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CSCE 441 Computer Graphics: Keyframe Animation/Smooth Curves

Learn about keyframe animation techniques, including keyframe interpolation, curve representation and interpolation, and the use of natural cubic, Hermite, and Bezier curves. This article covers the process of keyframing, speed control, and the creation of physically realistic animation.

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CSCE 441 Computer Graphics: Keyframe Animation/Smooth Curves

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  1. CSCE 441 Computer Graphics: Keyframe Animation/Smooth Curves Jinxiang Chai

  2. Outline • Keyframe interpolation • Curve representation and interpolation - natural cubic curves - Hermite curves - Bezier curves • Required readings: 12-6 & 14-1 14-214-3 14-4, & 14-7

  3. Computer Animation • Animation - making objects moving • Compute animation - the production of consecutive images, which, when displayed, convey a feeling of motion.

  4. Animation Topics • Rigid body simulation - bouncing ball - millions of chairs falling down

  5. Animation Topics • Rigid body simulation - bouncing ball - millions of chairs falling down • Natural phenomenon - water, fire, smoke, mud, etc.

  6. Animation Topics • Rigid body simulation - bouncing ball - millions of chairs falling down • Natural phenomenon - water, fire, smoke, mud, etc. • Character animation - articulated motion, e.g. full-body animation - deformation, e.g. face

  7. Animation Topics • Rigid body simulation - bouncing ball - millions of chairs falling down • Natural phenomenon - water, fire, smoke, mud, etc. • Character animation - articulated motion, e.g. full-body animation - deformation, e.g. face • Cartoon animation

  8. Animation Criterion • Physically correct - rigid body-simulation - natural phenomenon • Natural looking - character animation • Expressive - cartoon animation

  9. Keyframe Animation

  10. Keyframe Interpolation • Key frame interpolation in after effects (Click here)

  11. Spatial Key Framing • Demo video (click here)

  12. Keyframe Interpolation t=50ms t=0 IK can be used to create Key poses

  13. Keyframe Interpolation t=50ms t=0 What’s the inbetween motion?

  14. Outline • Process of keyframing • Key frame interpolation • Hermite and bezier curve • Splines • Speed control

  15. 2D Animation • Highly skilled animators draw the key frames • Less skilled (lower paid) animators draw the in-between frames • Time consuming process • Difficult to create physically realistic animation

  16. Animating a Bouncing Ball • Key frames

  17. Animating Three Walking Steps • Key frames

  18. Playing Basketball

  19. 3D Animation • Animators specify important key frames in 3D • Computers generates the in-between frames • Some dynamic motion can be done by computers (hair, clothes, etc) • Still time consuming; Pixar spent four years producing Toy Story

  20. 3D Bouncing Ball

  21. 3D Jumping

  22. The Process of Keyframing • Specify the keyframes • Specify the type of interpolation - linear, cubic, parametric curves • Specify the speed profile of the interpolation - constant velocity, ease-in-ease-out, etc • Computer generates the in-between frames

  23. A Keyframe • In 2D animation, a keyframe is usually a single image • In 3D animation, each keyframe is defined by a set of parameters

  24. Keyframe Parameters What are the parameters? • position and orientation • body deformation • facial features • hair and clothing • lights and cameras

  25. Outline • Process of keyframing • Key frame interpolation • Hermite and bezier curve • Splines • Speed control

  26. Inbetween Frames • Linear interpolation • Cubic curve interpolation

  27. Keyframe Interpolation t=50ms t=0

  28. Linear Interpolation • Linearly interpolate the parameters between keyframes x1 x x0 t0 t1 t

  29. Linear Interpolation: Limitations • Requires a large number of key frames when the motion is highly nonlinear.

  30. Cubic Curve Interpolation • We can use a cubic function to represent a 1D curve

  31. Smooth Curves • Controlling the shape of the curve

  32. Smooth Curves • Controlling the shape of the curve

  33. Smooth Curves • Controlling the shape of the curve

  34. Smooth Curves • Controlling the shape of the curve

  35. Smooth Curves • Controlling the shape of the curve

  36. Smooth Curves • Controlling the shape of the curve

  37. Constraints on the cubics • How many points do we need to determine a cubic curve?

  38. Constraints on the Cubic Functions • How many points do we need to determine a cubic curve?

  39. Constraints on the Cubic Functions • How many points do we need to determine a cubic curve?4

  40. Constraints on the Cubic Functions • How many points do we need to determine a cubic curve?4

  41. Natural Cubic Curves Q(t1) Q(t2) Q(t3) Q(t4)

  42. Interpolation • Find a polynomial that passes through specified values

  43. Interpolation • Find a polynomial that passes through specified values

  44. Interpolation • Find a polynomial that passes through specified values

  45. Interpolation • Find a polynomial that passes through specified values

  46. 2D Trajectory Interpolation • Each point on the trajectory is associated with a time stamp t. • Perform interpolation for each component separately • Combine result to obtain parametric curve

  47. 2D Trajectory Interpolation • Each point on the trajectory is associated with a time stamp t. • Perform interpolation for each component separately • Combine result to obtain parametric curve

  48. 2D Trajectory Interpolation • Each point on the trajectory is associated with a time stamp t. • Perform interpolation for each component separately • Combine result to obtain parametric curve

  49. Limitation? • What’s the main limitation of interpolation using natural cubic curves?

  50. Limitation? • What’s the main limitation of interpolation using natural cubic curves? - does not provide local control of the curve

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