computer anima tion - university of southern californiacsci520/slides/intro.pdf · computer anima...
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Computer animationCourse website: http://www-scf.usc.edu/~csci520
My office hours: Tue 1:00-3:00 PM, SAL 216
TA: Sumit Jain
TA’s office hours: Wed 2:00-4:00 PM
Administrations
CS 480 or CS 580
Thorough understanding of linear algebra
Vector calculus
A good working knowledge of C and C++ programming
Prerequisites
Project (90%)
Paper presentation (5%)
Participation in the class (5%)
Grading schemes
Project 1: Animation system (15%)
Project 2: Constrained particle systems (25%)
Project 3: Inverse kinematics (25%)
Project 4: Final project (35%)
Projects Paper presentation
Find a parter (different from your project partner)
Choose a paper from the list
Sign up with the TA
You have 10 weeks to learn the materials
Come to my office hours if you need help
Graduated from the University of Washington, Dept of Computer Science and Engineering (2005)
Thesis topic: Towards a Generative Model of Human Natural Motion
Who am I?
Teach you every thing I know about Animation
Teach you how to find and formulate your research problems
Inspire some of you to do research with me
What do I expect?
A class that takes a lot of your time (I’m not kidding)
A class that forces you to work with real people
You need to brush off your linear algebra and calculus
Being a good programmer is not crucial, but it certainly helps
What should you expect?Animation in the silent era
(1900-1930)
“Felix the Cat (1923)”“Farmer Alfalfa & His
Terrytoon Pals (1916)”
“Gertie the Dinosaur (1914)”
Golden age of animation
(1930-1950)
“Tom and Jerry” (1940)
“Betty Boop (1930)” “Snow White (1937)” “Bugs Bunny (1940)”
“Fantasia (1940)” “Bambi” (1942)
Animation in television era
(1950-1980)
“The Flintstones
(1960-1966)”
“Mighty Mouse
(1950-1980)”
“Heckle and Jeckle
(1946-1966)”
Modern animation (1980-present)
“Toy Story (1995)”
“Final Fantasy (2001)”
“Jurassic Park (1993)”“The Little Mermaid (1992)”
“Half Life 2 (2004)”
Principles of animation
12 animation principles for creating character animation were developed at the Disney Studio in the 1930s
John Lasseter (Pixar) introduced them to the computer animation community in 1987 in a SIGGRAPH course
Question: how to support these principles in computer tools?
1. Squash and stretch
Character composed of living flesh that deforms to accurate movement
Exaggerate deformations emphasize motion and impact
Volume conservation is the key
2. Anticipation
Anticipation allows an animator to accentuate a character’s action as it directs the viewers attention
Can be as simple as facial expression or as broad as the body windup
Don’t surprise your audience unless it is intentional
2. Anticipation 3. Staging
Staging is the consideration of camera, framing and the position of characters
Staging can help to exaggerate action and impact
The audience’s eye must be led to exactly where it needs to be at the right moment
3. Staging
“Monsters Inc. (2001)”
4. Straight ahead and pose to pose
Two methods of drawing a scene
Straight ahead action starts with an idea in mind and draw all frames until done
Used for wild, scrambling action where spontaneity is important
Pose to pose draws the keyframes first and then fill in the in-betweens
Used for animation requiring precise acting and timing
4. Straight ahead and pose to pose
Which one is made by straight ahead action?
“The Incredibles (2004)” “Wallace and Gromit (2005)”
5. Follow through and overlap
Nothing stops abruptly in reality
Follow-through is also evident in secondary motion
Slight variations in timing and speed of loose parts make the object seem more natural
6. Slow in and slow out
To stress the keyframes, move slowly away from one keyframe, quickly in the in between frames, and slowly into the next keyframe
Used for exaggerating the acceleration and deacceleration occurring at the extremes
7. Arcs
Nothing living ever really move in a perfectly straight line
Most human motion happens on curved trajectories
7. Arcs 8. Secondary actions
Action aside from the of the primary character
Must not distract the audience
Often reveal subtle emotions or hidden thoughts
9. Timing
Timing plays an essential role in illustrating the emotional state of a character
Timing can also define the weight and the inertia of the characters
10. Exaggeration
Walt Disney wanted exaggeration with believability
Used to increase the readability of emotions and actions
Exaggerated poses often look ridiculous when viewed as stills, but they add essential impact when viewed in a split second
11. Solid drawing
Drawing motion is a critical activity for animators
Observation improves the fundamental skills of composing a scene, character proportions, and timing
Also allows the rapid development of ideas before committing a design to screen
12. Appeal
Appeal is what makes people want to look at a character
Even a villain can have appeal
A design that is complicated or hard to read lacks appeal
Luxo Jr.
How many animation principles does Luxo Jr. follow?
Beyond entertainment
Biomechanics
Robotics
Scientific visualization
Education
Anthropology
Animation research
TraditionalPhysics-basedData-driven
Performance-based
Rigid bodyDeformable bodyArticulated body
FaceHair and cloth
Natural phenomena
SynthesisEditing
CompositingSimulation
Techniques ToolsObjects
Traditional animation
That was then... Film runs at 24 frames per sec; that is, 1440 pictures to draw in one minute
Artistic vision has to be converted into a sequence of still “keyframes”
Hard to draw consistent “in-between” frames
Not enough to get the still right; must to look right at full speed
Computer assisted animation
This is now
Generate the images by rending a 3D model
Manually set the parameters for each keyframe
Automatically interpolate between two drawings to produce inbetweens
Traditional animation
Do computers really expedite the process of creating animation?
That was then... This is now
Physics-based methods
Generate motion by applying physical laws
Simulate physical phenomena associated with motion
gravity
momentum (inertia)
collisions
friction
deformation
fracture
Physics-based methods
Rigid body simulation
Fast frictional dynamics for rigid bodies
Kaufman et. al. Siggraph 2005
Physics-based methods
Rigid body simulation
Deformable object simulation
BD-Tree: Output-sensitive collision detection
for reduced deformable models
James et. al. Siggraph 2004
Physics-based methods
Rigid body simulation
Deformable object simulation
Character animation
Learning physics-based motion style
with nonlinear inverse optimization
Liu et. al. Siggraph 2005
Physics-based methods
Rigid body simulation
Deformable object simulation
Character animation
Natural phenomena simulation Water drops on surfaces
Wang et. al. Siggraph 2005
Data-driven methods
Human motion
Motion synthesis from annotations
Arikan et. al. Siggraph 2003
Data-driven methods
Facial animation
Human motion
Automatic determination of facial
muscle activations from sparse
motion capture marker data
Sofakis et. al. Siggraph 2005
Data-driven methods
Facial animation
Human body deformation
Human motion
SCAPE: Shape completion and
animation of people
Anguelov et. al. Siggraph 2005
Performance-based animation
Record the animation from live action
rotoscope: trace over video of real motions
motion capture: track motion of reference points in 3D
The making of LOTR
Useful math
Differential equations
Optimization methods
Statistical models
Useful background knowledge
Physics
Mechanics
Biomechanics
What’s next?
Keyframe animation
Interpolation using cubic splines
Speed control