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COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

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Page 1: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

COMP 304Computer Graphics II

LECTURE 8

MOTION CONTROL – FORWARD KINEMATICSDr. Mehmet Gokturk

Asst. Prof., Gebze Institute of Technology

Page 2: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 2

Some Timeline The Illusion of Motion 1824, Peter Mark Roget,"Persistence of Vision with Regard to

Moving Objects“ a series of images shown in rapid sequence can appear to move

fluidly (i.e. a flip book or film projector)

Page 3: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 3

Page 4: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 4

Timeline Movies (1895) age of movie camera and projector begins

– experimentors discover they can stop the crank and restart it again to obtain special effects

(1914) Gertie, Windsor McCay (newspaper cartoonist)– first popular animation

(1928) Steamboat Willie, Disney– an early cartoon w/ sound– cartoons seem plausible as entertainment

(1933) King Kong, Willis O’Brien

(1930’s & 40’s) Golden age of cartoons– Betty Boop, Popeye, Porky Pig, Daffy Duck, Bugs Bunny, Woody Woodpecker, Mighty

Mouse, Tom & Jerry

(1937) Snow White, Disney– animated feature film– cost is $1.5M

Page 5: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 5

Timeline Movies (cont) (1982) Tron, MAGI

– movie with a computer graphics premise

(1984) Last Starfighter– computer graphics was used interchangably with actual models of the spaceship

(1993) Jurassic Park– computer graphics is used to create living creatures that are meant to appear

realistic

(1995) Toy Story, Pixar– full-length feature film done entirely with 3D computer animation

(2000) CyberWorld 3D, IMAX– 3D IMAX full-length feature film including characters from popular 3D movies such

as ANTZ and The Simpsons’ Homer

Page 6: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 6

Conventional Animation Techniques Drawing on film Multiple drawings Rotoscoping (project film of real actors onto

drawing paper) Stop motion animation Acetate cels, multiple plane cells

Page 7: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 7

Conventional Animation Process Storyboard Key frames drawn

– Straight ahead vs. pose-to-pose Intermediate frames filled in

(inbetweening) Trial film is made

(called a pencil test) Pencil test frames transferred to cels

Page 8: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 8

Conventional Animation Process

Page 9: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 9

Role of the Computer In-betweening

– artistic example: Hunger, Peter Foldes 1974

Disney’s CAPS system– scanned artist drawings are read in– "cels" are colored online (broad color palette, exact color matching)– compositing is done online (background, 2D drawings, 3D animation)– 3D effects can be created with 2D drawings (e.g. Beauty and the Beast)– used in every film since Beauty & Beast

3D graphical worlds– can experiment more easily with actor position, camera position– can perform more complex camera moves– exchange labor to create drawings with labor to build and animate 3D

world

Page 10: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 10

3D Animation 3D animation is similar to stop

motion animation

King Kong (1932)

Flash Gordon (1972)

http://www.stopmotionanimation.com/

Page 11: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 11

3D Animation Stop motion animation

(Nightmare Before Christmas)

3D keyframing(Luxo Jr.)

Performance animation and motion capture (Donkey Kong Country)

Which must be done straight-ahead and which can be animated pose-topose?

Page 12: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 12

Keyframing Key frames mark important visual transitions (extremes of

action) Inbetweening is creation of intermediate frames between

the key frames Can easily be calculated by computer

Page 13: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 13

Temporal Sampling

Film recording takes samples of an image at fixed time intervals– 24 frames per second for film– 30 frames per second for video

human eye "sees" continuous motion

Sometimes, fewer keyframes are required to describe the motion, especially for “pencil tests” or rough choreography (e.g., Lost World)

Page 14: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 14

No internal energy source and move only when an external force acts on them.

Read for use when: – physical laws encoded – initial conditions specified

Pools of water, clothing, hair, leaves

Smooth Motion Passive Physics

Page 15: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 15

Clothing (Geri’s Game)

Water (Antz)

“Rigid” body physics (crashing space pods in Phantom Menace)

Geri’s Game, Pixar Animation Studios

Smooth Motion Passive Physics

See examples

Page 16: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 16

User specifies keyframes (start, end, middle) User specifies constraints (e.g. laws of physics) System searches for minimum energy motion to accomplish

goals

A. Witkin and M. Kass,“Spacetime Constraints”,SIGGRAPH ‘88.

Smooth Motion Active Physics

Page 17: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 17

Smooth Motion Active Physics and Simulation

Control an animated character as we would control a robot

behavior is simulated

a "control system" sends proper signals to the character’s "muscles" over time

Mark Raibert’s leg lab at MIT

http ://www.ai.mit.edu/projects/leglab/

Page 18: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 18

Noise Motion We generally don’t want motion to be too smooth The eye picks up symmetries and smooth curves and interprets them

as artificial or fake By adding noise, we can add texture to smooth motion

K. Perlin, “An Image Synthesizer”,Computer Graphics, 19(3), July 1985.

Perlin, Improv system(K. Perlin and A. Goldberg, SIGGRAPH ‘96).

Applets: http://www.mrl.nyu.edu/~perlin/

Page 19: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 19

Noise Motion Motion capture (natural noise!)

Page 20: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 20

Camera Path Following A simple type of animation everything remains static

except the camera (walk throughs or flybys).

The camera just as any other object as far as orientation and positioning is concerned.

The user needs to construct a path through space for the observer to follow along with orientation information.

Path = key frame positioning + interpolation of the inbetween frames.

Page 21: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 21

Camera Path Following ways to deal with the view direction (1) The center of interest can be held constant while

observer position is interpolated along a curve

View Direction Vector between the observer position (POS) and the center of interest (COI)

This is useful when the observer is flying over an environment inspecting a specific location such as a building.

Page 22: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 22

Camera Path Following ways to deal with the view direction (2) A path for the center of interest can be constructed,

say from a series of buildings in an environment.

Often, the animator will want the center of interest to stay focused on one building for a few frames before it goes to the next building.

Page 23: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 23

Camera Path Following ways to deal with the view direction (3) Alternatively, the center of interest can be controlled by

other points along the observer path.

For example, observer position for the next frame can be used to determine the view direction for the current frame.

Sometimes this is too jerky. Some nth frame beyond the current frame can be used to produce a smoother view direction.

Page 24: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 24

Camera Path Following ways to deal with the view direction (4)

The center of interest can also be attached to objects in the animation.

Page 25: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 25

Path following Have position and orientation interpolation for key

framing now

Combining them , get general motions of rigid objects– Add scaling, get stretching/squashing

Path following: – Have keys only for position– how to change orientation “naturally”

Same techniques for camera motion

Page 26: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 26

Orientation along a path It’s natural to change orientation as things move Example: looking while walking

– Look in the direction one walks Tedious to specify orientations along the way Want to get directly from the path

Page 27: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 27

Frenet frame (Moving frame) At each point on the curve:

– Get Tangent vector– Get vector in general curvature direction

• In the plane of tangent and curvature vector– Vector orthogonal to the two

Math:

Everything is normalized then

wuvsPsPusPw

);()();(

Page 28: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 28

Page 29: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 29

Page 30: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 30

Frenet frame Curvature can be zero along extended parts

– Example: straight line

Solution: interpolate boundary frames– Differ only by rotation around the straight line

Zero curvature at a point:– Possible flip (ex. camera flips upside down)

Discontinuities in curvature:– Sudden changes of object orientation

These effects are NOT tolerable

Page 31: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 31

Alternatives Tangent vector is ok for objects

– Poor choice for cameras

For cameras: Look at the “center of interest”– Fixed COI: Always look at particular point– Separate path for COI

• Can animate this point separately using extra key positions

Page 32: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 32

Alternatives COI (center of interest) travels in front of the camera

– COI(s)=P(s+ds)– At the end, along the final tangent vector

Choose several ds, average– Smoothes motion– Trade-off: jerky motion vs. too static view direction

“Up” vector:– In the plane of view vector and global UP vector– Extra offset from this direction– Full key framing

Page 33: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 33

Page 34: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 34

Path Following

w = P’(u)

P’’(u)

u = P’(u) x P’’(u)

v = w x u

Frenet Frame

Page 35: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 35

Curvature continuity

=0

Page 36: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 36

Look ahead

Page 37: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 37

Define “look-at” vector

Page 38: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 38

Define “up” vector

Page 39: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 39

Page 40: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 40

Page 41: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 41

Page 42: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 42

Page 43: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 43

Kinematics X Dynamics

Page 44: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 44

Kinematics

Page 45: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 45

Kinematics

Keyframing requires that the user supply the key frames

For articulated figures, we need a way to define the key frames

There are two ways to pose an articulated character – forward and inverse kinematics

Kinematics is the study of motion without regard to the forces that cause the motion Kinematics

Page 46: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 46

Page 47: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 47

Articulated ModelsArticulated models:

– rigid parts– connected by joints

They can be animated by specifying the joint angles (or other display parameters) as functions of time.

t1 t2

qi q ti ( )

t1 t2

See example animation clips

Page 48: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 48

Some robotics is required !

Page 49: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 49

Page 50: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 50

Page 51: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 51

Drawing Articulated Figures

Page 52: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 52

Static Figure Transformations

Page 53: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 53

Forward Kinematics Control

Page 54: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 54

Example: 2-Link Structure

Page 55: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 55

Forward Kinematics

Page 56: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 56

Forward Kinematics

Page 57: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 57

Forward Kinematics

Page 58: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 58

Forward Kinematics

Page 59: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 59

Forward Kinematics

Hierarchical model - joints and links

Joints - 1, 2, or 3 Degree of Freedom

Joints - rotational or prismatic

Links - displayable objects

Pose - setting parameters for all joint DoFs

Pose Vector - a complete set of joint parameters

Page 60: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 60

Page 61: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 61

T

data

R

S

Forward Kinematics

Page 62: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 62

T1.1 T2.1

T1.2 T2.2

T0

R2.2R1.2

R2.1R1.1

User modifiesRotation(new “pose vector”)

Re-traverse treeTo get new “pose”

Transformations at the arcs

Page 63: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 63

Forward KinematicsDescribes the positions of the body parts as a function of the joint angles.

1 DOF: knee1 DOF: knee 2 DOF: wrist2 DOF: wrist 3 DOF: arm3 DOF: arm

Page 64: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 64

q

Degree of FreedomDOF

Joint Limits

Joint Representation

Page 65: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 65

Degrees of Freedom

Joint Limits

Multiple

qy

w

gimbal lock

Axis-anglequaternions

Joint Representation

Page 66: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 66

Note

User interface representation may not be the same used for internal representation and operations

qy

w

Joint Representation

Page 67: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 67

Page 68: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 68

Drawing Articulated Figure

Page 69: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 69

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© M. Gokturk 70

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© M. Gokturk 71

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© M. Gokturk 72

Standard method of describing relationship of one DOF to next

Used extensively in robotics

Used in some early animation systems

Multiple DOF joints represented by zero-length parameters

Denavit and Hartenberg

Page 73: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 73

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© M. Gokturk 75

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© M. Gokturk 78

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© M. Gokturk 79

Skeleton Hierarchy

hips

r-thigh

r-calf

r-foot

left-leg ...

Each bone transformation described relative to the parent in the hierarchy:

, , , , ,h h h h h hx y z q f s

, ,t t tq f s

cq

,ffq f

Page 80: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 80

Forward Kinematics

vs

y

x

z

w =vsv( , )

ffq fTR( )cqTR( , , )

t t tq f sTR( , , ) ( , , )

h h h h h hx y z q f sT R

vsvs

Transformation matrix for a sensor/effecter vs is a matrix composition of all joint transformation between the sensor/effecter and the root of the hierarchy.

w hv = x , , , , , , , , , , , =h h h h h t t t c ff s sy z v vp

S S p

, , , , ,h h h h h hx y z q f s

, ,t t tq f s

cq

,ffq f

Page 81: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 81

Example (1) : Manipulator + 3 Revolute Joints

Page 82: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 82

Example (2) : (1) + Ball-and-Socket Joint

Page 83: COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of Technology

© M. Gokturk 83

• Four link deep appendage with a branch after the second link

• The first and third links have two degrees of freedom, the others have one.

• The first frame is defined by rotation angles ((0,0),0,[(30,0),-15],[(-30,0),15]

• The last frame is defined by rotation angles ((-30,60),-80,[(90,30),-135],[(-90,30),135]

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Summary