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movement within scene, movement of camera over time
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much work!
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interactive vs non-interactive
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flight simulation, games
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film and video
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scientific and industrial simulations
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tools for the artist
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character animation
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humans vs animals and robots
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subjective realism
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facial animation
Double Buffering
How to avoid flicker?
Keyframing
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from traditional animation
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cubic splines
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parameters vs time
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curved path through space
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arc-length reparameterization, velocity curves
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direct specification of keyframes
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flexible but time consuming
Inverse Kinematics
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articulated figures
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animator controls `end effectors'
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IK adjusts intermediate joint angles as necessary
Motion Capture
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capture movement of real actors
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playback on CG character using IK
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technology: set of 6 DOF sensors
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problem: editing the motion after recording
Dynamics
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simulation
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laws of physics: F = ma
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solve for a, update position, display, repeat
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particle systems, bouncing balls
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swinging chains and ropes, falling objects
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control problem for humans and animals
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