CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed...

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CSCE 590E Spring 2007 Animation By Jijun Tang
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Transcript of CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed...

Page 1: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

CSCE 590E Spring 2007

Animation

By Jijun Tang

Page 2: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Rendering Primitives

Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites

Page 3: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Strips, Lists, Fans

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Triangle list

Triangle fan

Triangle strip

Line list Line strip

Page 4: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Strips vs. Lists

32 triangles, 25 vertices 4 strips, 40 vertices

25 to 40 vertices is 60% extra data!

Page 5: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Indexed Primitives

Vertices stored in separate array No duplication of vertices Called a “vertex buffer” or “vertex array”

Triangles hold indices, not vertices Index is just an integer

Typically 16 bits Duplicating indices is cheap Indexes into vertex array

Page 6: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Textures

Texture Formats Texture Mapping Texture Filtering Rendering to Textures

Page 7: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Texture Formats

Textures made of texels Texels have R,G,B,A components

Often do mean red, green, blue colors Really just a labelling convention Shader decides what the numbers “mean”

Not all formats have all components Different formats have different bit widths for

components Trade off storage space and speed for fidelity

Page 8: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Common formats

A8R8G8B8 (RGBA8): 32-bit RGB with Alpha 8 bits per comp, 32 bits total

R5G6B5: 5 or 6 bits per comp, 16 bits total A32f: single 32-bit floating-point comp A16R16G16B16f: four 16-bit floats DXT1: compressed 4x4 RGB block

64 bits Storing 16 input pixels in 64 bits of output Consisting of two 16-bit R5G6B5 color values and a 4x4 t

wo bit lookup table

Page 9: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

MIP Map

8x8 2D texture with mipmap

chain

4x4 cube map(shown with

sides expanded)

Page 10: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Texture Filtering for Resize

Point sampling enlarges without filtering When magnified, texels very obvious When minified, texture is “sparkly”

Page 11: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Bilinear filtering

Used to smooth textures when displayed larger or smaller than they actually are

Blends edges of texels Texel only specifies color at centre Magnification looks better Minification still sparkles a lot

Page 12: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Trilinear Filtering

Trilinear can over-blur textures When triangles are edge-on to camera Especially roads and walls

Anisotropic filtering solves this Takes multiple samples in one direction Averages them together Quite expensive in current hardware

Page 13: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Lighting and Approaches

Processes to determine the amount and direction of light incident on a surface how that light is absorbed, reemitted, and reflected which of those outgoing light rays eventually reach the

eye Approaches:

Forward tracing: trace every photon from light source Backward tracing: trace a photon backward from the eye Middle-out: compromise and trace the important rays

Page 14: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Hemisphere lighting

Three major lights: Sky is light blue Ground is dark green or brown Dot-product normal with “up vector” Blend between the two colors

Good for brighter outdoor daylight scenes

Page 15: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Example

Page 16: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Lightmap Example

Page 17: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Normal Mapping Example

Page 18: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Specular Material Lighting

Light bounces off surface How much light bounced into the eye?

Other light did not hit eye – so not visible! Common model is “Blinn” lighting Surface made of “microfacets” They have random orientation

With some type of distribution

Page 19: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Example

Page 20: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Environment Maps

Blinn used for slightly rough materials Only models bright lights

Light from normal objects is ignored Smooth surfaces can reflect everything

No microfacets for smooth surfaces Only care about one source of light The one that reflects to hit the eye

Page 21: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Example

Page 22: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Character Animation

Page 23: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

What is animation? Animation is from the latin “anima” or soul To give motion Means to give life

Anything you can do in your game to give it more “life” through motion (or lack of motion).

Page 24: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Animation Example

MSTS

Page 25: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Overview

Fundamental Concepts Animation Storage Playing Animations Blending Animations Motion Extraction Mesh Deformation Inverse Kinematics Attachments & Collision Detection Conclusions

Page 26: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Animation Roles

Programmer – loads information created by the animator and translates it into on screen action.

Animator – Sets up the artwork. Provides motion information to the artwork.

Page 27: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Different types of animation

Particle effects Procedural / Physics “Hard” object animation (door, robot) “Soft” object animation (tree swaying in

the wind, flag flapping the wind) Character animation

Page 28: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

2D Versus 3D Animation

Borrow from traditional 2D animation

Understand the limitations of what can be done for real-time games

Designing 3D motions to be viewed from more than one camera angle

Pace motion to match game genre

Image courtesy of George T. Henion.

Page 29: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Animation terms

frame – A image that is displayed on the screen, usually as part of a sequence.

pose – a orientation of an objects or a hierarchy of objects that defines extreme or important motion.

keyframe – a special frame that contains a pose.

tween – the process of going “between” keyframes.

secondary motion – An object motion that is the result of its connection or relationship with another object.

Baking – setting every Nth frame as a key frame.

Page 30: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Fundamental Problems

Volume of data, processor limitations

Mathematical complexity, especially for rotations.

Translation of motion

Page 31: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Fundamental Concepts

Skeletal Hierarchy The Transform Euler Angles The 3x3 Matrix Quaternions Animation vs Deformation Models and Instances Animation Controls

Page 32: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Skeletal Hierarchy

The Skeleton is a tree of bones Often flattened to an array in practice

Top bone in tree is the “root bone” May have multiple trees, so multiple roots

Each bone has a transform Stored relative to its parent’s transform

Transforms are animated over time Tree structure is often called a “rig”

Page 33: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Example

Page 34: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

The Transform

“Transform” is the term for combined: Translation Rotation Scale Shear

Can be represented as 4x3 or 4x4 matrix But usually store as components Non-identity scale and shear are rare

Optimize code for common trans+rot case

Page 35: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Examples

Page 36: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Euler Angles

Three rotations about three axes Intuitive meaning of values

Page 37: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Euler Angles

This means that we can represent an orientation with 3 numbers

A sequence of rotations around principle axes is called an Euler Angle Sequence

Assuming we limit ourselves to 3 rotations without successive rotations about the same axis, we could use any of the following 12 sequences:

XYZ XZY XYX XZXYXZ YZX YXY YZYZXY ZYX ZXZ ZYZ

Page 38: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Using Euler Angles

To use Euler angles, one must choose which of the 12 representations they want

There may be some practical differences between them and the best sequence may depend on what exactly you are trying to accomplish

Page 39: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Interpolating Euler Angles

One can simply interpolate between the three values independently

This will result in the interpolation following a different path depending on which of the 12 schemes you choose

This may or may not be a problem, depending on your situation

Interpolating near the ‘poles’ can be problematic Note: when interpolating angles, remember to

check for crossing the +180/-180 degree boundaries

Page 40: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Problems

Euler Angles Are Evil No standard choice or order of axes Singularity “poles” with infinite number of

representations Interpolation of two rotations is hard Slow to turn into matrices

Use matrix rotation

Page 41: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Rotation Matrix

Page 42: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

3x3 Matrix Rotation

Easy to use Moderately intuitive Large memory size - 9 values

Animation systems always low on memory Interpolation is hard

Introduces scales and shears Need to re-orthonormalize matrices after

Page 43: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Quaternions

Quaternions are an interesting mathematical concept with a deep relationship with the foundations of algebra and number theory

Invented by W.R.Hamilton in 1843 In practice, they are most useful to us as a

means of representing orientations A quaternion has 4 components

3210 qqqqq

Page 44: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Quaternions on Rotation

Represents a rotation around an axis Four values <x,y,z,w> <x,y,z> is axis vector times sin(angle/2) w is cos(angle/2) No singularities

But has dual coverage: Q same rotation as –Q This is useful in some cases!

Interpolation is fast

Page 45: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Quaternions (Imaginary Space)

Quaternions are actually an extension to complex numbers

Of the 4 components, one is a ‘real’ scalar number, and the other 3 form a vector in imaginary ijk space!

3210 kqjqiqq q

jiijk

ikkij

kjjki

ijkkji

1222

Page 46: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Quaternions (Scalar/Vector)

Sometimes, they are written as the combination of a scalar value s and a vector value v

where

321

0

qqq

qs

v

vq ,s

Page 47: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Unit Quaternions

For convenience, we will use only unit length quaternions, as they will be sufficient for our purposes and make things a little easier

These correspond to the set of vectors that form the ‘surface’ of a 4D hypersphere of radius 1

The ‘surface’ is actually a 3D volume in 4D space, but it can sometimes be visualized as an extension to the concept of a 2D surface on a 3D sphere

123

22

21

20 qqqqq

Page 48: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Quaternions as Rotations

A quaternion can represent a rotation by an angle θ around a unit axis a:

If a is unit length, then q will be also

2sin,

2cos

2sin

2sin

2sin

2cos

aq

q

or

aaa zyx

Page 49: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Quaternions as Rotations

11

2sin

2cos

2sin

2cos

2sin

2cos

2sin

2sin

2sin

2cos

22222

22222

2222222

23

22

21

20

a

q

zyx

zyx

aaa

aaa

qqqq

Page 50: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Quaternion to Matrix

22

2110322031

103223

213021

2031302123

22

2212222

2222122

2222221

qqqqqqqqqq

qqqqqqqqqq

qqqqqqqqqq

To convert a quaternion to a rotation matrix:

Page 51: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Matrix to Quaternion

Matrix to quaternion is doable It involves a few ‘if’ statements, a

square root, three divisions, and some other stuff

Search online if interested

Page 52: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Animation vs. Deformation

Skeleton + bone transforms = “pose” Animation changes pose over time

Knows nothing about vertices and meshes Done by “animation” system on CPU

Deformation takes a pose, distorts the mesh for rendering Knows nothing about change over time Done by “rendering” system, often on

GPU

Page 53: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Pose

Page 54: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Model

Describes a single type of object Skeleton + rig One per object type Referenced by instances in a scene Usually also includes rendering data

Mesh, textures, materials, etc Physics collision hulls, gameplay data, etc

Page 55: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Instance

A single entity in the game world References a model Holds current position & orientation

(and gameplay state – health, ammo, etc) Has animations playing on it

Stores a list of animation controls

Page 56: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Animation Control

Links an animation and an instance 1 control = 1 anim playing on 1 instance

Holds current data of animation Current time Speed Weight Masks Looping state

Page 57: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Animation Storage

The Problem Decomposition Keyframes and Linear Interpolation Higher-Order Interpolation The Bezier Curve Non-Uniform Curves Looping

Page 58: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Storage – The Problem

4x3 matrices, 60 per second is huge 200 bone character = 0.5Mb/sec

Consoles have around 32-64Mb (Xbox and PS3 have larger, but still limited)

Animation system gets maybe 25% PC has more memory

But also higher quality requirements

Page 59: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Decomposition

Decompose 4x3 into components Translation (3 values) Rotation (4 values - quaternion) Scale (3 values) Skew (3 values)

Most bones never scale & shear Many only have constant translation But human characters may have higher requirement

Muscle move, smiling, etc. Cloth under winds

Don’t store constant values every frame, use index instead

Page 60: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Keyframes

Motion is usually smooth Only store every nth frame

Store only “key frames” Linearly interpolate between keyframes

Inbetweening or “tweening” Different anims require different rates

Sleeping = low, running = high Choose rate carefully

Page 61: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Key Frame Example

3D Canvas

Page 62: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Linear Interpolation

Page 63: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Higher-Order Interpolation

Tweening uses linear interpolation Natural motions are not very linear

Need lots of segments to approximate well So lots of keyframes

Use a smooth curve to approximate Fewer segments for good approximation Fewer control points

Bézier curve is very simple curve

Page 64: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Bézier Curves (2D & 3D)

Bézier curves can be thought of as a higher order extension of linear interpolation

p0

p1

p0

p1p2

p0

p1

p2

p3

Page 65: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

The Bézier Curve

(1-t)3F1+3t(1-t)2T1+3t2(1-t)T2+t3F2

t=0.25

F1

T1

T2

F2

t=1.0

t=0.0

Page 66: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

The Bézier Curve (2)

Quick to calculate Precise control over end tangents Smooth

C0 and C1 continuity are easy to achieve C2 also possible, but not required here

Requires three control points per curve (assume F2 is F1 of next segment)

Far fewer segments than linear

Page 67: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Bézier Variants

Store 2F2-T2 instead of T2

Equals next segment T1 for smooth curves

Store F1-T1 and T2-F2 vectors instead Same trick as above – reduces data stored Called a “Hermite” curve

Catmull-Rom curve Passes through all control points

Page 68: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Catmull-Rom Curve

Defined by 4 points. Curve passes through middle 2 points.

P = C3t3 + C2t2 + C1t + C0

C3 = -0.5 * P0 + 1.5 * P1 - 1.5 * P2 + 0.5 * P3 C2 = P0 - 2.5 * P1 + 2.0 * P2 - 0.5 * P3 C1 = -0.5 * P0 + 0.5 * P2 C0 = P1

Page 69: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Non-Uniform Curves

Each segment stores a start time as well Time + control value(s) = “knot” Segments can be different durations Knots can be placed only where needed

Allows perfect discontinuities Fewer knots in smooth parts of animation

Add knots to guarantee curve values Transition points between animations “Golden poses”

Page 70: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Looping and Continuity

Ensure C0 and C1 for smooth motion At loop points At transition points

Walk cycle to run cycle C1 requires both animations are

playing at the same speed Reasonable requirement for anim system

Page 71: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Playing Animations

“Global time” is game-time Animation is stored in “local time”

Animation starts at local time zero Speed is the ratio between the two

Make sure animation system can change speed without changing current local time

Usually stored in seconds Or can be in “frames” - 12, 24, 30, 60 per

second

Page 72: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Scrubbing

Sample an animation at any local time Important ability for games

Footstep planting Motion prediction AI action planning Starting a synchronized animation

Walk to run transitions at any time

Avoid delta-compression storage methods Very hard to scrub or play at variable speed

Page 73: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Delta Compression

Delta compression is a way of storing or transmitting data in the form of differences between sequential data rather than complete files.

The differences are recorded in discrete files called deltas or diffs.

Because changes are often small (only 2% total size on average), it can greatly reduce data redundancy.

Collections of unique deltas are substantially more space-efficient than their non-encoded equivalents.

Page 74: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Animation Blending

The animation blending system allows a model to play more than one animation sequence at a time, while seamlessly blending the sequences

Used to create sophisticated, life-like behavior Walking and smiling Running and shooting

Page 75: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Blending Animations

The Lerp Quaternion Blending Methods Multi-way Blending Bone Masks The Masked Lerp Hierarchical Blending

Page 76: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

The Lerp

Foundation of all blending “Lerp”=Linear interpolation Blends A, B together by a scalar weight

lerp (A, B, i) = iA + (1-i)B i is blend weight and usually goes from 0 to 1

Translation, scale, shear lerp are obvious Componentwise lerp

Rotations are trickier – normalized quaternions is usually the best method.

Page 77: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Quaternion Blending

Normalizing lerp (nlerp) Lerp each component Normalize (can often be approximated) Follows shortest path Not constant velocity Multi-way-lerp is easy to do Very simple and fast

Many others: Spherical lerp (slerp) Log-quaternion lerp (exp map)

Page 78: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Which is the Best

No perfect solution! Each missing one of the features All look identical for small interpolations

This is the 99% case Blending very different animations looks

bad whichever method you use Multi-way lerping is important So use cheapest - nlerp

Page 79: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Multi-way Blending

Can use nested lerps lerp (lerp (A, B, i), C, j) But n-1 weights - counterintuitive Order-dependent

Weighted sum associates nicely (iA + jB + kC + …) / (i + j + k + … ) But no i value can result in 100% A

More complex methods Less predictable and intuitive Can be expensive

Page 80: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Bone Masks

Some animations only affect some bones Wave animation only affects arm Walk affects legs strongly, arms weakly

Arms swing unless waving or holding something Bone mask stores weight for each bone

Multiplied by animation’s overall weight Each bone has a different effective weight Each bone must be blended separately

Bone weights are usually static Overall weight changes as character changes

animations

Page 81: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

The Masked Lerp

Two-way lerp using weights from a mask Each bone can be lerped differently

Mask value of 1 means bone is 100% A Mask value of 0 means bone is 100% B Solves weighted-sum problem

(no weight can give 100% A) No simple multi-way equivalent

Just a single bone mask, but two animations

Page 82: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Hierarchical Blending

Combines all styles of blending A tree or directed graph of nodes Each leaf is an animation Each node is a style of blend

Blends results of child nodes Construct programmatically at load time

Evaluate with identical code each frame Avoids object-specific blending code Nodes with weights of zero not evaluated

Page 83: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Motion Extraction

Moving the Game Instance Linear Motion Extraction Composite Motion Extraction Variable Delta Extraction The Synthetic Root Bone Animation Without Rendering

Page 84: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Moving the Game Instance

Game instance is where the game thinks the object (character) is

Usually just pos, orientation and bounding box

Used for everything except rendering Collision detection Movement It’s what the game is!

Must move according to animations

Page 85: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Linear Motion Extraction

Find position on last frame of animation Subtract position on first frame of animation Divide by duration Subtract this motion from animation frames During animation playback, add this delta

velocity to instance position Animation is preserved and instance moves Do same for orientation

Page 86: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Problems

Only approximates straight-line motion Position in middle of animation is wrong

Midpoint of a jump is still on the ground! What if animation is interrupted?

Instance will be in the wrong place Incorrect collision detection

Purpose of a jump is to jump over things!

Page 87: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Composite Motion Extraction

Approximates motion with circular arc Pre-processing algorithm finds:

Axis of rotation (vector) Speed of rotation (radians/sec) Linear speed along arc (metres/sec) Speed along axis of rotation (metres/sec)

e.g. walking up a spiral staircase

Page 88: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Benefits and Problems

Very cheap to evaluate Low storage costs Approximates a lot of motions well Still too simple for some motions

Mantling ledges Complex acrobatics Bouncing

Page 89: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Variable Delta Extraction

Uses root bone motion directly Sample root bone motion each frame Find delta from last frame Apply to instance pos+orn Root bone is ignored when rendering

Instance pos+orn is the root bone

Page 90: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Benefits

Requires sampling the root bone More expensive than CME

Can be significant with large worlds Use only if necessary, otherwise use CME

Complete control over instance motion Uses existing animation code and data

No “extraction” needed

Page 91: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

The Synthetic Root Bone

All three methods use the root bone But what is the root bone? Where the character “thinks” they are

Defined by animators and coders Does not match any physical bone

Can be animated completely independently Therefore, “synthetic root bone” or SRB

Page 92: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

The Synthetic Root Bone (2)

Acts as point of reference SRB is kept fixed between animations

During transitions While blending

Often at centre-of-mass at ground level Called the “ground shadow” But tricky when jumping or climbing – no ground!

Or at pelvis level Does not rotate during walking, unlike real pelvis

Or anywhere else that is convenient

Page 93: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Animation Without Rendering

Not all objects in the world are visible But all must move according to anims Make sure motion extraction and replay

is independent of rendering Must run on all objects at all times

Needs to be cheap! Use LME & CME when possible VDA when needed for complex animations

Page 94: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Mesh Deformation

Find Bones in World Space Find Delta from Rest Pose Deform Vertex Positions Deform Vertex Normals

Page 95: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Find Bones in World Space

Animation generates a “local pose” Hierarchy of bones Each relative to immediate parent

Start at root Transform each bone by parent bone’s world-

space transform Descend tree recursively Now all bones have transforms in world

space “World pose”

Page 96: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Find Delta from Rest Pose

Mesh is created in a pose Often the “da Vinci man” pose for humans Called the “rest pose”

Must un-transform by that pose first Then transform by new pose

Multiply new pose transforms by inverse of rest pose transforms

Inverse of rest pose calculated at mesh load time

Gives “delta” transform for each bone

Page 97: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Deform Vertex Positions

Deformation usually performed on GPU Delta transforms fed to GPU

Usually stored in “constant” space Vertices each have n bones n is usually 4

4 bone indices 4 bone weights 0-1 Weights must sum to 1

Page 98: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Deform Vertex Positions (2)

vec3 FinalPosition = {0,0,0};for ( i = 0; i < 4; i++ ){ int BoneIndex = Vertex.Index[i]; float BoneWeight = Vertex.Weight[i]; FinalPosition += BoneWeight * Vertex.Position * PoseDelta[BoneIndex]);}

Page 99: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Deform Vertex Normals

Normals are done similarly to positions But use inverse transpose of delta

transforms Translations are ignored For pure rotations, inverse(A)=transpose(A) So inverse(transpose(A)) = A For scale or shear, they are different

Normals can use fewer bones per vertex Just one or two is common

Page 100: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Inverse Kinematics

FK & IK Single Bone IK Multi-Bone IK Cyclic Coordinate Descent Two-Bone IK IK by Interpolation

Page 101: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

FK & IK

Most animation is “forward kinematics” Motion moves down skeletal hierarchy

But there are feedback mechanisms Eyes track a fixed object while body moves Foot stays still on ground while walking Hand picks up cup from table

This is “inverse kinematics” Motion moves back up skeletal hierarchy

Page 102: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Single Bone IK

Orient a bone in given direction Eyeballs Cameras

Find desired aim vector Find current aim vector Find rotation from one to the other

Cross-product gives axis Dot-product gives angle

Transform object by that rotation

Page 103: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Multi-Bone IK

One bone must get to a target position Bone is called the “end effector”

Can move some or all of its parents May be told which it should move first

Move elbow before moving shoulders May be given joint constraints

Cannot bend elbow backwards

Page 104: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Cyclic Coordinate Descent

Simple type of multi-bone IK Iterative

Can be slow May not find best solution

May not find any solution in complex cases But it is simple and versatile

No precalculation or preprocessing needed

Page 105: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Cyclic Coordinate Descent (2)

Start at end effector Go up skeleton to next joint Move (usually rotate) joint to minimize

distance between end effector and target Continue up skeleton one joint at a time If at root bone, start at end effector again Stop when end effector is “close enough” Or hit iteration count limit

Page 106: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Cyclic Coordinate Descent (3)

May take a lot of iterations Especially when joints are nearly

straight and solution needs them bent e.g. a walking leg bending to go up a step 50 iterations is not uncommon!

May not find the “right” answer Knee can try to bend in strange directions

Page 107: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Two-Bone IK

Direct method, not iterative Always finds correct solution

If one exists Allows simple constraints

Knees, elbows Restricted to two rigid bones with a rotation

joint between them Knees, elbows!

Can be used in a cyclic coordinate descent

Page 108: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Two-Bone IK (2)

Three joints must stay in user-specified plane e.g. knee may not move sideways

Reduces 3D problem to a 2D one Both bones must remain same length Therefore, middle joint is at intersection of two

circles Pick nearest solution to current pose Or one solution is disallowed

Knees or elbows cannot bend backwards

Page 109: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Two-Bone IK (3)

Allowedelbow

position

Shoulder

Wrist

Disallowedelbow

position

Page 110: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

IK by Interpolation

Animator supplies multiple poses Each pose has a reference direction

e.g. direction of aim of gun Game has a direction to aim in Blend poses together to achieve it Source poses can be realistic

As long as interpolation makes sense Result looks far better than algorithmic IK with

simple joint limits

Page 111: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

IK by Interpolation (2)

Result aim point is inexact Blending two poses on complex

skeletons does not give linear blend result

Can iterate towards correct aim Can tweak aim with algorithmic IK

But then need to fix up hands, eyes, head Can get rifle moving through body

Page 112: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Attachments

e.g. character holding a gun Gun is a separate mesh Attachment is bone in character’s skeleton

Represents root bone of gun Animate character Transform attachment bone to world space Move gun mesh to that pos+orn

Page 113: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Attachments (2)

e.g. person is hanging off bridge Attachment point is a bone in hand

As with the gun example But here the person moves, not the bridge Find delta from root bone to attachment bone Find world transform of grip point on bridge Multiply by inverse of delta

Finds position of root to keep hand gripping

Page 114: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Collision Detection

Most games just use bounding volume Some need perfect triangle collision

Slow to test every triangle every frame Precalculate bounding box of each bone

Transform by world pose transform Finds world-space bounding box

Test to see if bbox was hit If it did, test the tris this bone influences

Page 115: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Conclusions

Use quaternions Matrices are too big, Eulers are too evil

Memory use for animations is huge Use non-uniform spline curves

Ability to scrub anims is important Multiple blending techniques

Different methods for different places Blend graph simplifies code

Page 116: CSCE 590E Spring 2007 Animation By Jijun Tang. Rendering Primitives Strips, Lists, Fans Indexed Primitives The Vertex Cache Quads and Point Sprites.

Conclusions (2)

Motion extraction is tricky but essential Always running on all instances in world Trade off between cheap & accurate Use Synthetic Root Bone for precise

control Deformation is really part of rendering

Use graphics hardware where possible IK is much more than just IK algorithms

Interaction between algorithms is key