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State-of-the-art in Computer Animation: Proceedings of Computer Animation ’89 PDF

223 Pages·1989·12.44 MB·English
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Cover Picture: From Tin Toy by John Lasseter, Williams Reeves, and Eben Ostby. © Pixar 1988 N. Magnenat -Thalmann D. Thalmann (Eds.) State-of-the-art in Computer Animation Proceedings of Computer Animation '89 With 101 Figures 35 of them in Color Springer -Verlag Tokyo Berlin Heidelberg New York London Paris Prof. NADIA MAGNENAT-THALMANN Centre Universitaire d'Informatique 12, rue du Lac CH 1207 Geneva Switzerland Prof. DANIEL THALMANN Computer Graphics Lab. Swiss Federal Institute of Technology CH 1015 Lausanne Switzerland ISBN -13 : 978-4-431-68295-0 e-ISBN- 13 : 978-4-431-68293-6 001: 10.1007/978-4-431-68293-6 Library of Congress Cataloging-in-Publication Data Computer Animation '89 (1989 : Geneva, Switzerland) State-of-the-art in computer animation. Includes bibliographies and index. 1. Computer animation - Congresses. 2. Computer graphics - Congresses. I. Magnenat-Thalmann, Nadia, 1946- . II. Thalmann, Daniel. m. Title. TR897.5.C655 1989760 89-11269 ISBN-13:978-4-431-6- 8295-0 This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of trans lation, reprinting, reuse of illustrations, recitation, broadcasting, reproduc tion on microfilms or in other ways, and storage in data banks. © Springer-Verlag Tokyo 1989 Softcover reprint of the hardcover 1st edition 1989 The use of registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for gen eral use. Preface This book is the first book which presents a complete scientific overview of the problematics of Computer Animation. It is divided into two sections: the first section is devoted to tutorials and sur veys. The second section describes the state-of-the-art in research in Computer Animation. In the first part of this book, the reader gets a general view of the concepts of Computer Animation: from keyframe to task-level animation, to specific surveys including A.I., natural language and simulation for human animation, the use of dynamic simulation, and facial animation. In the second part of the book, research papers give a thorough view of the actual research in Computer Animation. Themes such as choreography, anthropometry for animated human figures, motion control, database-oriented animation design, facial expres sions, motion blur, etc., are described. These selected topics and papers have been presented during Computer Animation '89, the first international workshop on Com puter Animation, which was held in Geneva on June 22-23. This workshop has been organized by the Computer Graphics Society, the University of Geneva, and the Swiss Federal Institute of Technology in Lausanne. During the international workshop on Computer Animation '89, the Second Computer-generated Film Festival of Geneva, with more than 40 selected films, was also held. Many roundtables, panels, and discussions have also been presented in order to prom ote interactive links between the researchers, the end-users, and the artists. NADIA MAGNENAT-THALMANN DANIEL THALMANN Table of Contents Part I: Tutorials and Surveys Motion Control: From Keyframe to Task-Level Animation D. THALMANN .............................. 3 Artificial Intelligence, Natural Language, and Simulation for Human Animation N.!. BADLER ............................... 19 An Introduction to the Use of Dynamic Simulation for the Animation of Human Movement S. SELBIE .................................. 33 The Problematics of Facial Animation N. MAGNENAT-THALMANN ...................... 47 Part ll: Research Papers Simplified Control of Complex Animation E.F. OSTBY ................................ 59 Message-Based Choreography for Computer Animation D.E. BREEN, M.J. WOZNY ...................... 69 Anthropometry for Computer Animated Human Figures M.R. GROSSO, R.D. QUACH, N.l. BADLER .......... 83 Animation Design: A Database-Oriented Animation Design Method with a Video Image Analysis Capability M.W. LEE, T.L. KUNII ........................ 97 Animation Control with Dynamics B. ARNALDI, G. DUMONT, G. HEGRON, N. MAGNENAT-THALMANN, D. THALMANN 113 Some Methods to Choreograph and Implement Motion in Computer Animation N.W. JOHN, P.J. WILLIS ....................... 125 Choreographing Goal-Oriented Motion Using Cost Functions D.E. BREEN ................................ 141 VIII Four Dimensional Splines for Motion Control in Computer Animation T. SPENCER-SMITH, G. WYVILL .................. 153 Polygon-Based Post-Process Motion Blur N. MAX ................................... 169 A 3-D Error Diffusion Dither Algorithm for Half-Tone Animation on Bitmap Screens H. HILD, M. PINS ............................ 181 A System for Simulating Human Facial Expression B. GUENTER ............................... 191 The Making of Pencil Test G. SUSMAN ................................ 203 Shape Distortion in Computer-Assisted Keyframe Animation E. WESLEY BETHEL, S.P. USELTON ................ 215 Author Index 225 Keywords Index 227 Part I Tutorials and Surveys Motion Control: From Keyframe to Task-Level Animation DANIEL THALMANN KEY HORDS: key frame, motion control, kinematics, dynamics, task-level animation 1. Introduction 1.1 Computer animation and simulation We know from Computer Graphics courses that 2D and 3D graphical objects may be constructed using geometric modeling techniques. In a 3D space, scenes are viewed using synthetic or virtual cameras and they may be lighted by synthetic light sources. These techniques are important because they allow to visualize any geometrical, physical or chemical situation to be visualized at any given time. However, the most interesting aspect of many phenomena is their evolution over time; e.g. motion of electromechanical devices (robots), chemical reactions, fluid motion, cloud motions, heat conduction. Experiments are often very expensive and sometimes impossible; e.g. crashes, explosions. It is generally easier and less expensive to produce computer simulation of phenomena. Computer graphical simulation is based on animation techniques. Computer animation consists of modifying a scene over time. Consider for example a 3D scene; we may say that it is composed of three types of entities: objects, cameras and lights. Each entity has characteristics which may evolve over time according to arbitrary complex laws: 1) for objects: -location (car) -orientation (robot arm) -size (plant evolution) -shape (cloud, human heart) -color (fire, sunrise) -transparency (fog simulation) 2) for cameras: -viewer position (flight simulator) -interest point -view angle (zoom in). 3) for light sources -intensity -location (car light simulation). 1.2 Real-time vs Frame-by-frame Real-time computer animation is limited by the capabilities of the computer. A real-time image must be displayed in less then 1/15 second, because the illusion of continuous movement breaks down at slower speeds. This is a severe limitation, because only relatively simple calculations can be made at this time. 4 Another mode of production is frame-by-frame. Frames are calculated, recorded and then projected at a rate of 24 (25 or 30) frames/second. The calculation of one frame may take a few seconds or several hours for very complex images. We give an example: we move a car 100 meters along the x-axis in 5 seconds; the car is located at <5,0>. We assume a sequence in 24 frames per second, which gives 120 frames for 5 seconds. The following program produces such a animated sequence: in real time: STEPX:=lQO /120; create CAR; place CAR «5,0»; draw CAR; for IMAGE:=1 to 120 wait; erase CAR; translate CAR «PA SX , 0»; draw CAR; frame by frame: STEPX:=loo / 120; create CAR; place CAR «5,0»; draw CAR; for IMAGE:=1 to 120 record the frame; wait; erase CAR; translate CAR «PASX ,0»; draw CAR; In the near future, very complex animation will be produced in a very shon time, due to the research in parallel processing and multiprocessors. Image synthesis algorithms like ray-tracing and scan-line may be easily distributed between several processors. Moreover, animation may be considered as a set of parallel processes. with and without communications between them. 2. A classification of computer animation methods Most authors (Hanrahan and Sturman 1985; Parke 1982; Magnenat-Thalmann and Thalmann 1985; Steketee and Badler 1985; Zeltzer 1985) distinguish between three types of three-dimensional computer animation: image-based key-frame animation, parametric keyframe animation and algorithmic animation. 2.1 Image-based keyframe animation Keyframe animation consists of the automatic generation of intermediate frames, called inbetweens, based on a set of key-frames supplied by the animator. In image-based keyframe animation, the inbetweens are obtained by interpolating the keyframe images themselves. This is an old technique, introduced by Bunnyk and Wein (1971). Fig.1 shows the principles to create inbetween frames by linear interpolation between corresponding venices. When corresponding images have not the same number of venices, it is necessary to add extra venices, as shown in Fig. 2. A linear interpolation algorithm produces undesirable effects such as lack of smoothness in motion, discontinuities in the speed of motion and distonions in rotations, as shown in Fig. 3. Alternate methods have been proposed by Baecker (1969), Bunnyk and Wein (1976), Reeves (1981). According to Steketee and Badler (1985), there is no totally satisfactory solution to the deviations between the interpolated image and the object being modeled.

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Selected topics and papers from the first international workshop on computer animation, held in Geneva in 1989, provide a comprehensive overview of the problems encountered in the rising field of computer animation. To foster interactive links between researchers, end-users, and artists, roundtables
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