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Chap 16

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22 views17 pages

Chap 16

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somya.234017
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© © All Rights Reserved
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Chapter 16

Computer Animation
Design of Animation Sequences
An animation sequence is designed with the following steps:
– Storyboard Layout
– Object definition
– Key-frame specification
– Generation of in-between frame
Storyboard Layout
– Outline of the action.
– Defines the motion sequence as a set of basic events that are to
take place.
Object Definition
– Given for each participant in the action.
– Objects are defined in terms of their basic shape, such as polygon
or splines.
Key Frame Specifications
– A key frame is a detailed drawing of the scene at a certain time in
the animation sequence.
– Within each key frame, the object is positioned according to the
time for that frame.
– More key frames are specified for intricate motions.
Generation of in-between frames
– In-betweens are the intermediate frames between the key frames.
– Number of in-betweens are determined by the media to be used to
display the animation. For eg. – Film requires 24 frames per
second, Graphics terminals need 30-60 frames per second.
Frame-by-Frame Animation
• For frame-by-frame animation, each frame of the scene is separately
generated and stored.
• Later, the frames are recorded on film roll or displayed consecutively
in real-time playback mode.
Computer Animation Functions
Animation packages provide functions to –
– Store and manage object database
– Object shape and other parameters are stored and manipulated.
– Motion generation function
– 2-D, 3D transformation functions.
– Identify visible surfaces
– Camera movements
• Zooming
• Tilting
– Given the key frames, the in-between frames are automatically
generated.
• Animation languages include graphics editor, key-frame generator,
in-between frame generator, and standard graphics routines.
• Scene Description
– A typical task in animation specification.
– Specify positioning of objects
– Specify light sources
– Specify photometric parameters
• Light-source intensity
• Surface-illumination properties
• Action Specification
– Layout of the motion path for the objects.
• Key-frame Systems
– Specialized animation languages designed to generate the
in-betweens from the user specified key frames.
– Each object in the frame is defined as a set of rigid bodies connected
at the joints with limited number of degree freedom.
• Parameterized Systems
– Allows object motion characteristics to be specified with the object
characteristics.
– Can specify
• Degree of freedom
• Motion limitations
• Allowable shape changes
Key-Frame Systems
• We generate the set of in-betweens from the key-frames specified.
• Motion paths are specified -
– With kinematics description as a set of spline curves.
– Physically based by specifying the forces acting on the objects.
• For complex scenes, we can separate the frames into individual
components or objects. We can then interpolate the position of each
object between two times.
• With complex object transformations, the shape of the object may
change over time or the total number of line-segments can be different in
different frames.
• Morphing – Transformation of object shape from one form
to another is called morphing. It is shortened form of
metamorphosis.
• Given two key frames for an object transformation, we first
adjust the object specification in one of the frames so that the
number of polygon edges is same for both the frames.
Morphing Example

Key frame k+1


halfway frame
Key frame k

Key frame k Key frame k+1


We have a general preprocessor rules for equalizing key frames in terms of either
the number of edges or the number of vertices to be added to a key frame.
Equalize Edge Count
L_k – number of line segments in frame k
L_k+1 – number of line segments in frame k+1
Lmax = max(L_k, L_k+1)
Lmin = min(L_k, L_k+1)
Ne = Lmax mod Lmin
Ns = int(Lmax / Lmin )
Preprocessing is accomplished by:
1. Dividing Ne edges of keyframemin into Ns +1 sections each.
2. Dividing the remaining lines of keyframemin into Ns sections.
Example – Lk =15 and Lk+1 =11
keyframemin = Lk+1
keyframemax = Lk
We would divide 4lines of keyframe Lk+1 into 2 sections each.
Remaining lines of keyframe Lk+1 remain as it is.
Equalize Vertex Count
V_k – number of vertices in frame k
V_k+1 – number of vertices in frame k+1
Vmax = max(V_k, V_k+1)
Vmin = min(V_k, V_k+1)
Nls = (Vmax –1)mod (Vmin –1)
Np = int ((Vmax –1) / (Vmin –1))
Preprocessing is accomplished by:
1. Adding Np points to Nls line sections of keyframemin.
2. Adding Np-1points to the remaining edges of keyframemin.

Example – Triangle Vk = 3 to square Vk+1 = 4


We would add one point to one edge of keyframek.
No point would be added to the remaining lines of keyframek
Simulating Acceleration
• Curve-fitting techniques are used to specify the animation path between
key frames.
• To simulate acceleration, we can adjust the time spacing for the
in-betweens.
• For constant speed(zero acceleration), we use equal-interval time
spacing for the in-betweens.
If we want n in-betweens for key frame at time t1 and time t2.
The time interval for in-betweens
t = (t2-t1) / (n+1)
We calculate the time for any in-between as
tBj = t1 +j t, j=1,2,…….,n
Simulating Acceleration(contd.)
• Non zero acceleration is produced using parabolic, cubic, trigonometric
functions.
• To model increasing speed(positive acceleration), we want the time
spacing between frames to increase.
• One possible function to model increasing acceleration is
1-cos q, 0 < q < 90 (pi/2)
For n in-betweens, the time for jth in-between would be
tBj = t1 + t ( 1 - cos (j(pi)/2(n+1)) ), j=1,2,………,n
• To model decreasing speed(negative acceleration), we want the time
spacing between frames to decrease.
• One possible function to model increasing acceleration is
cos q, 0 < q < 90 (pi/2)
For n in-betweens, the time for jth in-between would be
tBj = t1 + t ( cos (j(pi)/2(n+1)) ), j=1,2,………,n
Motion Specification
• Direct Motion Specification
– We explicitly give the rotation angles and translation specification.
– We approximate and provide function that can be used to define the
motion of the object.
– Example to approximate the motion of bouncing ball, we can use
y(x) = A | sin (wx+q) | e –kx
Motion Specification(contd.)
• Goal-Directed Systems
– We specify the actions that are to take place in abstract terms.
– These systems are called goal-directed systems because they
determine specific motion parameters given the goals of the
animation.
– For example – we say to “walk” or to “run”, “pick up an object”
• Kinematics
– We specify the animation by giving motion parameters(position,
velocity, acceleration) without reference to the force that caused the
motion.
– For constant velocity, we give initial position, final position and
speed.
– For eg- if velocity is (3,0,-4), this velocity vector tells the direction
and that the speed is 5km/hr
– If acceleration is also given, slow-ups/slow-downs are generated.
Motion Specification(contd.)
• Inverse Kinematics
– We specify the initial and final position, the motion parameters are
generated by the system.
– How the motion is to be accomplished is decided by the system.
• Dynamic Description
– We specify the force that produce the velocity and acceleration.
– Description of object behavior under the influence of forces is
referred to as physically based modeling.
– Example of forces – electromagnetic, gravitational,friction, etc

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