Kansas State University CIS 636 & 736 Intermediate Topics 2 of 2 Computer Animation: Survey and Intro Reading: chapter 21 of the textbook Lab: None Slides by Rotenberg (UCSD) and Gooch (Northwestern) Prerequisites CIS 636 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 Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Rotenberg, S. & Jarosz, W. http://graphics.ucsd.edu/courses/cse169_w06/ Topics in CGA 1. 2. 3. 4. 5. 6. 7. Introduction 11. Skeletons 12. Quaternions 13. 14. Skinning 15. Facial Animation 16. Advanced Skinning 17. Channels & 18. Keyframes Animation Blending Inverse Kinematics 1 Inverse Kinematics 2 Locomotion Particle Systems Cloth Simulation Collision Detection Rigid Body Physics Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Rotenberg, S. & Jarosz, W. http://graphics.ucsd.edu/courses/cse169_w06/ Angel Games Computer Animation Overview Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Rotenberg, S. & Jarosz, W. http://graphics.ucsd.edu/courses/cse169_w06/ Applications Special Effects (Movies, TV) Video Games Virtual Reality Simulation, Training, Military Medical Robotics, Animatronics Visualization Communication Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Rotenberg, S. & Jarosz, W. http://graphics.ucsd.edu/courses/cse169_w06/ Computer Animation Kinematics Physics (a.k.a. dynamics, simulation, mechanics) Character animation Artificial intelligence Motion capture / data driven animation Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Rotenberg, S. & Jarosz, W. http://graphics.ucsd.edu/courses/cse169_w06/ Animation Process while (not finished) { MoveEverything(); DrawEverything(); } Interactive vs. Non-Interactive Real Time vs. Non-Real Time Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Rotenberg, S. & Jarosz, W. http://graphics.ucsd.edu/courses/cse169_w06/ Character Rigging Skeleton Skin Facial Expressions Muscles Secondary motion: fat, hair, clothing… Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Rotenberg, S. & Jarosz, W. http://graphics.ucsd.edu/courses/cse169_w06/ Character Animation Keyframe Animation Motion Capture Inverse Kinematics Locomotion Procedural Animation Artificial Intelligence Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Rotenberg, S. & Jarosz, W. http://graphics.ucsd.edu/courses/cse169_w06/ Character Animation Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Rotenberg, S. & Jarosz, W. http://graphics.ucsd.edu/courses/cse169_w06/ Physics Simulation Particles Rigid bodies Collisions, contact, stacking, rolling, sliding Articulated bodies Hinges, constraints Deformable bodies (solid mechanics) Elasticity, plasticity, viscosity Fracture Cloth Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Rotenberg, S. & Jarosz, W. http://graphics.ucsd.edu/courses/cse169_w06/ Fluid dynamics Fluid flow (liquids & gasses) Combustion (fire, smoke, explosions…) Phase changes (melting, freezing, boiling…) Vehicle dynamics Cars, boats, airplanes, helicopters, motorcycles… Character dynamics Body motion, skin & muscle, hair, clothing Physics Simulation Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Rotenberg, S. & Jarosz, W. http://graphics.ucsd.edu/courses/cse169_w06/ Animation Tools Maya 3D Studio Lightwave Filmbox Blender Many more… Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Rotenberg, S. & Jarosz, W. http://graphics.ucsd.edu/courses/cse169_w06/ Animation Production Conceptual Design Production Design Modeling Materials & Shaders Rigging Blocking Animation Lighting Effects Rendering Post-Production Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Rotenberg, S. & Jarosz, W. http://graphics.ucsd.edu/courses/cse169_w06/ Resolution & Frame Rates Video: NTSC: 720 x 480 @ 30 Hz (interlaced) PAL: 720 x 576 @ 25 Hz (interlaced) HDTV: 720p: 1280 x 720 @ 60 Hz 1080i: 1920 x 1080 @ 30 Hz (interlaced) 1080p: 1920 x 1080 @ 60 Hz Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Film: Rotenberg, S. & Jarosz, W. 35mm: ~2000 x ~1500 @ 24 Hz http://graphics.ucsd.edu/courses/cse169_w06/ 70mm: ~4000 x ~2000 @ 24 Hz IMAX: ~5000 x ~4000 @ 24-48 Hz Note: Hz (Hertz) = frames per second (fps) Note: Video standards with an i (such as 1080i) are interlaced, while standards with a p (1080p) are progressive scan Rendering There are many ways to design a 3D renderer The two most common approaches are: Traditional graphics pipeline Ray-based rendering With the traditional approach, primitives (usually triangles) are rendered into the image one at a time, and complex visual effects often involve a variety of different tricks With ray-based approaches, the entire scene is stored and then rendered one pixel at a time. Ray based approaches can simulate light more accurately and offer the possibility of significant quality improvements, but with a large cost In this class, we will not be very concerned with rendering, as we will focus mainly on how objects move rather than how they look Source: CSE 169, Computer Animation, UC San Diego Winter, 2006 Rotenberg, S. & Jarosz, W. http://graphics.ucsd.edu/courses/cse169_w06/ Animation Animate = “to give life to” Specify, directly or indirectly, how ‘thing’ moves in time and space Tools Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Two main categories Computer-assisted animation 2D & 2 1/2 D Inbetweening Inking, virtual camera, managing data, etc Computer generated animation Low level techniques Precisely specifying motion High level techniques Describe general motion behavior Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Low level techniques Shape interpolation (in-betweening) Have to know what you want Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ High level techniques Generate motion with set of rules or constraints Physically based motion Source: CS 395, Computer Animation, Northwestern U. http://www.cs.berkeley.edu/~job/Projects/SoundGen/video.html Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Abstraction Animator colors each pixel to Tell computer to “make movie about a dog” Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Perception of Animations Playback rate Sampling or update rate TV: 30 images/second Sat Morning Cartoons: 6 different images per second Each image repeated five times Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Heritage of Animation Persistence of vision: discovered about 1800s Zoetrope or “wheel of life” Flip-book Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Heritage of Animation Camera to make lifeless things move Meleis 1890 using simple tricks Emil Cohl (1857-1938, French) Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Heritage of Animation J. Stuart Blackton (American) Meet Thomas Edison in 1895 Combine drawing and file: “The Enchanted Drawing” Six years later: “Humorous Phases of Funny Faces Animated smoke in 1900; First animated cartoon in 1906 QuickTime™ and a YUV420 codec decompressor are needed to see this picture. Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ QuickTime™ and a YUV420 codec decompressor are needed to see this picture. Heritage of Animation First celebrated Animator Winsor McCay (American) Little nemo Gertie the Dinosaur (1914) QuickTime™ and a YUV420 codec decompressor are needed to see this picture. Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Heritage of Animation First major technical development John Bray /Earl Hurd (1910) Translucent cels (short for celluloid) in compositing multiple layers Use of grey scale (as opposed to B&W) Color short in 1920 John Randolph Bray'sColonel Heeza Lair. Source: CS 395, Computer Animation, Northwestern U. http://www.cs.northwestern.edu/~animation/ Heritage of Animation Out of Bray’s studio Max Fleischer (Betty Boop,, Popeye) Patented rotoscoping in 1915 Draing images on cells by tracing over previously recorded live action Paul Terry (Terrytoons: Mighty Mouse) George Stallings(?) Walter Lantz (Woody Woodpecker) Source: CS 395, Computer Animation, Northwestern U. http://www.cs.northwestern.edu/~animation/ Heritage of Animation Animation as an art form First animated character with personality Felix the cat by Otto Messmer (1920s) Force to reckoned with Sound and Walt Disney Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Disney: Animation as an art form Innovations Story board to review story Pencil sketch to review motion Multi-plane camera stand Color (not first to use color) Sound! Steamboat Willie (1928) Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Multiplane Camera Move scene layers independently of camera http://www.geocities.com/SunsetStrip/Club/9199/Animation/Disney_Multiplane.html MGM and Warner Brothers, etc. Source: CS 395, Computer Animation, Northwestern U. http://www.cs.northwestern.edu/~animation/ Other Media Animation Computer animation is often compared to stop motion animation Puppet animation Willis O’Brian (King Kong) Ray Harryhausen (Might joe Yong, Jason and the Argonauts) Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ QuickTime™ and a YUV420 codec decompressor are needed to see this picture. Other Media Animation Claymation Pinhead animation Sand animation Physical object is manipulated, image captured, repeat Source: CS 395, Computer Animation, Northwestern U. http://www.cs.northwestern.edu/~animation/ Hierachy of film/animation Presentation Act Scene Shot Frame Source: CS 395, Computer Animation, Northwestern U. http://www.cs.northwestern.edu/~animation/ Production of Animation Preliminary story Story board Detailed story Key Frames Test shot Pencil test Inbetweening Inking Coloring Computer Animation basically follows this pipeline Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Computer Animation as Animation Source: CS 395, Computer Animation, Northwestern U. http://www.cs.northwestern.edu/~animation/ Lasseter translated principles of animation as articulated by two of Nine Old Men of Disney to computer animation Lasseter is conventionally trained animator Worked at Disney before going to Pixar Many celebrated animations Knick-knack (oscar-winning) Short History of Computer Animation In Research labs NYIT Still frame from Gumby animation by Hank Grebe and Dick Lundin, 1984. In Research Labs University of Utah University of Pennsylvania Films on walking and talking figure Animated hand and animated face (1972) Human figure animation (Norm Badler) Cornell University architectural walk-throughs (Don Greenberg) Source: CS 395, Computer Animation, Northwestern U. http://www.cs.northwestern.edu/~animation/ History of Computer Animation 1974: Hunger by Rene Jodoin and Peter Foldes 2.5D system, object interpolation Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Current activity Centers University of Toronto's Computer Science Department Simon-Fraser University's Graphics and Mulitmedia Research Lab Georgia Tech's Graphics Visualization and Usability Center Brown Computer Graphics Group Ohio State University's ACCAD Ohio State University's Department of Computer and Information Science George Washington University Graphics Group UC San Diego's Department of Computer Science and Engineering University of North Carolina's Computer Science Department MIT's Media Lab MIT's Laboratory for Computer Science University of Wisconsin at Madison Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ History of Film & Video Companies Mathematical Applications Group, Inc. (MAGI) Information International Inc. (III, or Triple-I) Digital Production Digital Effects Image West Robert Abel and Associates Cranston-Csuri. Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Current Companies Pixar Industrial Light and Magic (ILM) Pacific Data Images (PDI) Disney Xaos Rhythm & Hues Digital Domain Lamb & Company Metrolight Studios Boss Film Studios deGraf/Wahrman R/Greenberg Associates Blue Sky Productions Sony Pictures Cinesite Imageworks Apple…. . Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Animations that paved the way Pixar Luxo Jr. (1986) Red's Dream (1987) Tin Toy (1988) first computer animation to be nominated for an Academy Award first computer animation to win an Academy Award Knick Knack (1989) Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Early CG in film Future World (1976) Star Wars (1977) Lawnmower man (1992, Xaos, Angel Studios) Hollywood’s view of VR 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 Howard the Duck (1986, ILM) Source: CS 395, Computer Animation, Northwestern U. First wire removal Summer, 2006 Gooch, A. The Abyss (1989, ILM) http://www.cs.northwestern.edu/~animation/ More early CG in film Jurassic Park (1993, ILM) Forest Gump (1994, Digital Domain) Babe (1995, Rhythm & Hues) Insert CG ping pong ball Move mouths of animals & fill in background Toy Story (1995, Pixar & Disney) First full length fully CG 3D animation Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Early CG on TV Reboot (1995, Limelight Ltd. BLT Productions) Babylon 5 (1995) Similar intention of “inside computer” First fully 3D Sat. morning cartoon Routinely used CG models as regular features Simpsons (1995 PDI) Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Resources Milestones of the animation industry in the 20th Century http://www.awn.com/mag/issue4.10/4.10pages/cohen milestones.php3 http://www.factindex.com/a/an/animation.html#History%20of%20Animat ion Brief History of NYIT Computer Graphics Lab http://www2.cs.cmu.edu/~ph/nyit/masson/nyit.html Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Resources (con’t.) Timeline from Brown Animation class http://www.cs.brown.edu/courses/cs229/animTimeline.html In-betweening http://alpha.luc.ac.be/~lucp1112/research/CA2001/results.html Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Credits/Resources Rick Parent http://www.cis.ohio-state.edu/~parent/book/Intr.html http://www.cis.ohio-state.edu/~parent/book/outline.html America’s Story http://www.americaslibrary.gov/cgibin/page.cgi/sh/animation/blcktn_2 Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Character Animation Control motion of articulated limbs Skeletal-muscle-skin models Facial animation Representation and Animation of surface detail Hair Clothes Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/ Utah CG History http://silicon-valley.siggraph.org/text/MeetingNotes/Utah.html Source: CS 395, Computer Animation, Northwestern U. Summer, 2006 Gooch, A. http://www.cs.northwestern.edu/~animation/