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W60: 3D Modeling and Animation

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the animation (kinematics) Interactive Computer Graphics. Chapter 9 - 14 ... Character Animation. To make computer graphics (or cartoon drawings) come alive... – PowerPoint PPT presentation

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Title: W60: 3D Modeling and Animation


1
W60 3D Modeling and Animation
Modeling and Animation Concepts
2
Overview
  • Modeling
  • Animation
  • Many figures and examples in this set of lectures
    are from The Art of 3D Computer Animation and
    Imaging, by I. Kerlow

3
Skin and Bones
  • Skeleton with joined bones
  • Can add skin on top of bones
  • Automatic or hand-tunedskinning

4
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5
Particles
6
Algorithmic Primitives
Algorithms for trees, mountains, grass, fur,
lightning, fire,
7
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8
Hierarchical models
  • When animation is desired, objects may have parts
    that move with respect to each other
  • Object represented as hierarchy
  • Often there are joints with motion constraints
  • E.g. represent wheels of car as sub-objects with
    rotational motion (car moves 2 pi r per rotation)

9
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10
DAG models
  • Could use tree torepresent object
  • Actually, a DAG (directed acyclicgraph) is
    better can re-use objects
  • Note that each arrow needs aseparate modeling
    transform
  • In object-oriented graphics, alsoneed motion
    constraints with eacharrow

11
Example Robot
  • Traverse DAG using DFS (or BFS)
  • Push and pop matrices along the way (e.g.
    left-child right-sibling) (joint position
    parameters?)

12
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13
Animation
  • Suppose you want the robot to pick up a can of
    oil to drink. How?
  • You could set the joint positions at each
    moment in the animation (kinematics)

14
Inverse Kinematics
  • You cant just invert the joint transformations
  • Joint settings arent even necessarily unique
    for a hand position!
  • Inverse kinematics figure out from the hand
    position where the joints should be set.

15
Using Inverse Kinematics
  • Specify joint constraintsand priorities
  • Move end effector(or object pose)
  • Let the system figureout joint positions

16
Motion Capture
  • More realistic motion sequences can be
    generated by Motion Capture
  • Attach joint position indicatorsto real actors
  • Record live action

17
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18
Morphing
  • Image/video morphing smoothly shifting from one
    image to another
  • First popularized in a Michael Jackson video
  • Method for video a combination of
  • Identifying corresponding points in images over
    time
  • Warping both images, gradually moving control
    points from location in first image to location
    in the second
  • Cross-fading from first image sequence to second

19
3D Morphing
  • Define 3D before andafter shapes as e.g. NURBS
    surfaces with same number ofcontrol points
  • Gradually move control points fromfirst setting
    to second
  • Specify key poses e.g. smile, frown, 12 frames
    of walking motion

20
Combined approaches
21
Character Animation
  • To make computer graphics(or cartoon drawings)
    come alive

22
Personality through Pose, Expression, Motion,
Timing
23
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