computer animation algorithms and techniques chapter 4 interpolation-based animation

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Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

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Page 1: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Computer AnimationAlgorithms and Techniques

Chapter 4Interpolation-based animation

Page 2: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Interpolation based animation

• Key-frame systems – in general

• Interpolating shapesDeforming an single shape3D interpolation between two shapesMorphing – deforming an image

Page 3: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Keyframing – interpolating values

Page 4: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Keyframing

• keys, in-betweens• track-based• Avars – articulation variables

Sample interface for specifying interpolation of key values and tangents as segment boundaries.

Page 5: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Keyframing curves

Page 6: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Time-Curve interpolation

Implement using surface patch technology

Two key frames showing a curve to be interpolated.

Page 7: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Time-Curve interpolation

Establish point correspondence

Page 8: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Time-Curve interpolation

Define time – space-curve “patches”

Interpolate in one dimension for curve (spatially)Interpolate in other dimension temporally

Page 9: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Object interpolation

1. Modify shape of object interpolate vertices of different shapes

Correspondence problemInterpolation problem

2. Interpolate one object into second object

3. Interpolate one image into second image

Page 10: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Object Modification

Vertex warping

2D grid-based deforming

Skeletal bending

Free Form Deformations

Modify the vertices directly

OR

Modify the space the vertices lie in

Global transforms

Page 11: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Warping

Page 12: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Power functionsFor attenuating warping effects

1

1

)1

0.1(

)1

(0.1)(

k

k

n

in

iiS

0

0

k

k

Page 13: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Space Warping

Deform the object by deforming the space it is in

Two main techniques: Nonlinear Deformation Free Form Deformation (FFD)

Independent of object representation

Page 14: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

2D grid-based deforming

AssumptionEasier to deform grid points than object vertices

Page 15: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

2D grid-based deforming

Inverse bilinear mapping (determine u,v from points)

Page 16: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

2D grid-based deforming

Page 17: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Global Transformations

ppMp )('

Mpp 'Common linear transform of space

In GT, Transform is a function of where you are in space

Page 18: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Global Transformations

Page 19: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Global Transformations

Page 20: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Global Transformations

z below zmin: no rotation

z between zmin ,zmax : Rotate from 0 to Q

z above zmin: rotate Q

Page 21: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Compound global transformations

Page 22: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Nonlinear Global Deformation

Objects are defined in a local object space

Deform this space using a combination of: Non-uniform Scaling Tapering Twisting Bending

Page 23: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Nonlinear Global Deformation

Page 24: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Nonlinear Global Deformation

Good for modeling [Barr 87]

Animation is harder

Page 25: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Free Form Deformation (FFD)

Deform space by deforming a lattice around an object

The deformation is defined by moving the control points

Imagine it as if the object were encased in rubber

Page 26: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Free Form Deformation (FFD)

The lattice defines a Bezier volume

ijk

ijk wBvBuBwvu )()()(),,( pQ

Compute lattice coordinates

Alter the control points

Compute the deformed points

),,( wvu

ijkp

),,( wvuQ

),,( wvu

),,( wvu

Page 27: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

FFD Example

Page 28: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

FFD Example

Page 29: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Free-Form Deformations: Continuity

As in Bezier curve interpolationContinuity controlled by coplanarity of control points

Page 30: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

FFDs: alternate grid organizations

Page 31: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

FFDs: Bulging & Bending

Page 32: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

FFDs:hierarchical

Page 33: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

FFDs – as tools to design shapes

Page 34: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

FFD Animation

Animate a reference and a deformed latticereference deformed morphed

Page 35: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

FFDs Animate by passing over object

Page 36: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

FFD Animation

Animate the object through the latticereference deformed morphed

Page 37: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

FFDs

Animate by passing object through FFD

Page 38: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

FFDs Exo-muscular systemSkeleton -> changes FFD -> changes skin

Page 39: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

FFD: Examples

From “Fast Volume-Preserving Free Form DeformationUsing Multi-Level Optimization” appeared in ACM Solid Modelling ‘99

Page 40: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

FFD: Examples

From “Fast Volume-Preserving Free Form DeformationUsing Multi-Level Optimization” appeared in ACM Solid Modelling ‘99

Page 41: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

FFD: Examples

From “Fast Volume-Preserving Free Form DeformationUsing Multi-Level Optimization” appeared in ACM Solid Modelling ‘99

Page 42: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Interpolate between 2 objects

Correspondence problem: what part of one object to map into what part of the other object.

Some surface-based approachesSlice along one dimension; interpolate in other twoMap both to sphereRecursively divide into panels

How to handle objects of different genus?Volumetric approaches with remeshing

Page 43: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Object interpolation

Page 44: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Object interp.

Page 45: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Object interpolation

For cylinder-like objects

Page 46: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation
Page 47: Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Object interpolation

1. Map to sphere2. Intersect arc-edges3. Re-triangulate4. Remap to object shapes5. Vertex-to-vertex interpolation

Spherical mapping to establish matching edge-vertex topology