Lecture 20: PhysicallyBased Animation - PowerPoint PPT Presentation

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Lecture 20: PhysicallyBased Animation

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Title: Lecture 20: PhysicallyBased Animation


1
Lecture 20Physically-Based Animation
2
Physically-Based Animation
  • Idea to obtain a physically plausible animation,
    simulate the laws of Newtonian physics. In
    contrast to kinematics, this is called a dynamics
    approach
  • Have to control objects by manipulating forces,
    either directly or indirectly
  • Example bouncing balls, wall of bricks fall
    down, etc
  • Inverse dynamics is difficult

3
Inverse dynamics
  • Finding forces to move a physical object along a
    desired path
  • Useful for secondary effects in keyframe
    animation
  • A mouse characters ears should flap when it
    shakes its head
  • A feather in a cap should wave when wind blows on
    it
  • A wall of bricks should fall down when a
    superhero crashes on it

4
Type of Physically-Based animation
  • Procedural Animation
  • Representational Animation
  • Stochastic Animation
  • Behavioural Animation

5
Type of animation - Procedural
  • Control over motion by explicitly define the
    movement as a function of time.
  • Objects are animated by a procedure -- a set of
    rules.
  • The animator specifies rules and initial
    conditions and runs simulation.
  • Rules are often expressed by mathematical
    equations.

6
Type of animation - Procedural
  • recursive algorithm to build the
    binary tree

add leaves to the ends of the branches
3D - A more complex and realistic tree
7
Type of animation -Representational
  • Specifying how a rigid object is to move in space
    by allowing the object itself to change shape
  • Animation of articulated object
  • Forward Inverse Kinematic
  • Animation of soft object
  • Animating on formation deformation of object
  • Eg. stretching face muscles to create different
    expressions
  • the realistic facial expressions of the creature
    Gollum in "Lord of the Rings.
  • Morphing

8
Type of animation - Stochastic
  • Features that generate large amounts of low-level
    details
  • Eg. particle system
  • often are used to simulate natural phenomena like
    clouds, running water, fire, etc.

9
Type of animation - Behavioural
  • Animate how object behave or interact with
    environment naturally.
  • Eg animating birds flying
  • Eg animating fishes living in their environment.

10
Type of animation - Behavioural
A flock of birds
A group of bugs - avoiding hitting the box
A group of fish reaching for oxygen
11
Particle Systems
  • How do we model fuzzy objects? Object with
  • soft boundary
  • Changing boundary
  • chaotic behaviour
  • Eg clouds, fire, water, grass, fur

12
Particle Systems
  • Basic idea model fuzzy or gaseous objects as
    large collection of particles
  • Animate fuzzy or gaseous objects as a changing
    cloud of particles
  • Aim for overall effects by having many, simple
    particles

13
Particle Systems
  • Each particle has properties
  • Geometry (point, line, sphere)
  • Position
  • Velocity vector
  • Size
  • Colour
  • Transparency
  • State
  • lifetime

14
Particle Systems
  • Animating Particles Systems
  • New particles are born, old ones die
  • State information describes type of particle
  • At each time step, based on state
  • Update attributes of all particles
  • Delete old particles
  • Create new particles
  • Display current state of all particles

15
Particle Systems
  • Particle Systems Details
  • Good for describing objects that change over time
    by flowing, spattering or expanding
  • Often will model gravity when updating particles
  • Render fire etc using transparency brighter
    when particle system denser
  • As each particle moves, its path is plotted and
    displayed in a particular color.

16
Particle Systems
  • Example 1
  • A fireworks pattern can be displayed by randomly
    generating particles within a spherical region of
    space and allowing them to move radially outwards
    as shown in next figure. The particle paths can
    be color from red to yellow, to simulate the
    temperature of exploding particles.

17
Particle Systemseg Fireworks
Source http//www.maylin.net/Fireworks.html
18
Particle Systems
  • Example 2
  • A realistic displays of grass clumps have been
    modeled with trajectory particles that are shot
    up from the ground and fall back to earth under
    gravity.
  • In this case, the particle paths can originate
    within a tapered cylinder, and might be color
    from green to yellow

19
Particle Systemseg Plant
20
Particle Systems
  • Example 3
  • A waterfall system
  • The water particles fall from a fixed elevation,
    are deflected by an obstacle, and then splash up
    from the ground.

21
Particle Systemseg Waterfall
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