what is animation? - aiiaposeidon.csd.auth.gr/lab_studies/postgraduate... · • modifying scene...
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What is animation?
• Fake motion using rapidly changing images• – early animations: 16 i/s• – current rates: 25 or 30 i/s• – near-perfect smoothness: 70 i/s• Modifying scene parameters as a function of
time• Animate: give life (anime=soul)• Animation is part art, part science
Types of Animation
• Hand drawn animation (cel animation)– Pencil test– Ink and paint on overlays (cels), arranged over
the background (nowadays done using computers)
– Filming each frame
Hand drawn animation
• Pioneer cartoon animators (mainstream)– Walt Disney, Tex Avery, Walter Lanz
• Walt Disney hand drawn animated feature movies: – Snow white and the seven dwarfs (1937),
Fantasia (1940), The little mermaid (1989)
Types of Animation
• Stop-Motion animation– Move model, record each instance– Clay models, rubber skin over metal armatures
• Animatronics– Computer controlled mechanical models
animated in real time– Metal jointed armature, servomotors, synthetic
skin– Forward, inverse kinematics
Types of Animation• Performance animation
– Puppetry, actor inside a suit– Computer animation: motion capture
• Computer Animation– Assistive to classical animation– 2-D animation– 3-D animation
Types of Animation• Character Animation
– Highest form of animation• Effects animation
– Non-character, waves, fire, clouds, fireworks• Animated films• Animated characters in live action• Visual effects for live action
– Should match the live action (motion, color)
5
Why use computers ?
• Animation is expensive– 30 i/s
– 30 minutes = 54000 images
– 5 min/i, 12 hours/day ~ 1 year
6
Why use computers ?(continued)
• Use 3D geometry– precision
– realistic rendering
• Abstraction– provide laws
• Interactivity– simulators
– games
Different levels
• Low level: individual frames
• Medium level: sequences
• High level: story and message
• Computer helps all three levels
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What can we animate ?
• Object positions and orientations
• Shape geometry
• Shape appearance
• Lightning
• Camera
• Anything else
Applications
• Films
• Games
• Data visualization
• Simulators
• Virtual environments
8
Films
• Entertainment– TRON, Toy story, Titanic
• Advertising
• Education
Games
• Interactivity– ping-pong
• Animated creatures– space invaders, pac-man
• Virtual worlds– simcity
• Multiple players in shared worlds– quake, parsec
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Data visualization
• Weather
• Flows
• Differential systems
Simulators
• Design– Robotics
– Ergonomics
– Architecture
• Training– flight, drive, remote control
– surgery
– dangerous environments
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Virtual environments
• Non-immersive environments– VRML worlds
– virtual shopping malls
• Immersive environments– virtual reality
– augmented reality
Computer Animation: Overview• Scripting• Keyframing• Kinematics• Motion Processing• Higher Level Animation• Dynamics and Simulation
Example of ScriptingSpecifying the parameters at every framedefine spinningCube()
rotAngle = pi*frameNumber / 50
define carScript()carTranslation = 10*(frameNumber / 100)wheelRotation = pi*frameNumber / 5
Keyframing•Specify only the important frames, interpolate the frames in-between•Used in traditional animation
What and how to interpolate is important
Keyframing
• Interpolation of position and orientation– Intrepolation of transformation matrices– Parameter curves, motion paths
• Interpolation of shape – Morphing, external control structures (lattices)
• Interpolation of attributes (color, texture, camera depth of field, light source intensity)
KinematicsThe study or specification of
motion, independent of the underlying physics that created the motion
Articulated Figure:A figure made up of a series of links (bones)connected at joints
State vector θProvide θ(t)
Forward KinematicsGiven the character’s state,
calculate its pose
Full control, requires skilled animators
)(θfX =
2θ
1θ
++++
=)sin(sin)cos(cos
21211
21211
θθθθθθ
llll
X
X
Inverse Kinematics•Given the character’s pose, calculate its state•Applied in articulated objects, multiple solutions, requires motion constraints•Limited control
)(1 Xf −=θ
X1θ
2θ
−−+++++−
=−
21
22
21
221
22122
22122
2)(cos
)cos()sin()cos()sin(
llllyx
xllylyllxl
θθθθ
θ
Procedural animation
• Provide the rules-laws that govern the motion, let the system evaluate the positions/shape
Dynamics-Physics based animation
Using “physics” to define the animation, subset ofprocedural animation Model choice is important
θ
(1) (2)
mFV
VX
=
=
&
&
TL
FPVX
=
=
=
=
&
&
&
&
ωθmg
Can use “augmented” laws of physics
Dynamics-Physics based animation
• Point masses, rigid bodies, deformable bodies, articulated objects
• One should specify forces, material properties, initial conditions constraints
• Solving ordinary differential equations, inclusion of constraints
• Collision detection and handling
Dynamics – Particle SystemsParticle Systems [Reeves83]
Represent “fuzzy” objects (such as fire, smoke) as a collection of particles
Particles contain local statePositionVelocityAgeLifespanRendering properties
Behavioral Animation•Animating by describing an actor’s behavior•High level animation, related to AI and autonomousagentsAn actor’s behavior defines how the actor
interacts with other actors and the environment TRex()
if(player is close)eatPlayer()
else if(can see player)chasePlayer()
elsewander()
Development of Technology
• 1960’s– Mainframes, alphanumeric displays– In-house, not portable SW– First CADAM systems (GM, Boeing, IBM)– 3-D drawings plotted on paper and filmed to
produce animation (Boeing)– SketchPad: I. Sutherland, MIT– GE: primitive flight simulator
Development of Technology
• 1970’s– First microcomputers, 8-bit, 10MhZ– Research at U. of Utah, z-buffering, Phong
Shading, texture mapping• 1980’s
– 1982: Silicon Graphics graphics workstations (Geometry Engine)
Development of Technology
• 1980’s– 64-bit RISCs, graphics processors– Renderman shading language (Pixar, 1988)– Founding of pioneering 3-D graphics and VFX
SW companies: Alias, Wavefront, Softimage
Development of Technology
• 1990’s– Windows NT and Linux dominate– SGI offers NT-based workstations– Powerful graphics processors, intranets,
rendering farms– Introduction of HD digital video– Computer games, platform games (Sony
Playstation, Sega Dreamcast, Nintendo 64): great demand for animators
Development of Technology
• 2000’s– Powerful GPUs result in real time 3-D games
• Sony Playstation 2: 66M triangles per sec (average geometry complexity of Toy Story)
• Microsoft Xbox: 125M triangles per sec
– All digital feature film productions (Star Wars)– DVD proliferation
Visual Milestonesanimated films, VFX, games
• 1960’s – Computer animation works dominated by
engineers– 1962: Mr Computer Image ABC (computer
generated character animation)
Visual Milestonesanimated films, VFX, games
• 1970’s– Voyager 2, 3-D computer animation (J. Blinn,
JPL)– The Joggler, computer key frame interpolation
(1974)– Creation of ILM (effects for Star Wars, 1977) – Pong game, 1972 (N. Bushnell), first
videogame
Visual Milestonesanimated films, VFX, games
• 1980’s– Disney’s TRON 20min of computer animation
superimposed on live action– ILM creates VFX for Star Wars II+III (first
VFX shot created entirely with 3-D animation), Indiana Jones, etc
– Brilliance: first CG TV ad to be aired during SuperBowl
Visual Milestonesanimated films, VFX, games
• 1980’s– Rise of leading production houses: Pixar,
Rhythm & Hues– Luxo Jr (1985), John Lasseter, Pixar, keyframe
animation– Knicknack (1989), Pixar, motion capture – Walt Disney starts using computer graphics and
animation (1985)– Little mermaid(1989): last film using traditional
animation.
Visual Milestonesanimated films, VFX, games
• 1990’s– Terminator II (1991, ILM) simulation of human
motion, 3-D morphing– Jurassic Park (1993, ILM) inverse kinematics– Coca Cola Polar Bears TV ad (1993, Rhythm &
Hues)– Myst game: pre rendered 3D animation– The Rescuers Down Under(1990): first entirely
CG Disney feature film– Beauty & Beast, Lion King
Visual Milestonesanimated films, VFX, games
• 1990’s– Toy Story (1995, Pixar) First feature animated
film produced by 3D computer animation– ANTZ (DreamWorks) A Bug’s Life (Pixar)– Terminator II (1991) 44 digital effects shots,
How the Grinch Stole Christmas (2000) 300 digital effects shots
– Games: Duke Nukem 3D, Age of Empires
Visual Milestonesanimated films, VFX, games
– Location based entertainment: Volcano Mine Ride (1995, motion simulation)
• 2000’s– Spy Kids 2: first film shot entirely in HD digital
video– LOTR (2001) Golum, crowd animation, – Supporting, subtle VFX: Magnolia, American
Beauty– Monster’s Inc: 3M hair– Shrek 2, Finding Nemo, Chicken Little