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Princeton COS 426 - Kinematics

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1KinematicsTom FunkhouserPrinceton UniversityC0S 426, Fall 2006Computer Animation• What is animation? Make objects change over time according to scripted actions• What is simulation? Predict how objects change over timeaccording to physical lawsUniversity of IllinoisPixarComputer AnimationPixarComputer Animation• Animation pipeline 3D modeling Motion specification Motion simulation  Shading, lighting, & rendering PostprocessingPixarComputer Animation• Animation pipeline 3D modeling Motion specification Motion simulation Shading, lighting, & rendering PostprocessingPixarOutline• Articulated figures • Keyframe animation• Kinematics• Dynamics• GuidelinesAngel Plate 12Articulated Figures• Character poses described by set of rigid bodies connected by “joints”Angel Figures 8.8 & 8.9BaseArmHandScene GraphArticulated FiguresRose et al. `96• Well-suited for humanoid charactersRootLHipLKneeLAnkleRHipRKneeRAnkleChestLCollarLShldLElbowLWristLCollarLShldLElbowLWristNeckHeadArticulated FiguresMike Marr, COS 426, Princeton University, 1995• Joints provide handles for moving articulated figureOutline• Articulated figures  Keyframe animation• Kinematics• Dynamics• GuidelinesAngel Plate 1Keyframe Animation• Define character poses at specific time stepscalled “keyframes”Lasseter `87Keyframe Animation• Interpolate variables describing keyframes to determine poses for character “in-between”Lasseter `873Keyframe Animation• Inbetweening: Linear interpolation - usually not enough continuityH&B Figure 16.16 Linear interpolationKeyframe Animation• Inbetweening: Spline interpolation - maybe good enoughH&B Figure 16.11 Keyframe Animation• Inbetweening: Cubic spline interpolation - maybe good enough» May not follow physical lawsLasseter `87 Keyframe Animation• Inbetweening: Cubic spline interpolation - maybe good enough» May not follow physical lawsLasseter `87 Example: Walk Cycle• Articulated figure:Watt & Watt Example: Walk Cycle• Hip joint orientation:Watt & Watt4Example: Walk Cycle• Knee joint orientation:Watt & Watt Example: Walk Cycle• Ankle joint orientation:Watt & Watt Example: RobotMihai Parparita, COS 426, Princeton University, 2003Example: Ice Skating(Mao Chen, Zaijin Guan, Zhiyan Liu, Xiaohu Qie,CS426, Fall98, Princeton University)Outline• Articulated figures • Keyframe animation Kinematics• Dynamics• GuidelinesAngel Plate 1Animating Motion• Kinematics Considers only motion• Dynamics Considers underlying forces Compute motion from initial conditions and physics5Example: 2-Link Structure• Two links connected by rotational jointsΘ1Θ2X = (x,y)21(0,0)“End-Effector”Forward Kinematics• Animator specifies joint angles: Θ1 and Θ2• Computer finds positions of end-effector: X))sin(sin),cos(cos(2121121211Θ+Θ+ΘΘ+Θ+Θ= llllXΘ1Θ2X = (x,y)21(0,0)Forward Kinematics• Joint motions can be specified by spline curvesΘ1Θ2X = (x,y)21(0,0)Θ2Θ1tForward Kinematics• Joint motions can be specified by initial conditions and velocitiesΘ1Θ2X = (x,y)21(0,0)1.02.1250)0(60)0(2121−=Θ=Θ=Θ=ΘdtddtdExample: 2-Link Structure• What if animator knows position of “end-effector”Θ1Θ2X = (x,y)21(0,0)“End-Effector”Inverse Kinematics• Animator specifies end-effector positions: X• Computer finds joint angles: Θ1 and Θ2:xllylyllxl))cos(())sin(())cos(()sin((22122221221Θ++ΘΘ++Θ−=ΘΘ1Θ2X = (x,y)21(0,0) −−+=Θ−2122212212cosllllxx26Inverse Kinematics• End-effector postions can be specified by spline curvesΘ1Θ2X = (x,y)21(0,0)yxtInverse Kinematics• Problem for more complex structures System of equations is usually under-defined Multiple solutionsΘ1Θ221(0,0)X = (x,y)3Θ3Three unknowns: Θ1, Θ2 , Θ3Two equations: x, yInverse Kinematics• Solution for more complex structures: Find best solution (e.g., minimize energy in motion) Non-linear optimizationΘ1Θ221(0,0)X = (x,y)3Θ3Example: Ball BoyFujito, Milliron, Ngan, & SanockiPrinceton University“Ballboy”Example: Toy Story IIPixarSummary of Kinematics• Forward kinematics Specify conditions (joint angles) Compute positions of end-effectors• Inverse kinematics “Goal-directed” motion Specify goal positions of end effectors Suitable for in-betweeningInverse kinematics provides easier specification for many animation tasks,but it is computationally more difficultInverse kinematics provides easier specification for many animation tasks,but it is computationally more difficult7Outline• Articulated figures • Keyframe animation• Kinematics DynamicsAngel Plate 1Dynamics• Simulation of physics insures realism of motionLasseter `87Spacetime Constraints• Animator specifies constraints: What the character’s physical structure is» e.g., articulated figure What the character has to do» e.g., jump from here to there within time t What other physical structures are present» e.g., floor to push off and land How the motion should be performed» e.g., minimize energySpacetime Constraints• Computer finds the “best” physical motion satisfying constraints• Example: particle with jet propulsion x(t) is position of particle at time t f(t) is force of jet propulsion at time t Particle’s equation of motion is: Suppose we want to move from a to b within t0to t1 with minimum jet fuel:0''=−−mgfmxdttftt102)(Minimize subject to x(t0)=a and x(t1)=bWitkin & Kass `88Spacetime Constraints• Discretize time steps:02''211=−− +−=−+mgfhxxxxmiiiii2iifhMinimize subject to x0=a and x1=b21112'''hxxxxhxxxiiiiiii−+−+−=−=Witkin & Kass `88Spacetime Constraints• Solve with iterative optimizationmethodsWitkin & Kass `888Spacetime Constraints• Advantages: Free animator from having to specify details of physically realistic motion with spline curves Easy to vary motions due to new parameters and/or new constraints• Challenges: Specifying constraints and objective functions Avoiding local minima during optimizationSpacetime Constraints• Adapting motion:Witkin & Kass `88Heavier BaseOriginal JumpSpacetime Constraints• Adapting motion:Witkin & Kass `88HurdleSpacetime Constraints• Adapting motion:Witkin & Kass `88Ski JumpSpacetime Constraints• Advantages: Free animator from having to specify details of physically realistic motion with spline curves Easy


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Princeton COS 426 - Kinematics

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