CG-Unit V
CG-Unit V
Color Models
Color models,cont’d
Different meanings of color:
• painting
• wavelength of visible light
• human eye perception
Physical properties of light
2 2’
Key frame K
Key frame K+1
Computer Animations
• Key frame systems
• Morphing – Transformation of object shapes from one form to another is called
morphing.
• If we equalize the vertex count, then the similar analysis follows
• Let Vk,Vk+1 denote the number of vertices in two different frames K,K+1
• Let us define
• Vmax=max(Lk,Lk+1)
• Vmin=min(Lk,Lk+1)
• Nls = (Vmax –1)mod (Vmin –1)
Np = int((Vmax –1) / (Vmin –1)
• Steps
• 1. adding Np points to Nls line sections of keyframemin sections
• 2. Adding Np-1 points to the remaining edges of keyframemin
Computer Animations
• Simulating accelerations
• Curve fitting techniques are often used to specify the animation paths between keyframes.
• To simulate accelerations we can adjust the time spacing for the in-betweens. For constant speed we use equal
interval time spacing for the inbetweens.
• suppose we want ‘n’ in-betweens for keyframes at times t1 and t2. The time intervals between key frames is then
divided into n+1 sub intervals, yielding an in-between spacing of
• δ t = t2-t1/(n+1)
• We can calculate the time for in-betweens as
• tBj=t1+j δ t for j=1,2,…….,n
δt
•
•
Computer Animations
• Simulating accelerations
• To model increase or decrease in speeds we use trignometric functions.
• To model increasing speed, we want the time spacing between frames to increase so that greater changes in position occur as
the object moves faster.
• We can obtain increase in interval size with the function
• 1-cosθ, 0< θ<Π/2
• For n-inbetweens the time for the jth inbetween would then be calculated as
• tBj=t1+δt(1-cosj Π/2(n+1))
• j=1,2,…….,n
• For j=1
tB1=t1+δt(1-cos Π/2(n+1))
• For j=1
tB2=t1+δt(1-cos 2Π/2(n+1))
• where δt is the time difference
• between any two key frames.
Computer Animations
• Simulating deccelerations
• To model increase or decrease in speeds we use trignometric functions.
• To model decreasing speed, we want the time spacing between frames to
decrease. We can obtain increase in interval size with the function
• sinθ, 0< θ<Π/2
• For n-inbetweens the
• time for the jth inbetween would
• then be calculated as
• tBj=t1+δt.sinj Π/2(n+1))
• j=1,2,…….,n
Computer Animations
• Simulating both accelerations and deccelerations
• To model increase or decrease in speeds we use trignometric functions.
• A combination of increasing and decreasing
• speeds can be modeled using
• ½(1-cosθ) 0< θ<Π/2
• The time for the jth inbetween is calculated as
• tBj=t1+δt 1-cos j[Π(n+1)/2)
• j=1,2,…….,n
Computer Animations
• Motion specifications
• Direct motion specifications
• Here we explicitly give the rotation angles and translation vectors. Then the
geometric transformation matrices are applied to transform coordinate positions.
• A bouncing ball can be approximated by a sine curve
• y(x)=AI(sin(ωx+θ0)Ie-kx
• A is the initial amplitude
• ω is the angular frequency
• θ0 is the phase angle
• K is the damping constant
Computer Animations
• Motion specifications
• Goal directed systems
• We can specify the motions that are to take place in general terms that
abstractly describe the actions, because they determine specific motion
paramters given the goals of the animation.
Computer Animations
• Motion specifications
• Kinematics
• Kinematic specification of of a motion can also
be given by simply describing the motion path
which is often done using splines.
• In inverse kinematics we specify the intital and
final positions of objects at specified times and the
motion parameters are computed by the system.
Computer Animations
• Motion specifications
• dynamics
• specification of the forces that produce the velocities and accelerations.
Descriptions of object behavior under the influence of forces are generally
referred to as a Physically based modeling (.rigid body systems and non rigid
systems such as cloth or plastic)
• Ex: magnetic, gravitational, frictional etc
• We can also use inverse dynamics to obtain the forces, given the initial and final
position of objects and the type of motion.
Computer Animations
•Ideally suited for:
Physics based animations
•Large volumes of objects – wind effects, liquids,
•Cloth animation/draping
•Underlying mechanisms are usually:
•Particle systems
•Mass-spring systems
Computer Animations
Physics based animations
Computer Animations
Secondary Motion
Computer Animations
Motion Capture