Lecture 1: introduction Introduction to basic techniques in Computer Animation Motion capture & synthesis, facial animation, IK, … Introduction to research topics Giving presentations Reading and evaluating research papers Writing an essay about an animation topic Hands-on experience with motion capture Short animation movie production Grading: Presentation (P) Animation movie (M) (and an Oscar for the winning movie ) Essay (E) Final grade = 0.3*P + 0.3*M + 0.4*E ▪ Condition: E >= 5 Attendance of the sessions is mandatory Papers/presentations: Papers are presented in teams of two Multiple presentations per session 15-20 minutes per presentation 10 minutes evaluation/discussion Evaluation forms 15-20 minutes (divide slides over team members) Presentation should discuss the contents of the paper What is it about, what is the contribution, what are the drawbacks of the proposed method… After the presentation, there is time for discussion/questions (10 minutes) Last slide should contain 2-3 discussion points Presentations will be evaluated by all using a grading and evaluation form. Content Visual aids Delivery Ability to answer questions Presentation grade will be given to you the next session. Introduction Background Paper content Contributions of the method Drawbacks of the method Conclusion Discussion points Preparing the presentation Read the paper thoroughly Read a few of the background papers to place the research Identify advantages, drawbacks, and discussion points Collect images/movies Contact the author in case of specific questions! Do a ‘test-drive’ at home to check the presentation is not too long or too short Tips for showing movies: VLC player Or: use Windows Movie Maker Please make sure that your movies work properly on your laptop! You may also use the computer in the lecture room instead, but check that your presentation works as it should! Alternative to PowerPoint: Reveal.js To be done in teams of 4/5 Assignment: short animation movie Make a storyboard and a previz movie Record the animations in the mocap lab Animate one or more characters and make a nice rendering Tools: MotionBuilder + Maya We have a number of 3D models of characters Look on the Internet for additional resources Planning of the motion capture lab visit BBG building, room K61 (basement) Show movies during last session! Essay: Between 4500-5000 words, including references Can be on any topic related to animation ▪ Motion capture ▪ Motion synthesis (graphs etc.) ▪ Facial animation ▪ Hand animation ▪ Animation & interaction (gestures etc.) ▪ Animation & emotions ▪ Skinning Check the website regularly for updates: http://www.cs.uu.nl/docs/vakken/mcanim Animate = “Give life to” Adding the dimension of time to graphics Animator specifies movement of objects through time and space Computer-assisted animation 2D & 2 1/2 D Inbetweening Inking, virtual camera, managing data, etc Beauty and the Beast, Antz Computer generated animation Low level techniques ▪ Precisely specifying motion High level techniques ▪ Describe general motion behavior Toy Story, Frozen, Inside Out, Shrek Low-level techniques Shape interpolation Helps the animator fill in the details of the motion given enough information Animator has a fairly specific idea of target motion High-level techniques Generate a motion given a set of rules or constraints Object motion is controlled by a model/algorithm Fairly sophisticated computation, such as physically-based motion Another way of looking at this: level of abstraction Very low-level: animator colours every pixel individually in every frame Very-high level: tell the computer “make a movie about a dog” Challenge lies in developing tools that allow animators to animate on different levels Eye/brain assembles images and interprets them as continuous movement Persistence of vision: sequence of still images shown at a fast enough rate to induce sensation of continuous imagery Eye retains visual imprint once stimulus is removed “positive afterimages” Persistence of motion is the sensation that something is moving. It is not the same as the persistence of vision. Motion is perceived but not necessarily due to a succession of still images, e.g., lights on a movie marquee Phi phenomenon is the optical illusion that when two lights are rapidly turned on and off in succession something appears to move backwards and forwards between them while the lights stay stationary Beta Movement is an optical illusion whereby a series of static lights on a screen creates the illusion of a smoothly flowing scene. Max Wertheimer, 1912 One of the co-founders of Gestalt psychology Flicker: the image flickers when persistence of vision does not occur When the perception of continuous imagery fails to be created, the display is said to flicker. Critical flicker frequency is the rate at which the images must be shown in order to maintain persistence of vision. Different things that affect it are: room lighting, viewing distance, etc. The critical flicker frequency determines the lower bound on the playback rate. Lower bound: Critical flicker frequency: lower limits for establishing the perception of continuous imagery Playback/refresh rate: number of images displayed per second Upper bound: Upper limits the eye can perceive motion, if an object moves too quickly Motion blur: the receptors in the eye will not be able to respond fast enough for the brain to distinguish sharply defined, individual detail and motion blur occurs. Sampling rate 0 1/30 sec Reality 0 1/60 sec 1/30 sec Entire motion of the object is missed because sampling rate is too low to capture the fast motion of the object Displaying a rapidly moving object by a single instantaneous sample results in jerky motion similar to that of live action under a strobe light (and this is often called strobing). Conventional animation has developed its own techniques for representing fast motion. Speed lines can be added to moving objects Objects can be stretched in the direction of travel, or both speed lines and object stretching can be used Human eye: If the eye is not tracking the object and the object moves across the field of view, receptors will receive various samples from the environment integrated together, forming a cumulative effect in the eye-brain Movie camera will open its shutter for an interval of time, and an object moving across the field of view will create a blurred image on that frame of the film Synthetic camera can (and should) consider a frame to be an interval of time instead of an instance in time. Accurately calculating the effect of moving objects in an image requires a nontrivial amount of computation. Two important rates: Playback/refresh rate: number of images displayed per second ▪ Related to flicker Sampling/update rate: number of distinct images that occur per second ▪ How jerky the motion will appear e.g. Saturday morning cartoons have a sampling rate of 6 frames per second (fps) but each image is repeated five times, so the playback rate is 30 fps. History of frame rate: https://www.youtube.com/watch?v=mjYjFEp9Yx0 Persistence of vision: discovered in the 1800s. Zoetrope Flipbook Thaumatrope Eadweard Muybridge “Animal Locomotion” - 1887 “Animals in Motion” - 1899 “The Human Figure in Motion” - 1901 End of the 19th century introduced moving image by using a projector. Magic Lantern and shadow puppets Zoopraxiscope (zoetrope + projector) Kinetograph/kinetoscope (Edison and Dickson, 1988) First motion picture camera/viewer Cinematograph Lumiere brothers, 1895 Arrival of a Train at La Ciotat, 1896 Animation movie pioneers J. Stuart Blackton (smoke effect, 1900) ▪ First animated cartoon in 1906 ▪ Used a chalkboard for drawing and erasing frames Emile Cohl (Fantasmogorie, 1908) Winsor McCay (Little Nemo, 1911) ▪ Each image redrawn on rice paper and then filmed Major technical developments by John Bray (1910): compositing multiple layers of drawings into a final image (celluloid) using grayscale Drawing background on long sheet of paper for panning Max Fleischer (Betty Boop), Walter Lantz (Woody Woodpecker) Fleischer patented rotoscoping in 1915 First animated character: Felix the Cat (Otto Messmer) in early 1920s. Disney came around end 1920s, introducing a number of innovations Storyboards Pencil sketches for reviewing motion Multiplane camera Using sound & colour Move scene layers independently of camera Six directions of movement for each plane Powerful tool: More effective zoom ▪ Move foreground image to the side Parallax effect ▪ Moving planes at different rates Adding depth cues ▪ Blur the images on more distant planes Introduce motion blur by fast moving planes Sound was added for the first time in Steamboat Willie (1928) Disney promoted idea that mind of the character was the driving force of the action Analysis of real-life motion Computer animation is often compared to stop motion animation Puppet animation ▪ Willis O’Brian (King Kong) ▪ Ray Harryhausen (Mighty Joe Yong, Jason and the Argonauts) Claymation Sand animation Physical object is manipulated, image captured, repeat Preliminary story Story board Detailed story Key Frames Test shot Pencil test Inbetweening Inking Coloring Computer Animation basically follows this pipeline Lasseter translated traditional principles of animation to computer animation (1980s) Lasseter is conventionally trained animator ▪ Worked at Disney before going to Pixar ▪ Chief creative officer Pixar ▪ Many celebrated animations ▪ Toy story, Wall-e, Frozen, Inside Out Pixar Luxo Jr. (1986) Red's Dream (1987) Tin Toy (1988) first computer animation to win an Academy Award Knick Knack (1989) In Research labs (from 1970s) New York Institute of Technology (NYIT) Gumby (Presented at SIGGRAPH '84 & '85 Electronic Theatres) Still frame from Gumby animation by Hank Grebe and Dick Lundin, 1984. University of Utah Films on walking and talking figure Animated hand and animated face (Ed Catmull (president of Pixar now), 1972) (Fred Parke, Talking face, 1974) University of Pennsylvania Human figure animation (Norm Badler, 1975) MIRALab, Geneva Virtual Humans (Daniel & Nadia Thalmann, 1980s) Future World (1976) Star Wars (1977) Tron (1982, MAGI) Supposed to look like a computer The Last Starfighter (1984) Use CG in place of models Willow (1988, ILM) Morphing video First digital blue screen matte extraction The Abyss (1989, ILM) Lawnmower man (1992, Xaos, Angel Studios) Hollywood’s view of VR Jurassic Park (1993, ILM) Forrest Gump (1994, Digital Domain) Insert CG ping pong ball Babe (1995, Rhythm & Hues) Move mouths of animals & fill in background Toy Story (1995, Pixar & Disney) First full length fully CG 3D animation Reboot (1995, Limelight Ltd. BLT Productions) Similar intention of “inside computer” First fully 3D Sat. morning cartoon Babylon 5 (1995) Routinely used CG models as regular features Simpsons (1995 PDI) Final fantasy (2001) Fully 3D simulated environment Lord of the Rings (20012003) One of the first movies using crowds (Massive) Avatar (2009) Benjamin Button (2008) Prometheus (2012) Benjamin Button https://www.youtube.com/watch?v=qYss9eR7ewc Avatar https://www.youtube.com/watch?v=L6JXUoWeZ7Q L.A. Noire https://www.youtube.com/watch?v=q2EG5J05048 Milestones of the animation industry in the 20th Century http://www.awn.com/mag/issue4.10/4.10pages/cohenmile stones6.php3 Brief History of NYIT Computer Graphics Lab http://www.cs.cmu.edu/~ph/nyit/masson/nyit.html Rick Parent http://www.cse.ohio-state.edu/~parent http://old.siggraph.org/education/materials/HyperGraph/a nimation/rick_parent/Intr.html