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Introduction Computer Graphics

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					Computer Animation
 CSE169: Computer Animation
   Instructor: Steve Rotenberg
           UCSD, Winter 2004
CSE169 (was 190B)
   Computer Animation Programming
   Instructor: Steve Rotenberg
    steve@graphics.ucsd.edu
   TA: Nick Gebbie
   Lecture: Center Hall 222 (TTh 6:30-7:50pm)
   Office: AP&M 3349A (TTh 5-6pm)
   Lab: AP&M 2444
   Web page:
    http://graphics.ucsd.edu/courses/cse169_w04/index.html
Prerequisites
   CSE167 or equivalent introduction to computer
    graphics
   Familiarity with:
       Vectors (dot products, cross products…)
       Matrices (4x4 homogeneous transformations)
       Polygon rendering
       Basic lighting (normals, Gouraud, Phong…)
       OpenGL, Direct3D, Java3D, or equivalent
       C++ or Java
       Object oriented programming
       Basic physics
Undergraduate Computer Graphics at UCSD

   CSE 167: Introduction to Computer Graphics
   CSE 168: Rendering Algorithms
   CSE 169: Computer Animation
Reading
   Papers
   Chapters
   Suggested books
       3D Computer Graphics: A Mathematical
        Introduction with OpenGL (Buss)
       Advanced Animation and Rendering
        Techniques (Watt & Watt)
Angel Studios
   Movies:
        The Lawnmower Man
        Enertopia (stereoscopic IMAX)
   Videos: Peter Gabriel‟s “Kiss That Frog”
   Games:
        Midnight Club 1 & 2 (PS2, XBox)
        Transworld Surf (PS2, XBox, GameCube)
        Smuggler‟s Run 1 & 2 (PS2, XBox, GameCube)
        Midtown Madness 1 & 2 (PC)
        Savage Quest (Arcade)
        Test Drive Offroad: Wide Open (PS2)
        N64 version of Resident Evil 2 (N64)
        Ken Griffey Jr.‟s Slugfest (N64)
        Major League Baseball Featuring Ken Griffey Jr. (N64)
   Sold to Take Two Interactive (Rockstar) in November, 2002
Angel Games
Programming Projects
   Project 1: Due Beginning of Week 3
       Skeleton Hierarchy: Load a .skel file and display a 3D pose-able
        skeleton
   Project 2: Due Beginning of Week 5
       Skin: Load .skin file and attach to the skeleton
   Project 3: Due Beginning of Week 7
       Animation: Load .anim file and play back a key-framed animation on the
        skeleton
   Project 4: Due Beginning of Week 10 (Choose one of the following)
       Cloth: Implement a simple cloth simulation
       Fancy Particles: Implement a particle system with collision detection
        and some fancy forces
       Locomotion & Inverse Kinematics: Implement an IK algorithm and use it
        to achieve a walking character
       Rigid Bodies: Implement a simple rigid body system with collisions
       Choose your own project (but talk to me first)
Grading
   15% Project 1
   15% Project 2
   15% Project 3
   20% Project 4
   15% Midterm
   20% Final
Course Outline
1.    Introduction                 12.   Particle Systems
2.    Skeletons                    13.   Collision Detection
3.    Skinning                     14.   Clothing & Hair Simulation
4.    Keyframes                    15.   Rigid Bodies
5.    Facial Animation             16.   Character Dynamics
6.    Advanced Skinning & Facial   17.   Deformable Bodies & Advanced
      Animation                          Physical Simulation
7.    Inverse Kinematics 1         18.   Behavioral Animation & Artificial
8.    Inverse Kinematics 2               Intelligence
9.    Animation State Machines &   19.   Motion Capture
      Blending                     20.   Demonstrations
10.   Locomotion 1
11.   Locomotion 2
Computer Animation Overview
Applications
   Special Effects (Movies, TV)
   Video Games
   Virtual Reality
   Simulation, Training, Military
   Medical
   Robotics, Animatronics
   Visualization
   Communication
Computer Animation
   Physics (a.k.a. dynamics, simulation,
    mechanics)
   Character animation
   Artificial intelligence
Physics Simulation
   Particles                                  Fluid dynamics
   Rigid bodies                                   Fluid flow (liquids & gasses)
       Collisions, contact, stacking,             Combustion (fire, smoke,
        rolling, sliding                            explosions…)
   Articulated bodies                             Phase changes (melting,
       Hinges, constraints                         freezing, boiling…)
   Deformable bodies (solid                   Vehicle dynamics
    mechanics)                                     Cars, boats, airplanes,
                                                    helicopters, motorcycles…
       Elasticity, plasticity, viscosity
       Fracture                               Character dynamics
       Cloth                                      Body motion, skin & muscle,
                                                    hair, clothing
Character Animation
                                    Animation
   Rigging
                                        Motion playback
       Skeletons
                                             Keyframing
       Skin, face, & deformations           Blending, sequencing
       Visual properties               Motion synthesis
        (materials, lighting…)               Locomotion (walking, flying, swimming,
       Secondary motion                      slithering…)
        (clothing, hair, fur…)               Inverse kinematics
                                             Procedural animation
                                             Warping & retargetting
                                             Physics (inverse dynamics,
                                              optimization…)
                                        Motion input
                                             Motion capture (& other motion input
                                              techniques)
                                             Vision based capture
Artificial Intelligence
   Behavioral animation
   Background characters (flocks, herds,
    armies, crowds…)
   Video game animation
Rigging
   Rigging refers to the construction and setup of an animatable character,
    similar to the idea of building a puppet
   A „rig‟ has numerous degrees of freedom (DOFs) that can be used to
    control various properties
   DOFs can represent things like the rotation of the elbow joint, the
    percentage that an eyelid is open, or any other „animatable‟ property
   The animation system specifies values for these DOFs over time, thus
    animating the rig
   The rig can also have built in secondary animation such as hair and clothing
   The difference between rigging & animation makes a nice conceptual
    separation, and is often reflected in the software architecture
   The rigging system can encapsulate other systems such as the skeleton,
    skinning, facial expressions, clothing, and hair
   The animation system can encapsulate systems such as playback, inverse
    kinematics, dynamics, locomotion, and motion synthesis
Animation Process
while (not finished) {
    MoveEverything();
    DrawEverything();
}



   Interactive vs. Non-Interactive
   Real Time vs. Non-Real Time
Frame Rates
   Film       24 fps
   Imax       48 fps
   NTSC TV    30 fps (interlaced)
   PAL TV     25 fps (interlaced)
   HDTV       60 fps
   Computer   ~60 fps
Frame Rate Issues
   Strobing, temporal aliasing
   Motion blur
   Interlacing
   Double buffering (& tearing)
Animation Tools
   Maya
   3D Studio
   Lightwave
   Filmbox
   Blender

   Many more…
Animation Production
   Conceptual Design
   Production Design
   Modeling
   Materials & Shaders
   Rigging
   Blocking
   Animation
   Lighting
   Effects
   Rendering
   Post-Production
Principles of Animation
   Squash and Stretch
   Timing
   Anticipation
   Staging / Presentation
   Follow Through / Overlapping Actions
   Straight Ahead vs. Pose-to-Pose
   Slow In and Out
   Arcs
   Exaggeration
   Secondary Motion
   Appeal

				
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posted:8/11/2011
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