Animation - PowerPoint PPT Presentation

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Title:

Animation

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Watch for marker movement. Check data part way through shoot. Videotape everything! ... Marker movement. Noise in sensor readings. Skew in measurement time ... – PowerPoint PPT presentation

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Title: Animation


1
Animation
  • Motion Capture

2
Keyframing
  • The development process
  • Adjust trajectory
  • Playback motion
  • Parameters
  • Locations
  • Joint angles
  • Shape -- flexible objects
  • Material properties
  • Camera Motion
  • Lighting

3
Keyframing Interpolation
  • Inbetweening

v
1,2,3 4 5 6
7,8,9 Linear
time
v
1,2,3 4 5 6
7,8,9 Slow in, Slow out
time
4
Motion Capture
  • What do we need to know?
  • X, Y, Z
  • Roll, Pitch, Yaw
  • Errors cause
  • Joints to come apart
  • Links grow/shrink
  • Bad contact points
  • Sampling Rate and Accuracy

5
Motion Capture
  • Goals
  • Realistic motion
  • Lots of different motions (300-1000)
  • Contact
  • Appropriate game genres
  • Sports
  • Fighting
  • Human characters

6
Applications
Movies, TV Video games Performance animation
7
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8
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9
Plan out Shoots Carefully
  • Know needed actions (80-100 takes/day)
  • Bridges between actions
  • Speed of actions
  • Starting/ending positions
  • Hire the right actor
  • Watch for idiosyncrasies in motion
  • Good match in proportions

10
Sensor Placement
  • Place markers carefully
  • Capture enough information
  • Watch for marker movement
  • Check data part way through shoot
  • Videotape everything!

11
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12
Technology
  • Numerous technologies
  • Record energy transfer
  • Light
  • Electromagnetism
  • Mechanical skeletons

13
Technology
  • Passive reflection Peak Performance Tech
  • Hand or semi-automatically digitized
  • Video
  • Time consuming
  • Issues
  • No glossy or reflective materials
  • Tight clothing
  • Marker occlusion by props
  • High frames/sec

14
Technology
  • Passive reflection --Acclaim, Motion Analysis
  • Automatically digitized
  • 240Hz
  • Not real-time, Correspondence
  • 3 markers/body part
  • 2 cameras for 3D position data

15
Technology
  • Active light sources -- Optotrak
  • Automatically digitized
  • 256 markers
  • 3500 marker/sec
  • Real-time
  • Specialized cameras

16
Technology
  • Electromagnetic Transducers
  • Ascension Flock of Birds, etc
  • Polhemus Fastrak, etc
  • Limited range/resolution
  • Tethered (cables to box)
  • Metal in environment (treadmill, Rebar!)
  • No identification problem
  • 6DOF Realtime
  • 30-144 Hz 13-18 markers

17
Technology
  • Exoskeleton angle sensors
  • Analogous
  • Tethered
  • No identification problem
  • Realtime - 500Hz
  • No range limit - Fit
  • Rigid body approximation

18
Technology
Mechanical motion capture
  • Dataglove
  • Low accuracy
  • Focused resolution
  • Monkey
  • High accuracy
  • High data rate
  • Not realistic motion
  • No paid actor

19
Technology
  • Technology issues
  • Resolution/range of motion
  • Calibration
  • Accuracy
  • Occlusion/Correspondence

20
Animation Issues
  • Style
  • Scaling
  • Generalization

21
Resolution
  • Positioning of camera

22
Markers, Calibration
  • Marker Placement
  • Location should move rigidly with joint
  • Stay away from bulging muscles, loose skin
  • Shoulders Skeletal motion not closely tied to
    skin motion
  • Calibration
  • Zero position
  • Fine calibration by hand

23
Calibration
  • Finding Joint Locations
  • Move markers to joint centers
  • Assume rigid links, rotary joints
  • Shoulder?

24
Calibration
  • Extract best limb lengths
  • Use estimator to compute limb length
  • Minimize or reject outliers

25
Calibration
  • Example estimator
  • 508 frames of walking
  • 6 bad frames
  • Collarbone to shoulder
  • Hand editing 13.3cm
  • Estimator 13.2cm
  • Arithmetic mean 14.1cm

26
Accuracy
  • Marker movement
  • Noise in sensor readings
  • Skew in measurement time
  • Environment restrictions
  • Frame rate
  • High frame rate allows good filtering

27
Camera Calibration
  • Internal camera parameters
  • Optical distortion of lens
  • External parameters
  • Position and orientation
  • Correlation between multiple cameras

28
Model-Based Techniques
  • Restricted search space for markers
  • Dynamics (velocity integration)
  • No infinite accelerations
  • Model of behavior
  • Model of bodies of occlusion
  • Objects dont pass through each other

29
Scaling Animation
  • Contact
  • Movement style
  • Inverse kinematics

30
Generalizating Animation
  • Interpolation Synthesis for Articulated Figure
    Motion
  • Wiley and Hahn
  • IEEE CGA v176

31
Generalizating Animation
  • Keyframes as constraints in a smooth deformation
  • Keyframe placing the ball on the racket at
    impact
  • Motion Warping
  • Witkin and Popovic, SIGGRAPH95

32
Generalizating Animation
  • Motion Editing With Spacetime Constraints
  • Michael Gleicher
  • 1997 Symposium on Interactive 3D Graphics

33
Blending Animations
  • Efficient Generation of Motion Transitions Using
    Spacetime Constraints
  • Rose, Guenter, Bodenheimer, Cohen
  • Siggraph 96
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