Week06 Lecture

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    Topic 5.

    Some extra effects

    Sampling, Aliasing , Anti-aliasing Al

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    Manifestations of Aliasing

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    Supersampling

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    No Antialiasing

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    Antialiasing with 16 samples per pixel

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    Topic 6.

    Computer Animation Keyframe animation

    Forward kinematics

    Inverse kinematics Motion capture

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    Keyframe Animation

    Basic Idea: Define model parameter at key frames

    and interpolate (often using cubic splines)

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    Designing Plausible Motions

    It is quite easy to end up with a physically impossible

    motion

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    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

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    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.)

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    Topic 6.

    Computer Animation Keyframe animation

    Forward kinematics

    Inverse kinematics Motion capture

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    Specifying & Interpolating Keyframes

    Instead of painstakingly specifying every little

    motion, specify very few keyframes (or just initial &

    goal)

    Interpolations are done automatically

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    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

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    Forward Kinematics

    Goals: Determine space of possible motions

    Parameterize it

    Establish a mapping from joint angles to positions

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    Forward Kinematics

    Goals: Determine space of possible motions

    Parameterize it

    Establish a mapping from joint angles to positions

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    End-Effector Space (aka Configuration

    Space)

    What is the set of points that are reachable by this

    2-axis structure?

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    End-Effector Space (aka Configuration

    Space)

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    End-Effector Space (aka Configuration

    Space)

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    End-Effector Space (aka Configuration

    Space)

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    Motion in Joint Space vs. Configuration

    Space

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    Motion in Joint Space vs. Configuration

    Space

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    Key-Framing with Forward Kinematics

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    Key-Framing with Forward Kinematics

    Pros: Very easy to specify & implement

    Cons:

    Often we care more about where the charactershould 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)

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    Key-Framing with Forward Kinematics

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    Topic 6.

    Computer Animation

    Keyframe animation

    Forward kinematics

    Inverse kinematics Motion capture

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    Key-Framing with Inverse Kinematics

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    Inverse Kinematics: Difficulties

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    Inverse Kinematics: Difficulties

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    Inverse Kinematics: Difficulties

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    Numerical Inverse Kinematics

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    Numerical Inverse Kinematics

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    Inverse Kinematics & the Jacobian

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    Inverse Kinematics & the Jacobian

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    Inverse Kinematics Using the Jacobian

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    Inverse Kinematics Using the Jacobian

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    Topic 6.

    Computer Animation

    Keyframe animation

    Forward kinematics

    Inverse kinematics Motion capture

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    Marker Based Motion Capture

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