Introduction to Computer Animation

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    Introduction toComputer Animation

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    Animation

    Animation = An illusion of movement created by

    sequentially playing still image frames with different

    movements at the general rate of 15 - 30 fps

    (frames per second)

    This animation moves

    at 10 frames per

    second.

    This animation moves at 2 frames

    per second. At this rate, the

    individual frames should be

    discernible

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    Morphing process

    of transforming one

    image into another

    via a series of frames

    How Animation Works?

    The speed of the image changes is called the frame rate. Movie is typically delivered at 24 30 frames per second Computer animations can be effective at 12 to 15 frames

    per second

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    Animation

    Specify directly or indirectly how thing moves in time and space. Creating thisillusion either by hand or with the assistance of computer, is not easy.

    Traditionally, animation has been created by drawing images at certain key points

    in the action. These images known as key-frames. Later the images between the

    key-frames are filled in to complete the sequence, in a process called in-

    betweening (Low level technique). For example, to key-frame hitting a baseball,the animator would draw key moments in the sequence such as the impact of thebat on the ball and the follow through of the swing. The remaining images

    would be filled in later, perhaps by a different animator. The most basic computer

    animation tools assist the process of hand animation by automatically

    interpolating between the key-frames of images.

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    Basic Concepts of Tweening

    Consider the following sequence of key

    frames (key 13) of a bouncing ball:

    1

    2

    3

    Keyframe 1 Keyframe 3

    Keyframe 2

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    Basic Concepts of Tweening

    Using linear interpolation to yield the in-

    betweening

    1

    2

    3

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    Basic Concepts of Tweening

    This is not realistic!

    Looks like being deflected

    by some unknown source;it doesnt match the rest;

    angle may be too sharp

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    Basic Concepts of Tweening

    Better to use a spline (curved lines)

    formula

    1

    2

    3

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    http://www.cadtutor.net/dd/bryce/anim/anim.html

    Basic Concepts of Tweening

    http://www.cadtutor.net/dd/bryce/anim/anim.htmlhttp://www.cadtutor.net/dd/bryce/anim/anim.html
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    The most common form of 2D animation is sprite animation. A sprite is a bitmap

    image or set of images that are composite over a background, producing the illusion of

    motion. They are usually small with respect to the size of the screen. For example, toanimate a rabbit hopping across a meadow ( ), the animator would create a

    sequence of images showing the rabbit hopping. This sequence of images would then

    be composited one image per frame onto a background image of the meadow.

    The disadvantage of this technique is that, slight changes in lighting and depth

    cannot be reproduced. Consequently, sprite animation is most often used in interactive

    media where rendering speed is more important than realism.

    Two-dimensional Animation

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    3D animation involves constructing a virtual world in which objects move and

    interact. The animator must model, animate, and render the 3D scene. Modeling

    involves describing the elements of a scene and placing them appropriately.Animating species how the objects should move in the 3D world. Rendering

    converts the description of the objects and their motion into images.

    Modeling Requirements: To animate motion, the user needs botha static description of an object and information about how that object

    moves. One common way to specify this additional information is to use anarticulated model such as the one shown in the figure. The motion of

    the elbow joint in a human model will affect not only the position of

    the lower arm but also the position of the hand and fingers. A second type

    of model used in animation is a particle system or collection of points.The laws of physics often provide a basis for the motion. Systems that are

    modeled well by particle systems include water spray, smoke, and evenflocks of birds. Deformable objects are a third type of model and

    include objects that do not have well-defined articulated joints. Water,

    hair, clothing, and fish are among the systems that have been successfully

    modeled as deformable objects.

    Three-dimensional Animation

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    Articulated model

    While each of these model types can be used to describe

    a wide variety of objects, complex systems often require

    hybrid models that combine two or more types. This

    approach allows each part of the system to be modeled by

    the most appropriate technique. The right image shows a

    diver entering a swimming pool. The diver is an articulatedmodel, the water in the pool is a deformable model, and

    the spray is a particle system.

    Deformable model

    Particle system

    Rendering requirements

    Motion blur is a rendering technique that is requiredfor animation. Animations usually display images at 24

    or 30 frames per second, and thus a continuous motion

    is being sampled. This sampling process causes therapid motion of an object to create unpleasant effects

    For example, objects such as wheels may appear to

    move in the wrong direction. To solve this problem, afast moving object can be rendered in several of the

    positions it had during the period of time represented by

    a frame. This technique creates a blurred representation

    of the object. While it may seem strange to think that

    quality can be improved by blurring, humans perceive a

    motion-blurred animation as more realistic.

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    Motion Generation

    The task of specifying the motion of an animated object to the computer is

    surprisingly difficult. Because humans are very skilled at observing motion and

    quickly detect motion that is unnatural or implausible. The animator must be able

    to specify subtle details of the motion to convey the personality of a characteror the mood of an animation in a compelling fashion.

    1. Motion capture

    This method is a very popular technique because of the relative

    ease with which many human motions can be recorded. Motion

    capture, employs special sensors, called trackers, to record themotion of a human performer. The recorded data is then used

    to generate the motion for an animation. However, a number of

    problems prevent it from becoming an ideal solution.

    First, accurately measuring the motion of the human body istricky because trackers attached to skin creates noise in the

    recorded data. Furthermore, if the object used to generate the

    recorded motion and the object have different dimensions, the

    animation may have noticeable flaws. For example, if the actor

    were resting his arms on a real table, the arms of the graphical

    actor might appear to be suspended in air. Finally, all sensing

    technologies have a relatively small field of view, which limitsthe kinds of actions that can be captured.

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    2. Key Framing

    Key-framing requires animator to outline the motion by specifying key positions

    for the objects being animated. In a process known as in-betweening, a computer

    interpolates to determine the positions for the intermediate frames. For example,

    to key-frame hitting a baseball, the animator would pose a batter atseveral key moments in the sequence, such as the batter's initial stance

    , the contact with the ball, and the follow through. The remaining

    images would be filled in by the computer.

    The interpolation algorithm is an important factor in the appearance of the

    final motion. The simplest form of interpolation, linear interpolation, often results

    in motion that appears jerky because the velocities of the moving objects arediscontinuous. To correct this problem better interpolation technique, such as

    splines, is used to produce smoothly interpolated curves.

    The specification of key-frames can be made easier with techniques such as

    inverse kinematics. This technique aids in the placement of articulated models by

    allowing the animator to specify the position of one object and have the positions

    of the objects above it in the articulated hierarchy computed automatically. For

    example, if the hand of an animated character must be in particular locations, aninverse kinematics algorithm could determine the elbow and shoulder

    angles. Although these techniques make animation easier, key-framed animation

    nevertheless requires that the animator intimately understand how the animatedobject should behave and have the talent to express that behavior in key-frames.

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    Milestones of the animation industry in the 20th Century

    http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3

    http://www.fact-index.com/a/an/animation.html#History%20of%20Animation

    Brief History of NYIT Computer Graphics Labhttp://www-2.cs.cmu.edu/~ph/nyit/masson/nyit.html

    Timeline from Brown Animation class

    http://www.cs.brown.edu/courses/cs229/animTimeline.html

    In-betweening

    http://alpha.luc.ac.be/~lucp1112/research/CA2001/results.html

    Rick Parent

    http://www.cis.ohio-state.edu/~parent/book/Intr.html

    http://www.cis.ohio-state.edu/~parent/book/outline.html

    Americas Story

    http://www.americaslibrary.gov/cgi-bin/page.cgi/sh/animation/blcktn_2

    ResourcesFor more information about the implementation andtheory behind these techniques, we recommend thefollowing sites:

    http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3http://www.fact-index.com/a/an/animation.htmlhttp://www-2.cs.cmu.edu/~ph/nyit/masson/nyit.htmlhttp://www.cs.brown.edu/courses/cs229/animTimeline.htmlhttp://alpha.luc.ac.be/~lucp1112/research/CA2001/results.htmlhttp://www.cis.ohio-state.edu/~parent/book/Intr.htmlhttp://www.cis.ohio-state.edu/~parent/book/outline.htmlhttp://www.americaslibrary.gov/cgi-bin/page.cgi/sh/animation/blcktn_2http://www.americaslibrary.gov/cgi-bin/page.cgi/sh/animation/blcktn_2http://www.americaslibrary.gov/cgi-bin/page.cgi/sh/animation/blcktn_2http://www.americaslibrary.gov/cgi-bin/page.cgi/sh/animation/blcktn_2http://www.americaslibrary.gov/cgi-bin/page.cgi/sh/animation/blcktn_2http://www.cis.ohio-state.edu/~parent/book/outline.htmlhttp://www.cis.ohio-state.edu/~parent/book/outline.htmlhttp://www.cis.ohio-state.edu/~parent/book/outline.htmlhttp://www.cis.ohio-state.edu/~parent/book/Intr.htmlhttp://www.cis.ohio-state.edu/~parent/book/Intr.htmlhttp://www.cis.ohio-state.edu/~parent/book/Intr.htmlhttp://alpha.luc.ac.be/~lucp1112/research/CA2001/results.htmlhttp://alpha.luc.ac.be/~lucp1112/research/CA2001/results.htmlhttp://alpha.luc.ac.be/~lucp1112/research/CA2001/results.htmlhttp://alpha.luc.ac.be/~lucp1112/research/CA2001/results.htmlhttp://alpha.luc.ac.be/~lucp1112/research/CA2001/results.htmlhttp://www.cs.brown.edu/courses/cs229/animTimeline.htmlhttp://www.cs.brown.edu/courses/cs229/animTimeline.htmlhttp://www.cs.brown.edu/courses/cs229/animTimeline.htmlhttp://www-2.cs.cmu.edu/~ph/nyit/masson/nyit.htmlhttp://www-2.cs.cmu.edu/~ph/nyit/masson/nyit.htmlhttp://www-2.cs.cmu.edu/~ph/nyit/masson/nyit.htmlhttp://www-2.cs.cmu.edu/~ph/nyit/masson/nyit.htmlhttp://www.fact-index.com/a/an/animation.htmlhttp://www.fact-index.com/a/an/animation.htmlhttp://www.fact-index.com/a/an/animation.htmlhttp://www.fact-index.com/a/an/animation.htmlhttp://www.fact-index.com/a/an/animation.htmlhttp://www.fact-index.com/a/an/animation.htmlhttp://www.fact-index.com/a/an/animation.htmlhttp://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3