

  28. Walking Walk cycle v. run cycle The mechanics of locomotion Pelvic transport Pelvic rotation Pelvic list Knee flexion Ankle and toe joints Rick Parent Computer Animation

  29. Anatomy of the Walk Rick Parent Computer Animation

  30. Anatomy of the Run Rick Parent Computer Animation

  31. Kinematics of the Walk Rick Parent Computer Animation

  32. Kinematics of the Walk Rick Parent Computer Animation

  33. Kinematics of the Walk Rick Parent Computer Animation

  34. Kinematics of the Walk Rick Parent Computer Animation

  35. Kinematics of the Walk Rick Parent Computer Animation

  36. Kinematics of the Walk Rick Parent Computer Animation

  37. Kinematics of the Walk Rick Parent Computer Animation

  38. Walk Data Rick Parent Computer Animation

  39. Walk Data Rick Parent Computer Animation

  40. Walk Data Rick Parent Computer Animation

  41. Walk Data Rick Parent Computer Animation

  42. Walk Data Rick Parent Computer Animation

  43. Using Dynamics in the Walk Rick Parent Computer Animation

  44. Using Dynamics in the Walk Rick Parent Computer Animation

  45. Using Dynamics in the Walk Rick Parent Computer Animation

  46. Dressing the Figure Cloth and clothing Simple draping Clothes Modeling dynamics Collision detection and response Rick Parent Computer Animation

  47. Simple draping - catenary curve Rick Parent Computer Animation

  48. Simple draping - catenary curve Rick Parent Computer Animation

  49. Simple draping - catenary curve Rick Parent Computer Animation

  50. Simple draping - catenary curve Rick Parent Computer Animation

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