Animation
Hill: not covered in detail
- movement within scene, movement of camera over time
- much work!
- interactive vs non-interactive
- flight simulation, games
- film and video
- scientific and industrial simulations
- tools for the artist
- character animation
- humans vs animals and robots
- subjective realism
- facial animation
Double Buffering
How to avoid flicker?
Keyframing
- from traditional animation
- cubic splines
- parameters vs time
- curved path through space
- arc-length reparameterization, velocity curves
- direct specification of keyframes
- flexible but time consuming
Inverse Kinematics
- articulated figures
- animator controls `end effectors'
- IK adjusts intermediate joint angles as necessary
Motion Capture
- capture movement of real actors
- playback on CG character using IK
- technology: set of 6 DOF sensors
- problem: editing the motion after recording
Dynamics
- simulation
- laws of physics: F = ma
- solve for a, update position, display, repeat
- particle systems, bouncing balls
- swinging chains and ropes, falling objects
- control problem for humans and animals