more animation and (maybe) particle...

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1 More Animation and (maybe) Particle Systems Procedural Animation Motion Capture . Particle Systems Intro Differential Equation Basics Particle Systems Procedural Animation Motion Capture . Particle Systems Intro Differential Equation Basics Particle Systems Types of Animation • Keyframing Procedural Animation Motion Capture

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More Animation and (maybe) Particle Systems

Procedural AnimationMotion Capture.Particle Systems IntroDifferential Equation BasicsParticle Systems

Procedural AnimationMotion Capture.Particle Systems IntroDifferential Equation BasicsParticle Systems

Types of Animation• Keyframing• Procedural Animation• Motion Capture

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Procedural Animation

• Define the motion using formulas

–Hand-crafted

–Physically based

• The animator must be a programmer

• Keyframing starts to become procedural as expressions are added

• At some level of complexity it becomes easier/more efficient than keyframing.

Procedural Animation

Battle of Helm’s Deep, LOTR

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Procedural Animation

NYU Media Research Lab (Ken Perlin, Athomas Goldberg)

Dynamics

• Generate motion by specifying mass and force, apply physical laws (e.g., Newton’s laws)

• Simulates physical phenomena–gravity–momentum (inertia)–muscle forces

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Active Simulations

Active Simulations: Examples

Wayne Wooten, Pixar (by way of Georgia Tech)

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Active Simulations: More Examples

Petros Faloutsos, UCLA

Robotics Comparison

HRP2 robot, AIST (Japan)

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Performance-based Animation (Motion Capture)• Record the animation from live action

– simplest method - rotoscope (trace) over video of real motions

• Real time input devices

– electronic puppeteering

• Motion capture

– track motion of reference points » body or face or hands

– magnetic

– optical

– exoskeletons

– convert to joint angles (not always straightforward)

– use these angles to drive an articulated 3-D model

– These motion paths can be warped

Motion Capture

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Motion Capture Research

Motion Data AcquisitionMotion Data Acquisition

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Maze - Sketch InterfaceMaze - Sketch Interface

Re-sequenceRe-sequence

Motion Capture Region Virtual Environment

Obstacles

Sketched path

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Re-sequenceRe-sequence

Motion Capture Region Virtual Environment

Data AcquisitionData Acquisition

“Poles and Holes” rough terrain“Poles and Holes” rough terrain

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Terrain NavigationTerrain Navigation

Choice InterfaceChoice Interface

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Another Example

Arikan et al., (Berkeley)SIGGRAPH ‘03

Particle Systems

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References• W. T. Reeves, Particle Systems - a Technique for Modeling a Class of

Fuzzy Objects, ACM Transactions on Graphics, 2(2), pp. 91-108, 1983.– http://portal.acm.org/citation.cfm?id=357320&dl=ACM&coll=portal&CFID=12858257&CFTOKEN=79986367

• Karl Sims, Particle animation and rendering using data parallel computation, ACM SIGGRAPH Computer Graphics, v.24 n.4, p.405-413, Aug. 1990

– http://portal.acm.org/citation.cfm?id=97923&dl=ACM&coll=portal&CFID=12858257&CFTOKEN=79986367

• A. Witkin, D. Baraff, M. Kass: Physically-Based Modeling, SIGGRAPH tutorial course notes. 2001

– http://www.pixar.com/companyinfo/research/pbm2001/

• Partial slide credit: Thomas Funkhouser

Kinematics and Dynamics• Kinematics

– Considers only motion

– Determined by positions, velocities, accelerations

• Dynamics

– Considers underlying forces

– Compute motion from initial conditions and physics

• Today: Passive Dynamics:

– No muscles or motors

– Examples:» Smoke» Water» Cloth

» Fire» Fireworks

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Karl Sims, Particle Dreams

Particle Systems

CloudsSmokeFireWaterfallsFireworks

Reeves ’83, the Wrath of KhanBatman Returns, using Reynold’s flocking algorithms

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Particle Systems• For each frame:

– Create new particles and assign attributes– Delete any expired particles– Update particles based on attributes and physics– Render particles

Creating/Deleting Particles• Where to create particles?

– Around some center – Along some path– Surface of shape– Where particle density is low

• When to delete particles?– Where particle density is high– Life span– Random

This is where user controls animation

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Example: Wrath of Khan

Reeves

Example: Wrath of Khan

Reeves

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Example: Wrath of Khan

Reeves

Particle System Attributes• Creation—number, initial condiions

• position/velocity • randomness• surface of emitter shape • vertex of polygonal object

• size• color• transparency• shape• lifetime

• Deletion• Update of position/velocity

• translation• vortex

• Rendering style – motion blur, compositing

What control handlesdo we want/need?

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Equations of Motion: Gravity Only!

tVV

PP

tAVV

gA

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),,( zyxP g

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Integration: accuracy improves as step size decreasesbut never a perfect match

Particle System Forces

• Force fields– Gravity, wind, pressure

• Viscosity/damping– Liquids, drag

• Collisions– Environment– Other particles

• Other particles– Springs between neighboring particles (mesh)– Useful for cloth

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Spring-Mass Systems

Cloth in 2DJello in 3D

Spring-Mass Systems

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Cloth

Increased Resolution of Mesh+Possible Shapes+ Smoothness- Simulation time

Breen ‘95

Modeling for Clothing

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Collisions for Clothing

Potentially VERY expensiveBounding Box Hierarchy

Partition space or objectsAvoid expensive primitive tests

Polygons Primitive Level

IntermediateLevel(s)

Top Level

Leaves in the Wind…

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Leaves in the Wind…

uniform sink source vortex

Add together to make interesting fields…

N

ttt

nnn

tn

AvF

vAF

FFF

D

QD

Wejchert&Haumann, ‘91

The Challenges of Passive Simulation

• Accurate for the situation• What pieces of the physics are

necessary for appearance?• How to give the animator control?

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Dynamics, more generally• Point mass• Spring/mass systems• Linkages of rigid bodies• Other physical phenomena

–Aerodynamics–Fluids–Fracture–Explosions