Скачать презентацию Topic 5 Some extra effects Sampling Aliasing Скачать презентацию Topic 5 Some extra effects Sampling Aliasing

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Topic 5. Some extra effects Sampling, Aliasing , Anti-aliasing Al Topic 5. Some extra effects Sampling, Aliasing , Anti-aliasing Al

Manifestations of Aliasing Manifestations of Aliasing

Supersampling Supersampling

No Antialiasing No Antialiasing

Antialiasing with 16 samples per pixel Antialiasing with 16 samples per pixel

Topic 6. Computer Animation Keyframe animation Forward kinematics Inverse kinematics Motion capture Topic 6. Computer Animation Keyframe animation Forward kinematics Inverse kinematics Motion capture

Keyframe Animation Basic Idea: Define model parameter at key frames and interpolate (often using Keyframe Animation Basic Idea: Define model parameter at key frames and interpolate (often using cubic splines)

Designing Plausible Motions It is quite easy to end up with a physically impossible Designing Plausible Motions It is quite easy to end up with a physically impossible motion

Designing Plausible Motions It is quite easy to end up with a physically impossible Designing Plausible Motions It is quite easy to end up with a physically impossible motion => add a sufficient # of keyframes to constrain the motion sufficiently

Keyframe Animation Pros: Very expressive Animator has full control of animation Cons: Very labor Keyframe Animation Pros: Very expressive Animator has full control of animation Cons: Very labor intensive Difficult to create convincing physical realism Used for practically anything except complex physical simulations (smoke, water, etc. )

Topic 6. Computer Animation Keyframe animation Forward kinematics Inverse kinematics Motion capture Topic 6. Computer Animation Keyframe animation Forward kinematics Inverse kinematics Motion capture

Specifying & Interpolating Keyframes Instead of painstakingly specifying every little motion, specify very few Specifying & Interpolating Keyframes Instead of painstakingly specifying every little motion, specify very few keyframes (or just initial & goal) Interpolations are done automatically

Animating Articulated Structures Forward Kinematics: Specify how joints should move Inverse Kinematics: Specify where Animating Articulated Structures Forward Kinematics: Specify how joints should move Inverse Kinematics: Specify where character should go, then deduce joint motion Motion capture: Record motions of real people/objects, then transfer to digital characters

Forward Kinematics Goals: Determine space of possible motions Parameterize it Establish a mapping from Forward Kinematics Goals: Determine space of possible motions Parameterize it Establish a mapping from joint angles to positions

Forward Kinematics Goals: Determine space of possible motions Parameterize it Establish a mapping from Forward Kinematics Goals: Determine space of possible motions Parameterize it Establish a mapping from joint angles to positions

End-Effector Space (aka “Configuration Space”) What is the set of points that are “reachable” End-Effector Space (aka “Configuration Space”) What is the set of points that are “reachable” by this 2 axis structure?

End-Effector Space (aka “Configuration Space”) End-Effector Space (aka “Configuration Space”)

End-Effector Space (aka “Configuration Space”) End-Effector Space (aka “Configuration Space”)

End-Effector Space (aka “Configuration Space”) End-Effector Space (aka “Configuration Space”)

Motion in Joint Space vs. Configuration Space Motion in Joint Space vs. Configuration Space

Motion in Joint Space vs. Configuration Space Motion in Joint Space vs. Configuration Space

Key-Framing with Forward Kinematics Key-Framing with Forward Kinematics

Key-Framing with Forward Kinematics Pros: Very easy to specify & implement Cons: Often we Key-Framing with Forward Kinematics Pros: Very easy to specify & implement Cons: Often we care more about where the character should go, not how to get there Very hard to know how to move joints of a complicated figure in order to get the desired pose (esp. in presence of obstacles)

Key-Framing with Forward Kinematics Key-Framing with Forward Kinematics

Topic 6. Computer Animation Keyframe animation Forward kinematics Inverse kinematics Motion capture Topic 6. Computer Animation Keyframe animation Forward kinematics Inverse kinematics Motion capture

Key-Framing with Inverse Kinematics Key-Framing with Inverse Kinematics

Inverse Kinematics Inverse Kinematics

Inverse Kinematics: Difficulties Inverse Kinematics: Difficulties

Inverse Kinematics: Difficulties Inverse Kinematics: Difficulties

Inverse Kinematics: Difficulties Inverse Kinematics: Difficulties

Numerical Inverse Kinematics Numerical Inverse Kinematics

Numerical Inverse Kinematics Numerical Inverse Kinematics

Inverse Kinematics & the Jacobian Inverse Kinematics & the Jacobian

Inverse Kinematics & the Jacobian Inverse Kinematics & the Jacobian

Inverse Kinematics Using the Jacobian Inverse Kinematics Using the Jacobian

Inverse Kinematics Using the Jacobian Inverse Kinematics Using the Jacobian

Topic 6. Computer Animation Keyframe animation Forward kinematics Inverse kinematics Motion capture Topic 6. Computer Animation Keyframe animation Forward kinematics Inverse kinematics Motion capture

Marker Based Motion Capture Marker Based Motion Capture

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