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Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska
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Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Dec 17, 2015

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Page 1: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

AnimationFollowing

“Advanced Animation and Rendering Techniques”

(chapter 15+16)By

Agata Przybyszewska

Page 2: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Overview

• Keyframing– Parametrizing by

arclength– General kinematics– Rotations– Quaternion

interpolation

• Kinematics/inverse kinematics

Page 3: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Keyframing in 2D

• Skilled animator draws frames

• Less skilled draws inbetweens

Page 4: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Keyframing in 3D

• Skilled animator draws important keyframes• Computer generates in-betweens using

interpolation• Rigid body motion not enough…

Page 5: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Keyframing

• We can move points in 3D translation, rotation

• We can set keyframes (= parameter to interpolate):– position, – orientation,– deformation,– lights, – camera, – opacity?

Page 6: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Speed control

• We want a constant velocity interpolation from A to B

• Then we can control our own velocities• Interpolation methods

linear, cubic, polynomial

Page 7: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Keyframing?

• Arc length parametrization ->Speed curves -> control of movement

• Problem:uniform steps in parameter don’t correspond to uniform path distances

• Solution:parametrization by arclength

Page 8: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Overview

• Keyframing– Parametrizing by

arclength– Rotations– Quaternion

interpolation

• Kinematics/inverse kinematics

Page 9: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Transformations

• Every 3D transformation is a composition of– Rotation– Scaling– Translation

• We can compose transformations

• P – point of the modelP’ – point after transformation

Page 10: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Homogenous coordinates

• Use homogenous coordinates in graphics

• Use 4 by 4 matrix to represent: scaling, translation, rotation

Page 11: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Gimbal lock

• Gimbal = device used for holding a gyroscope

• Illustrates problem with interpolating Euler angles

• Gimbal lock is a basic problem with representing 3D rotations using Euler angles

Page 12: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Axis Angle

• Eulers rotation theorem

Any orientation can be represented by a 4-tuple

angle, vector(x,y,z)

where

angle – amount to rotate

vector – axis of rotation

We can interpolate angle and axis seperately

Page 13: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.
Page 14: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Overview

• Keyframing– Parametrizing by

arclength– General kinematics– Rotations– Quaternion

interpolation

• Kinematics/inverse kinematics

Page 15: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.
Page 16: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.
Page 17: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.
Page 18: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.
Page 19: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.
Page 20: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Overview

• Keyframing– Parametrizing by

arclength– General kinematics– Rotations– Quaternion

interpolation

• Kinematics– Articulated figures– Forward kinematics– Inverted kinematics

Page 21: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Kinematics

• Study of movement without regards to the forces that cause it

Page 22: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Kinematics

• Inbetweening– Inverse kinematics or dynamics

• Articulated figure– Structure of rigid liks connected

at joints

• Degrees of freedom (D0F)– number of independent

position variables

• End effector– End of chain of links

Page 23: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Overview

• Keyframing– Parametrizing by

arclength– General kinematics– Rotations– Quaternion

interpolation

• Kinematics– Articulated figures– Forward kinematics– Inverted kinematics

Page 24: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Articulated figures

• Suitable for humanoid figures• Want the structure of the body to

be maintained• Horrible approximation

Page 25: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Articulated figures

• Inbetweening– Compute joint angles between computer frames

Page 26: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

DH notation

• Represents state of articulated structure

• Attach coordinate frame to each link

• Transformation matrix between consecutive coordinate frames

Page 27: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Overview

• Keyframing– Parametrizing by

arclength– General kinematics– Rotations– Quaternion

interpolation

• Kinematics– Articulated figures– Forward kinematics– Inverted kinematics

Page 28: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Forward kinematics

• Joint motion can be specified by spline curves

Page 29: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Forward kinematics

Page 30: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Example

• Walk cycle• Hip joint orientation

Page 31: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Example

• Walk cycle• Ankle joint orientation

Page 32: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Overview

• Keyframing– Parametrizing by

arclength– General kinematics– Rotations– Quaternion

interpolation

• Kinematics– Articulated figures– Forward kinematics– Inverse kinematics

Page 33: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Inverse kinematics

• What if animation knows position at the end?• Pick up object from plate, put object in place

Page 34: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Inverse kinematics

• End effector positions can be specified by spline curves

Page 35: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Inverse kinematics

• Solution for more complex structures– Find best solution (ie. Minimize energy in motion)– Non linear optimization

Page 36: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

What makes IK hard?

• Ill conditioned near singularities– High state velocities

for low cartesian velocities

• Redundancies – Add constraints to

reduce redundancies

• Find “closest” solution:– Minimize time– Minimize energy– Natural looking motion

Page 37: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

IK and the Jacobian•Use inverse Jacobian•Jacobian maps velocities in state space to velocities in cartesian space•Iteratively step all the joint angles toward the goal

Page 38: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Computing IK

• Computational problems– Singularities – change rank– Jacobian only valid for given configuration

• Non linear optimization – Nummerical programming:

Method for finding (local) minimum of function

Page 39: Animation Following “Advanced Animation and Rendering Techniques” (chapter 15+16) By Agata Przybyszewska.

Summary of kinematics

• Forward kinematics– Specify conditions (joint angles)– Compute positions and end-effectors

• Reverse kinematics– “Goal directed” motion– Specify goal positions of end effectors– Compute conditions required to achieve

goals

• For many tasks inverse kinematics provides easier specification, but is more computationally difficult