This document discusses various techniques for 3D computer animation including modeling, representing objects, key frame animation, motion capture, and morphing. It covers modeling primitives like polygons, spline curves, and meshes. Representing objects involves transforming them from model to world coordinates. Key frame animation involves setting parameter values at key frames for the system to interpolate between. Motion capture involves attaching sensors to record live actor motion. Morphing smoothly shifts between images by warping control points. The future of animation may involve more realistic human characters and interactions through techniques like motion capture and tissue simulation.
3. DEFINITION OF ANIMATION
Basically animation provides motion/movement to still images and can provide
virtual life to an object.
Animation is process of adding motion to static images by applying various
techniques.
Animation is the rapid display of sequence of images of 2D or 3D art work in order
to create an illusion of movement.
4. MODELING
The modeling problem
Modeling primitives
Polygon
Sphere, ellipsoid, torus, super quadric
Surfaces of revolutions, smoothed polygons
Particles
Skin & bones
Non-uniform rational basis spline
Approaches to modeling complex shapes
Tools such as extrude, revolve, loft, split, stitch, blend
Constructive solid geometry (CSG)
Hierarchy; kinematic joints
Inverse kinematics
Key frames
5. REPRESENTING
OBJECTS
Objects represented as symbols
Defined in model coordinates; transformed into world coordinates (M = TRS)
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glTranslatef();
glRotatef(); glScalef();
glutSolidCylinder();
6. POLYGON MODELING
The basic sort of primitive is the polygon
Number of polygons:- tradeoff between render time
and model accuracy
Objects by representing or approximating their
surfaces using polygons.
9. MESH
MODELING
A polygon mesh is a collection of vertices, edges and faces that defines the shape
of a polyhedral object in 3D computer graphics and solid modeling.
A mesh is a collection of vertices, edges, and faces that describe the shape of a 3D
object: A vertex is a single point. (The plural of vertex is "vertices") An edge is a
straight line segment connecting two vertices
10. SWEEP MODELING
Sweep a shape over a path to form a generalized cylinder
It is a modeling function in which planar closed domain is translated or revolved in
to a solid
11. REVOLUTION MODELING
Revolve a shape around an axis to create an object with rotational symmetry
AXIS OF THE OBJECT
CURVE THAT KEEPS ON ROTATING
12. EXTRUSION MODELING
Extrude: grow a 2D shape in the third dimension
Shape is created with a (1D) b-spline curves
Holes are created by subtracting a cylinder
Any substance that are metallic in nature are
transformed and modeled by this method
13. JOINING MODELS
Stitching:- It joins the two surfaces
The two plane surfaces are stitched with each other
Blending:- Blending surfaces that smoothly join basic primitives such as
planar facets
Determines the way the primitives are joined
14. MODIFYING PRIMITIVES
Common set of two-dimensional primitives includes
lines, points, and polygons, although some people
prefer to consider triangles primitives, because every
polygon can be constructed from triangles. All other
graphic elements are built up from these primitives. In
three dimensions, triangles or polygons positioned in
three-dimensional space can be used as primitives to
model more complex 3D forms.
15. SUBDIVISION SURFACES
Relatively new type of primitive, subdivision surface, gives you the advantages of
working with polygons and the smoothness of parameterized surfaces. Set
subdivision level
Can set level of polygon subdivision
17. SKIN AND BONES
Skeleton with joined bones
Can add skin on top of bones
Automatic or hand-tuned skinning
Bone represent set of vertices (or some other objects, which represent for example
a leg).Animator controls fewer characteristics of the model
Animator can focus on the large scale motion.
Bones are independently movable.
18. GEOMETRIC MODEL FILE
FORMATS
Can convert between formats
Converting to a common format may lose information
In this DXF export, first the holes are connected to the border. Then the concave
shape is decomposed into several concave parts, which are cut into squares and
then triangles
Formats are : .obj - Alias Wave front
.dxf: AutoCAD
.vrml: Inventor
19. DAG MODELS
Could use tree to represent object
Actually, a DAG (directed acyclic graph) is better:
can re-use objects
Note that each arrow needs a
separate modeling transform
In object-oriented graphics, also need motion constraints with
each arrow
DAGs may be used as a space-efficient representation of a
collection of sequences with overlapping subsequences.
20. MODELING PROGRAMS
Moray
Shareware
Limited functionality
Easy
Light wave, Maya
NOT shareware
Very full-featured
Difficult to learn and use
21. LIVE ANIMATION
Suppose you want the robot to pick up a can of oil
to drink. How?
You could set the joint positions at each moment in
the animation (kinematics)
Each and every motion is recored by the kinematics.
Each motion include the time and delay
Every action reflexes its body in n times
22. INVERSE KINEMATICS
You cant just invert the joint transformations
Joint settings arent even necessarily unique for a
hand position!
Inverse kinematics: figure out from the hand
position where the joints should be set.
Refers to the use of the kinematics equations of a robot to determine the joint
parameters that provide a desired position of the end-effector. Specification of the
movement of a robot so that its end-effector achieves a desired task is known as
motion planning.
23. KEY FRAME ANIMATION
In traditional key frame animation the animator draws several important
frames, and helpers do the inbetweening or twinning
Computer animation is also key-frame based
At key frames, animator positions objects and lights, sets parameters, etc.
The system interpolates parameter values linearly or along a curve
To get from one object pose to the next, inverse kinematics determine joint
motions
24. MOTION CAPTURE
More realistic motion sequences can be
generated
by Motion Capture
Attach joint position indicators to real actors
Record live action
Sensors are attached to the person and the
motions are captured by the movement
25. MORPHING
Morphing: smoothly shifting from one image to another
First popularized in a Michael Jackson video
Method: a combination of
Warping both images, gradually moving control points from location in first image to
location in the second
Cross-fading from first image sequence to second
26. COMBINED APPROACHES
The expressions on the face of this virtual actress were created with a combination
of facial motion capture and biomedical simulations of muscle and tissue
27. FUTURE
SCOPE
Many other methods can be done
User interface, Interaction and Communication can be enhanced
Can be more technologically pushing the dynamic of human interactions
Lot of resources are involved in CG creation, it make's cost very high hence we can
make it more cheaper
It take's more time to create by the experienced developer hence It can be made
more user friendly and less complex
More addition of AI and Virtual world can get mixed with it
28. CONCLUSION
We have seen the procedures in making an animated images that are trending now in a
graphical environment
The traditional animation techniques were not involved in it
Hence, The animation core making is done in a geometrical and in a graphical way.
The goal is to create software where the animator can generate a movie sequence showing
a photorealistic human character, undergoing physically-plausible motion, together with
clothes, photorealistic hair, a complicated natural background, and possibly interacting with
other simulated human characters. This could be done in a way that the viewer is no longer
able to tell if a particular movie sequence is computer-generated, or created using real
actors in front of movie cameras. Complete human realism is not likely to happen very soon ,
but when it does it may have major repercussions for the film industry.