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Some Extra Effects: Topic 5

The document discusses different topics related to 3D computer animation. Topic 5 discusses concepts like sampling, aliasing, and anti-aliasing in 3D graphics. Topic 6 discusses keyframe animation, forward kinematics, inverse kinematics, and motion capture as different techniques for animating 3D characters and structures. Keyframe animation involves defining parameter values at key frames and interpolating between them, while forward kinematics and inverse kinematics determine how to move joints to achieve a desired motion or position of an end effector. Motion capture involves recording motions of real objects and transferring them to 3D characters.
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© Attribution Non-Commercial (BY-NC)
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Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
31 views

Some Extra Effects: Topic 5

The document discusses different topics related to 3D computer animation. Topic 5 discusses concepts like sampling, aliasing, and anti-aliasing in 3D graphics. Topic 6 discusses keyframe animation, forward kinematics, inverse kinematics, and motion capture as different techniques for animating 3D characters and structures. Keyframe animation involves defining parameter values at key frames and interpolating between them, while forward kinematics and inverse kinematics determine how to move joints to achieve a desired motion or position of an end effector. Motion capture involves recording motions of real objects and transferring them to 3D characters.
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Topic 5.

Some

extra effects

Sampling, Aliasing , Anti-aliasing Al

Manifestations of Aliasing

Supersampling

No Antialiasing

Antialiasing with 16 samples per pixel

Topic 6.

Computer

Animation

Keyframe animation Forward kinematics Inverse kinematics Motion capture

Keyframe Animation

Basic Idea: Define model parameter at key frames and interpolate (often using cubic splines)

Designing Plausible Motions

It is quite easy to end up with a physically impossible motion

Designing Plausible Motions

It is quite easy to end up with a physically impossible motion =>

add a sufficient # of keyframes to constrain the motion sufficiently

Keyframe Animation

Pros: Very expressive Animator has full control of animation Cons: Very labor intensive Difficult to create convincing physical realism

Used for practically anything except complex physical simulations (smoke, water, etc.)

Topic 6.

Computer

Animation

Keyframe animation Forward kinematics Inverse kinematics Motion capture

Specifying & Interpolating Keyframes

Instead of painstakingly specifying every little motion, specify very few keyframes (or just initial & goal) Interpolations are done automatically

Animating Articulated Structures

Forward Kinematics: Specify how joints should move Inverse Kinematics: Specify where character should go, then deduce joint motion Motion capture: Record motions of real people/objects, then transfer to digital characters

Forward Kinematics

Goals:

Determine space of possible motions Parameterize it Establish a mapping from joint angles to positions

Forward Kinematics

Goals:

Determine space of possible motions Parameterize it Establish a mapping from joint angles to positions

End-Effector Space (aka Configuration Space)

What is the set of points that are reachable by this 2-axis structure?

End-Effector Space (aka Configuration Space)

End-Effector Space (aka Configuration Space)

End-Effector Space (aka Configuration Space)

Motion in Joint Space vs. Configuration Space

Motion in Joint Space vs. Configuration Space

Key-Framing with Forward Kinematics

Key-Framing with Forward Kinematics

Pros:

Very easy to specify & implement

Cons:

Often we care more about where the character should go, not how to get there Very hard to know how to move joints of a complicated figure in order to get the desired pose (esp. in presence of obstacles)

Key-Framing with Forward Kinematics

Topic 6.

Computer

Animation

Keyframe animation Forward kinematics Inverse kinematics Motion capture

Key-Framing with Inverse Kinematics

Inverse Kinematics

Inverse Kinematics: Difficulties

Inverse Kinematics: Difficulties

Inverse Kinematics: Difficulties

Numerical Inverse Kinematics

Numerical Inverse Kinematics

Inverse Kinematics & the Jacobian

Inverse Kinematics & the Jacobian

Inverse Kinematics Using the Jacobian

Inverse Kinematics Using the Jacobian

Topic 6.

Computer

Animation

Keyframe animation Forward kinematics Inverse kinematics Motion capture

Marker Based Motion Capture

SHOW VIDEOS

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