Title: COMPUTER VISUALISATION AND ANIMATION
1COMPUTER VISUALISATIONAND ANIMATION
- Abdennour El Rhalibi
- Room 723
- a.elrhalibi_at_livjm.ac.uk
2Aims
- This module will explore computer animation
techniques - Keyframes and tweening,
- procedural animation,
- various motion control
- deformation techniques,
- techniques for animation of natural phenomena
(particle systems, flocking, plant growth), - collision detection and response.
3Learning Outcomes
- After completing the module the student should be
able to - storyboard, compose, and render or implement an
animated sequence - explain various animation techniques and select
appropriate algorithms to generate motion for an
animated sequence - implement animation techniques using modern
programming language - Use of 3D Animation software tools (for example
3DSMax) to produce motion for an animated sequence
4Prerequisites
- Familiarity with
- Vectors (dot products, cross products)
- Matrices (4x4 homogeneous transformations)
- Polygon rendering
- Basic lighting (normals, Gouraud, )
- OpenGL, Direct3D, Java3D, or equivalent
- C or Java
- Object oriented programming
- Basic physics
5Motion Specification and Control
Algorithms Procedures Inverse kinematics
Physics of rigid bodies Flexible bodies Particle
systems Flocking Autonomous Behavior
Techniques Aids to user Interpolation Path
following Keyframing Languages Morphing
Figure animation Reaching, Walking Facial
animation Clothes Hair Skin
Natural phenomena Plants Water Clouds Fire
6Course Details (Attempt)
- Course Overview, Computer Graphics Review and
Intro/Review of Opengl - Traditional animation techniques, Disney's
principles to computer animation - Key frame animation Hermite, Catmull-Rom, TCB
Interpolation of positions and rotations Path
animation. - Articulated structures, Forward/Inverse
kinematics, Character animation. - Free form deformation and morphing Light and
camera animation. - Procedural models of 3D objects Fractal models
of landscapes, L-System models of plants. - Procedural animation Particle systems.
- Physically-based animation Dynamics of rigid
bodies. - Continuation of physically-based animation
Collision detection, Responding to collisions. - Game playing architectures User interaction for
control of dynamic objects, Automatic camera
control.
7Main References
- Alan Watt and Mark Watt, (1992) Animation and
Rendering Techniques, Theory and Practice,
Addison-Wesley, ISBN 0-201-54412-1. - OR
- Rick Parent, (2001) Computer Animation
Algorithms and Techniques, Morgan Kaufmann
ISBN 1558605797. - Frank Thomas and Ollie Johnson, (1981) Disney
Animation The Illusion of Life Abbeville Press,
New York. ISBN 0-89659-498-X - Jon Mc Farland, Rob Polevoi, (2001) 3DS Max 4 In
Depth  Coriolis Group Books ISBN 1576108694 - OR
- Ted Boardman, (2001) 3D Studio MAX 4
Fundamentals New Riders ISBN 073571066X - Isaac Victor Kerlow, (2000) The Art of 3-D
Computer Animation and Imaging Van Nostrand
Reinhold ISBN 0442018967 - Some OPENGL (e.g. References to Advances
Computers Graphics)
8Readings
Course Textbook
Computer Animation Algorithms and
Techniques 1st Edition Rick Parent Published by
Morgan Kaufmann
Check web site suggested for recommended reading
list on Other animation books (traditional,
computer-assisted) and technical papers
9Programming Languages and Tool
- Courseworks Opengl, 3DSMAX (MaxScript)
- Tutorial Opengl, DirectX, 3DSMAX
- Labs Opengl, 3DS MAX
10Course Assessment
- 1) Coursework 1 50 Designing, Documenting and
Implementing animation algorithms with a high
level programming language or MaxScript. - 2) Coursework 2 50 group work covers Project
Using a 3D Animation software (40) individual
paper-presentation (10).
11Computer Animation Overview
12Applications
- Special Effects (Movies, TV)
- Video Games
- Virtual Reality
- Simulation, Training, Military
- Medical
- Robotics, Animatronics
- Visualization
- Communication
13Physics Simulation
- Particles
- Rigid bodies
- Collisions, contact, stacking, rolling, sliding
- Articulated bodies
- Hinges, constraints
- Deformable bodies (solid mechanics)
- Elasticity, plasticity, viscosity
- Fracture
- Cloth
- Fluid dynamics
- Fluid flow (liquids gasses)
- Combustion (fire, smoke, explosions)
- Phase changes (melting, freezing, boiling)
- Vehicle dynamics
- Cars, boats, airplanes, helicopters, motorcycles
- Character dynamics
- Body motion, skin muscle, hair, clothing
14Character Animation
- Animation
- Motion playback
- Keyframing
- Blending, sequencing
- Motion synthesis
- Locomotion (walking, flying, swimming,
slithering) - Inverse kinematics
- Procedural animation
- Warping retargetting
- Physics (inverse dynamics, optimization)
- Motion input
- Motion capture ( other motion input techniques)
- Vision based capture
15Animation Process
- while (not finished)
- MoveEverything()
- DrawEverything()
-
- Interactive vs. Non-Interactive
- Real Time vs. Non-Real Time
16Frame Rates
- Film 24 fps
- Imax 48 fps
- NTSC TV 30 fps (interlaced)
- PAL TV 25 fps (interlaced)
- HDTV 60 fps
- Computer 60 fps
17Animation Tools
- Maya
- 3D Studio
- Lightwave
- Filmbox
- Blender
- Many more
18What is Animation?
- Series of pictures of objects/characters in
Motion - The principle of persistence of vision and phi
phenomenonhas been known for some time. - Displayed at some rate
- film 24 fps
- video 30 fps
- Still work at 10-12 fps
- Examples
- flipbooks
- stop motion (animatronics or claymation)
- traditional hand animation (cel animation)
19History
- Shadow puppets could be considered the beginnings
of animation history - In the early to mid 1800s there were a variety
of inventions that took advantage of it, like the
Zoetrope - Character animation, drawn by hand, started in
the early 1900s - Felix the Cat (1919)
- Walt Disney starts in the 1930s
20Producing an Animation
21Producing an Animation
3DEM Flybys http//www.visualizationsoftware.com/3
dem/flybys.html
22Producing an Animation
Tomoyuki Nishita, Department of Information
Science, University of Tokyo http//nis-lab.is.s.u
-tokyo.ac.jp/nis/animation.html
23Producing an Animation
Ron Fedkiw, Stanford Computer Graphics
Lab http//graphics.stanford.edu/fedkiw/
24Producing an Animation
Ron Fedkiw, Stanford Computer Graphics
Lab http//graphics.stanford.edu/fedkiw/
25Producing an Animation
Ron Fedkiw, Stanford Computer Graphics
Lab http//graphics.stanford.edu/fedkiw/
26Producing an Animation
Ron Fedkiw, Stanford Computer Graphics
Lab http//graphics.stanford.edu/fedkiw/
27Producing an Animation
- Motion capture (natural noise!)
28Producing an Animation
- Film runs at 24 frames per second (fps)
- Thats 1440 pictures to create per minute
- 1800 fpm for video (30fps)
- Productions issues
- Need to stay organized for efficiency and cost
reasons - Need to create the frames systematically
- Artistic issues
- How to create the desired look and mood while
conveying story? - Artistic vision has to be converted into a
sequence of still frames - Not enough to get the stills right--must look
right at full speed - Hard to see the motion given the stills
- Hard to see the motion at the wrong frame rate
29Traditional Animation The Process
- Story board
- Sequence of drawings with descriptions
- Story-based description
- Key Frames
- Draw a few important frames as line drawings
- For example, beginning of stride, end of stride
- Motion-based description
- Inbetweens
- Draw the rest of the frames
- Painting
- Redraw onto acetate Cels, color them in
30Conventional Animation Process
- Storyboard
- Key frames drawn
- Straight ahead vs. pose-to-pose
- Intermediate frames filled in (inbetweening)
- Trial film is made (called a pencil test)
- Pencil test frames transferred to cels
313D Animation
- 3D animation is similar to stop motion animation
King Kong (1932)
Flash Gordon (1972)
http//www.stopmotionanimation.com/
32Layered Motion
- Its often useful to have multiple layers of
animation - How to make an object move in front of a
background? - Use one layer for background, one for object
- Can have multiple animators working
simultaneously on different layers, avoid
redrawing and flickering - Transparent acetate allows multiple layers
- Draw each separately
- Stack them together on a copy stand
- Transfer onto film by taking a photograph of the
stack
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34Computer-Assisted Animation
- Computerized Cel painting
- Digitize the line drawing, color it using seed
fill - Widely used in production (little hand painting
any more) - e.g. Lion King
- Cartoon Inbetweening
- Automatically interpolate between two drawings to
produce inbetweens (morphing) - Hard to get right
- inbetweens often dont look natural
- what are the parameters to interpolate? Not
clear... - not used very often
35True Computer Animation
- Generate the images by rendering a 3-D model
- Vary the parameters to produce the animation
- Brute force
- Manually set the parameters for each and every
frame - Computer keyframing
- Lead animators create the important frames with
3-D - Computer models
- Unpaid computers draw the inbetweens
- The dominant production method
363D Animation
- Stop motion animation (Nightmare Before
Christmas) - 3D keyframing(Luxo Jr.)
- Performance animation and motion capture (Donkey
Kong Country) - Which must be done straight-ahead and which can
be animated pose-topose?
37Digital Production Pipeline
- Story
- Visual Development
- Character Design
- Storyboards
- Scene Layout
- Modeling
- Animation
- Shading and Texturing
- Lighting
- Rendering
- Post Production
38Story
- Different types of stories
- beginning/middle/end with conflict and resolution
(drama) - sequences built around a situation
- Mickey Mouse
- String of Gags
- Roadrunner
- Story is the most important part of any animation
- 1 big, simple idea
- the story you can tell in 2 sentences
39Visual Development
- What look will your scenes have?
- Who are the characters and how do they look?
- Develop style
- Includes the creation of characters, environments
(desert, swamp), props, etc. - Involves painters, sculptors, illustrators, etc.
- Lots of drawings
40Character Design
- After story come characters
- Consists mostly of drawings, or sculptures
- body poses
- facial expressions
- key features from multiple points of view
- Note the lack of computers at this stage!
41Storyboards
- The film in outline form
- specify the key scenes
- specify the camera moves and edits
- specify character gross motion
- Typically paper and pencil sketches on individual
- Sheets taped on a wall
- Still not very many computers
42Story Boarding (from A Bugs Life)
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44What makes a good storyboard?
- Does the shot sequence
- maintain continuity
- not confuse the audience
- contain variations in pacing
- Is the information clearly presented?
- Are the characters clearly portrayed?
- Is the story clear?
- Do you have the techniques necessary to pull it
off? - Can you do it with the time and you have?
45Scene Layout
- Design the scenes
- for example, build the room with an understanding
of the camera pan - create colors, textures, props
- keep in mind camera and character motion within
the scene - use placeholder geometry and start to design
camera moves
46Digital Production Pipeline
- Story
- Visual Development
- Character Design
- Storyboards
- Scene Layout
- Modeling
- Animation
- Shading and Texturing
- Lighting
- Rendering
- Post Production
47Modeling
- Create geometric models of environment, props,
characters - Keep in mind the ultimate purpose of the model
feature film, game, etc. - Set up internal skeleton and animation handles
appropriately for that characters behaviors
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50Rendering
- Frames can take hours to render
- 1800 frames for a single minute of animation
- Pixar has a HUGE renderfarm
51Post Production
- Sound track sync
- Titles
- Cuts and effects (dissolves, fades, etc)
52Principles of Traditional Animation
- Introduction
- Many of the principles of traditional animation
were developed in the 1930's at the Walt Disney
studios. These principles were developed to make
animation, especially character animation, more
realistic and entertaining. These principles can
and should be applied to 3D computer animation. - Principles of Traditional Animation
- The following principles were developed and
named - Squash and Stretch - defining the rigidity and
mass of an object by distorting its shape during
an action - Timing and Motion - spacing actions to define the
weight and size of objects and the personality of
characters - Anticipation - the preparation for an action
- Staging - presenting an idea so that it is
unmistakably clear - Follow Through and Overlapping Action - the
termination of an action and establishing its
relationship to the next action - Straight Ahead Action and Pose-to-Pose Action -
The two contrasting approaches to the creation of
movement - Slow In and Out - the spacing of the in-between
frames to achieve subtlety of timing and movement
- Arcs - the visual path of action for natural
movement - Exaggeration - Accentuating the essence of an
idea via the design and the action - Secondary Action - the action of an object
resulting from another action - Appeal - creating a design or an action that the
audience enjoys watching - Personality in character animation is the goal of
all of the above.