COMP 304 Computer Graphics II LECTURE 8 MOTION CONTROL – FORWARD KINEMATICS Dr. Mehmet Gokturk Asst. Prof., Gebze Institute of TechnologySlide 2
Some Timeline The Illusion of Motion 1824, Peter Mark Roget," Persistence of Vision with Regard to Moving Objects " a progression of pictures appeared in quick grouping can seem to move smoothly (i.e. a flip book or film projector) © M. GokturkSlide 3
© M. GokturkSlide 4
Timeline Movies (1895) time of motion picture camera and projector starts experimentors find they can stop the wrench and restart it again to acquire enhancements (1914) Gertie, Windsor McCay (daily paper sketch artist) first well known movement (1928) Steamboat Willie, Disney an early toon w/sound kid\'s shows appear to be conceivable as stimulation (1933) King Kong, Willis O\'Brien (1930\'s & 40\'s) Golden time of kid\'s shows Betty Boop, Popeye, Porky Pig, Daffy Duck, Bugs Bunny, Woody Woodpecker, Mighty Mouse, Tom & Jerry (1937) Snow White, Disney energized highlight film expense is $1.5M © M. GokturkSlide 5
Timeline Movies (cont) (1982) Tron, MAGI motion picture with a PC representation premise (1984) Last Starfighter PC illustrations was utilized interchangably with genuine models of the spaceship (1993) Jurassic Park PC design is utilized to make living animals that are intended to seem sensible (1995) Toy Story, Pixar full-length highlight film done totally with 3D PC activity (2000) CyberWorld 3D, IMAX 3D IMAX full-length highlight film including characters from well known 3D motion pictures, for example, ANTZ and The Simpsons\' Homer © M. GokturkSlide 6
Conventional Animation Techniques Drawing on film Multiple drawings Rotoscoping (venture film of genuine performing artists onto drawing paper) Stop movement activity Acetate cels, different plane cells © M. GokturkSlide 7
Conventional Animation Process Storyboard Key edges drawn Straight ahead versus stance to-stance Intermediate casings filled in (inbetweening) Trial film is made (called a pencil test) Pencil test outlines exchanged to cels © M. GokturkSlide 8
Conventional Animation Process © M. GokturkSlide 9
Role of the Computer In-betweening masterful case: Hunger , Peter Foldes 1974 Disney\'s CAPS framework filtered craftsman drawings are perused in "cels" are shaded online (wide shading palette, definite shading coordinating) compositing is done online (foundation, 2D drawings, 3D activity) 3D impacts can be made with 2D drawings (e.g. Excellence and the Beast) utilized as a part of each film since Beauty & Beast 3D graphical universes can explore all the more effectively with on-screen character position, camera position can perform more mind boggling camera moves trade work to make drawings with work to assemble and enliven 3D world © M. GokturkSlide 10
3D Animation 3D activity is like stop movement liveliness King Kong (1932) http://www.stopmotionanimation.com/Flash Gordon (1972) © M. GokturkSlide 11
3D Animation Stop movement liveliness (Nightmare Before Christmas) 3D keyframing (Luxo Jr.) Performance activity and movement catch (Donkey Kong Country) Which must be done straight-ahead and which can be vivified posture topose? © M. GokturkSlide 12
Keyframing Key edges mark vital visual moves (extremes of activity) Inbetweening is formation of middle of the road outlines between the key casings Can without much of a stretch be ascertained by PC © M. GokturkSlide 13
Temporal Sampling Film recording takes tests of a picture at altered time interims 24 outlines for each second for film 30 outlines for each second for video human eye "sees" constant movement Sometimes, less keyframes are required to portray the movement, particularly for "pencil tests" or unpleasant choreography (e.g., Lost World) © M. GokturkSlide 14
Smooth Motion Passive Physics No inside vitality source and move just when an outer power follows up on them. Perused for use when: physical laws encoded beginning conditions indicated Pools of water, garments, hair, leaves © M. GokturkSlide 15
Smooth Motion Passive Physics Clothing (Geri\'s Game) Water (Antz) "Inflexible" body material science (slamming space units in Phantom Menace) Geri\'s Game, Pixar Animation Studios © M. Gokturk See illustrationsSlide 16
Smooth Motion Active Physics User indicates keyframes (begin, end, center) User determines requirements (e.g. laws of material science) System hunt down least vitality movement to perform objectives A. Witkin and M. Kass, "Spacetime Constraints", SIGGRAPH \'88. © M. GokturkSlide 17
Smooth Motion Active Physics and Simulation Control an enlivened character as we would control a robot conduct is reenacted a "control system" sends appropriate signs to the character\'s "muscles" after some time Mark Raibert\'s leg lab at MIT http ://www.ai.mit.edu/ventures/leglab/© M. GokturkSlide 18
Noise Motion We by and large don\'t need movement to be excessively smooth The eye grabs symmetries and smooth bends and translates them as simulated or fake By including clamor, we can add surface to smooth movement K. Perlin, "An Image Synthesizer", Computer Graphics, 19(3), July 1985. Perlin, Improv framework (K. Perlin and A. Goldberg, SIGGRAPH \'96). Applets: http://www.mrl.nyu.edu/~perlin/© M. GokturkSlide 19
Noise Motion catch (characteristic clamor!) © M. GokturkSlide 20
Camera Path Following A basic sort of activity everything stays static with the exception of the camera (walk throughs or flybys). The camera pretty much as some other article similarly as introduction and situating is concerned. The client needs to build a way through space for the eyewitness to take after alongside introduction data. Way = key casing situating + addition of the inbetween outlines. © M. GokturkSlide 21
Camera Path Following approaches to manage the perspective course (1) The focal point of interest can be held consistent while spectator position is interjected along a bend View Direction Vector between the eyewitness position (POS) and the focal point of interest (COI) This is helpful when the onlooker is flying over a situation reviewing a particular area, for example, a building. © M. GokturkSlide 22
Camera Path Following approaches to manage the perspective bearing (2) A way for the focal point of interest can be developed, say from a progression of structures in a situation. Frequently, the artist will need the focal point important to stay concentrated on one working for a couple outlines before it goes to the following building. © M. GokturkSlide 23
Camera Path Following approaches to manage the perspective course (3) Alternatively, the focal point of interest can be controlled by different focuses along the spectator way. For instance, onlooker position for the following edge can be utilized to decide the perspective bearing for the present casing. Some of the time this is excessively jerky. Some nth casing past the present edge can be utilized to deliver a smoother view course. © M. GokturkSlide 24
Camera Path Following approaches to manage the perspective course (4) The focal point of interest can likewise be connected to objects in the activity. © M. GokturkSlide 25
Path taking after Have position and introduction interjection for key encircling now Combining them , get general movements of unbending articles Add scaling, get extending/squashing Path taking after: Have keys just for position how to change introduction "actually" Same procedures for camera movement © M. GokturkSlide 26
Orientation along a way It\'s regular to change introduction as things move Example: looking while strolling Look in the course one strolls Tedious to indicate introductions en route Want to get straightforwardly from the way © M. GokturkSlide 27
Frenet outline (Moving edge) At every point on the bend: Get Tangent vector Get vector all in all ebb and flow heading In the plane of digression and shape Vector orthogonal to the two Math: Everything is standardized then © M. GokturkSlide 28
© M. GokturkSlide 29
© M. GokturkSlide 30
Frenet outline Curvature can be zero along augmented parts Example: straight line Solution: introduce limit outlines Differ just by revolution around the straight line Zero bend at a point: Possible flip (ex. camera flips topsy turvy) Discontinuities in shape: Sudden changes of article introduction These impacts are NOT average © M. GokturkSlide 31
Alternatives Tangent vector is alright for items Poor decision for cameras For cameras: Look at the "focal point of interest" Fixed COI: Always take a gander at specific point Separate way for COI Can quicken this point independently utilizing additional key positions © M. GokturkSlide 32
Alternatives COI (focal point of interest) goes before the camera COI(s)=P(s+ds) At the end, along the last digression vector Choose a few ds, normal Smoothes movement Trade-off: jerky movement versus excessively static perspective bearing "Up" vector: In the plane of perspective vector and worldwide UP vector Extra counterbalance from this course Full key confining © M. GokturkSlide 33
© M. GokturkSlide 34
u = P\'(u) x P\'\'(u) w = P\'(u) P\'\'(u) v = w x u Path Following Frenet Frame © M. GokturkSlide 35
Curvature coherence =0 © M. GokturkSlide 36
Look ahead © M. GokturkSlide 37
Define "take a gander at" vector © M. GokturkSlide 38
Define "up" vector © M. GokturkSlide 39
© M. GokturkSlide 40
© M. GokturkSlide 41
© M. GokturkSlide 42
© M. GokturkSlide 43
Kinematics X Dynamics © M. GokturkSlide 44
Kinematics © M. GokturkSlide 45
Kinematics Keyframing requires that the client supply the key edges For explained figures, we require an approach to characterize the key edges There are two approaches to represent a verbalized character – forward and backwards Kinematics is the investigation of movement without respect to the strengths that cause the movement Kinematics © M. GokturkSlide 46
© M. Gokt
Biol 304 Week 3 Harmony Tying Various Numerous Coupling Locales A week ago we talked about the i ...
COMP 106. Survey C# IDE The IDE Structure Ventures in making a system in C# The Register Compens ...
COMP/ELEC 429 Prologue to PC Systems Address 6: Datalink layer issues Slides utilized with autho ...
CS5500 PC Design April 19, 2007 Today's Theme Review of 3D pipelines. Extent of the following 2 ...
Alan Watt, 3D Computer Graphics, third Edition , Addison Wesley, 1999. ... 1973 Principles of In ...
Comprehend the construction modeling, operation, and development of the Internet ... Get acquain ...
Accomplishing High Performance in Global Business: Leadership, Outsourcing, & Risk Management .. ...
To see how 3D scenes can be displayed - as far as geometry, appearance and ... Virtual oceanariu ...
In this way, we might utilize PCs to plan absolutely sensible parts like CPUs and ... M.G. Arnol ...
US is hegemonic in Western Hemisphere however confronts security rivalry and awesome ... US part ...
[TKDE04] R. Cheng, D. V. Kalashnikov, and S. Prabhakar. Questioning loose information in moving ...
Air and Naval power multipliers for Army power. Air and Naval ... 1) NATO not fit for maintainin ...
CPUs give the major advanced PC characteristic of programmability, and are one of the fundamenta ...
United Kingdom, France, and Soviet Union all dreaded Nazi Germany yet each occupied with buck pa ...
COD Ch. 3 Instructions: Language of the Machine. Directions: Overview. Dialect of the machineMor ...
This material was delivered under award number 46C5-HT16 from the Occupational Safety and Health ...
Instructor:Montek Singh (FB234 Brooks Bldg.)Office Hours: TBATA:TBABook:Patterson
13/11/2007. 2. Worldwide Illumination and Image-Based Lighting. Customary Computer Graphics invo ...