Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation.

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Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation

Transcript of Computer Animation Algorithms and Techniques Chapter 4 Interpolation-based animation.

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

Computer AnimationAlgorithms and Techniques

Chapter 4Interpolation-based animation

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Interpolation based animation

• Key-frame systems – in general

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

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Keyframing – interpolating values

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Keyframing

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

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

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Keyframing curves

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Time-Curve interpolation

Implement using surface patch technology

Two key frames showing a curve to be interpolated.

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Time-Curve interpolation

Establish point correspondence

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Time-Curve interpolation

Define time – space-curve “patches”

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

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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

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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

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Warping

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Power functionsFor attenuating warping effects

1

1

)1

0.1(

)1

(0.1)(

k

k

n

in

iiS

0

0

k

k

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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

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2D grid-based deforming

AssumptionEasier to deform grid points than object vertices

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2D grid-based deforming

Inverse bilinear mapping (determine u,v from points)

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2D grid-based deforming

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Global Transformations

ppMp )('

Mpp 'Common linear transform of space

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

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Global Transformations

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Global Transformations

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Global Transformations

z below zmin: no rotation

z between zmin ,zmax : Rotate from 0 to Q

z above zmin: rotate Q

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Compound global transformations

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Nonlinear Global Deformation

Objects are defined in a local object space

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

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Nonlinear Global Deformation

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Nonlinear Global Deformation

Good for modeling [Barr 87]

Animation is harder

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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

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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

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FFD Example

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FFD Example

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Free-Form Deformations: Continuity

As in Bezier curve interpolationContinuity controlled by coplanarity of control points

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FFDs: alternate grid organizations

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FFDs: Bulging & Bending

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FFDs:hierarchical

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FFDs – as tools to design shapes

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FFD Animation

Animate a reference and a deformed latticereference deformed morphed

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FFDs Animate by passing over object

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FFD Animation

Animate the object through the latticereference deformed morphed

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FFDs

Animate by passing object through FFD

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

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FFD: Examples

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

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FFD: Examples

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

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FFD: Examples

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

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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

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Object interpolation

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Object interp.

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Object interpolation

For cylinder-like objects

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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