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C t A i tiComputer AnimationAlgorithms and TechniquesAlgorithms and Techniques
Figure AnimationFigure Animation
Computer AnimationRick Parent
Vitrual Human RepresentationVitrual Human Representation
Body ModelingBody ModelingGeometric representationlevel of detail DoFs
Activitiesupper body tasks: reaching, graspinglocomotion: walking, runningb d l t taccessories: hair, clothes
rigid v. flexible
body language: stance, gestures
Secondary motionupper body tasks: reaching, graspinglocomotion: walking, runningb d l t tbody language: stance, gestures
Computer AnimationRick Parent
Body Modeling - Geometryo y Mo ng G om tryPolygonal representations
Computer AnimationRick Parent
Body Modeling - Geometryo y Mo ng G om try
Computer AnimationRick Parent
Body Modeling - Geometryo y Mo ng G om trySubdivision surfaces
Computer AnimationRick Parent
Body Modeling - Geometryo y Mo ng G om tryImplicit surfaces
Computer AnimationRick Parent
Body Modeling - Geometryo y Mo ng G om tryBody scan
Computer AnimationRick Parent
http://www.cyberware.com/
Animation– Rigid Linksg
Use FK or IK to animate
Hierarchical animation
Use FK or IK to animate
Interpolate between key framesInterpolate between key frames
Computer AnimationRick Parent
Animation – Skeleton Driven
Computer AnimationRick Parent
http://www.emeraldinsight.com/journals.htm?articleid=1532798&show=html
Animation – Skeleton Driven
Computer AnimationRick Parent
Animation– Layered Approachy pp
Computer AnimationRick Parent
Reaching
Modeling the armThe shoulder jointThe handCoordinated movementObstaclesObstaclesStrength
Computer AnimationRick Parent
Modeling the Arm
Also used is 3-2-2 DoF
Computer AnimationRick Parent
Modeling the Arm
Computer AnimationRick Parent
Modeling the Arm
Determine plane of motion (3 DoF)Determine plane of motion (3 DoF)then 1-1 DoF armThen 2/3 DoF wrist
Computer AnimationRick Parent
Modeling the the Shoulder
Computer AnimationRick Parent
Reaching
Computer AnimationRick Parent
Approximating Human Reaching Volumes Using Inverse KinematicsI. Rodrígueza, M. Peinadoa, R. Boulicb, D. Meziatai @ t h @ t h b li @ fl h i t@
Computer AnimationRick Parent
[email protected], [email protected], [email protected], meziat@
Modeling the Hand
Computer AnimationRick Parent
Grasping
Computer AnimationRick Parent
Grasping
Computer AnimationRick Parent
Grasping
Computer AnimationRick Parent
Grasp planning for digital humansFaisal Amer Goussous, U. of Iowa
Reaching – close v. distantExtended grasping behavior for Autonomous Human AgentsR. Max, R. Boulic, D. Thalmann
Computer AnimationRick Parent
Mechanics of locomotion
walk cycle v. run cycle
Pelvic transportPelvic rotationPelvic TiltKnee flexionAnkle and toe jointsAnkle and toe joints
Computer AnimationRick Parent
Anatomy of the Walk
Computer AnimationRick Parent
Anatomy of the Run
Computer AnimationRick Parent
Pelvic transport
Computer AnimationRick Parent
Pelvic rotation over foot
Computer AnimationRick Parent
Pelvic rotation around hips
Computer AnimationRick Parent
Motion of pelvic
Computer AnimationRick Parent
Pelvic tilt
Computer AnimationRick Parent
Knee bend to allow tilt
Computer AnimationRick Parent
Ankle and Toe bend
Computer AnimationRick Parent
Walk Data
Computer AnimationRick Parent
Walk Data
Computer AnimationRick Parent
Walk Data
Computer AnimationRick Parent
Walk Data
Computer AnimationRick Parent
Walk DataData
Computer AnimationRick Parent
Using Dynamics in the Walk
Computer AnimationRick Parent
Using Dynamics in the Walk
Computer AnimationRick Parent
Using Dynamics in the Walk
Computer AnimationRick Parent
facial animationfacial animation
Expressions v. speech
Computer AnimationRick Parent
facial animationfacial animationParameterized facial attributues
Blend shapes
Muscle modelssurface musclesd ldeep muscles
Performance (or data) driven( )instrumented (mocap system)video
Computer AnimationRick Parent
http://www.youtube.com/watch?v=uQJ7gwG0G5g
Parameterized Facial featuresParameterized Facial features
Computer AnimationRick Parent
Facial blend shapes
Computer AnimationRick Parent
F i l l d lFacial muscle model
Computer AnimationRick Parent
S f l d lSurface muscle model
Geometry-based Muscle Modeling for Facial Animation
Computer AnimationRick Parent
Kolja K¨ahler J¨org Haber Hans-Peter Seidel
“computer animation” facial
http://www.youtube.com/watch?v=uQJ7gwG0G5g
Computer AnimationRick Parent
“computer animation” facial
Text to speech
A di t hBreak down to phonemes
Audio to speech
Phonemes to mouth shapes (visemes)
coarticulation
Phonemes to mouth shapes (visemes)
prosody
http://www.youtube.com/watch?v=fxADT-kZNrA
Computer AnimationRick Parent
p y
Dressing the Figure
Cloth and clothingSimple drapingClothesModeling dynamicsModeling dynamicsCollision detection and response
Computer AnimationRick Parent
Dressing the Figure
Computer AnimationRick Parent
Dressing the Figure
Computer AnimationRick Parent
Dressing the Figure
Computer AnimationRick Parent
Dressing the Figure
Computer AnimationRick Parent
Dressing the Figure
Computer AnimationRick Parent
Angular springs
Computer AnimationRick Parent
Angular springs
Computer AnimationRick Parent
Dressing the Figure
Computer AnimationRick Parent
Dressing the Figure
Computer AnimationRick Parent
Dressing the Figure
Computer AnimationRick Parent
Hair
Complexity100,000 strands
Collisions
ShadowingPopulate head with hair
Shadowing
ReflectionsDesign hairstyleAnimate hair
Hair types
Computer AnimationRick Parent
Hair
Computer AnimationRick Parent
Hair
http://run usc edu/cs599 s10/hair/c33 hair sig07 pdf
Computer AnimationRick Parent
http://run.usc.edu/cs599-s10/hair/c33-hair-sig07.pdf
Hair
Computer AnimationRick Parent
Hair
Computer AnimationRick Parent
Hair
Computer AnimationRick Parent
Hair
Computer AnimationRick Parent
Hair – HierarchyHair Hierarchy
A Survey on Hair Modeling: Styling, Simulation, and Rendering
Computer AnimationRick Parent
y g y g, , gKelly Ward, Florence Bertails, Tae-Yong Kim, Stephen R. Marschner, Marie-Paule Cani, and Ming C. Lin,
Hair
Computer AnimationRick Parent
Hair
Computer AnimationRick Parent
Hair
Computer AnimationRick Parent