Character animation is the art of creating moving characters with the use of computers. It is a subfield of computer graphics. Until recently, crafting animation was mostly a manual, time demanding process. The arrival of new interactive medias like video games established new requirements and constraints to the animation production process in terms of realism and flexibility. This course first introduces the essentials of computer animation: how traditional animation principles have been applied to computer animation an how interpolation techniques has increased animation productivity. It then presents the major breakthrough observed in the field of interactive character animation during the last decades: Automatic motion generation using forward, inverse kinematics and physical simulation, realistic motion playback through motion capture and the subsequent data driven animation trend.
Because know how is essential to computer animation, course slots will be punctuated by short practicals demonstrations. Discussion is encouraged during these interactive slots. You are encouraged to bring your laptop and experiment on place to enrich the discussion.
• matrix algebra
• 3D geometry
Computer Science Prerequisites:
• basic computer graphics
• basic computer programming
• basic C++ programming
Here are the topics you might select, with their reference material (to be discussed):
|Introduction to character animation||Watt, A., Watt, M. (1992) Advanced Animation and Rendering Techniques, Chapter 16.
Parent, R. (2002) Computer Animation, Section 4.2 + Chapter 6.
|Quaternions + SLERP||Shoemake (1985) Animating Rotation with Quaternion Curves
Lander (1998) Better 3D.
M. P. Johnson (2003) Exploiting Quaternions to Support Expressive Interactive Character Motion, MIT, PhD thesis.
Subject taken by Mykola Byelytskyy
|Inverse kinematics: Inverse Jacobian + CCD||Welman (1993) Inverse Kinematics and Geometric Contraints for Articulated Figure Manipulation
Lander (1998) Oh My God, I Inverted Kine
D. Tolani and N. I. Badler (1996) Real-Time Inverse Kinematics Techniques for Anthropomorphic Limbs
Kulpa, R. and Multon, F. (2005) Fast inverse kinematics and kinetics solver for human-like figure (ieee paper, ask us if not available.)
Complementary: Chris Hecker et al. (2008) Real-Time Motion Retargeting to Highly Varied User-Created Morphologies
Complementary: Buss, Samuel R., and Jin-Su Kim. (2005) Selectively Damped Least Squares for Inverse Kinematics
Topic taken by Rui Xu
|Principles of traditional animation||Lasseter (1987) Principles Of Traditional Animation Applied To 3d Computer Animation
Franck Thomas and Ollie Johnson (1981) The illusion of Life, Disney animation, chapter 3. “The principles of animation”.
Complementary: Sonoko Konishi, Michael Venturini (2007) Articulating the Appeal
Complementary: Shawn Kelly (2008) Animation tips and tricks
Topic taken by Bhavesh Bhansali, presentation scheduled on the 30th of November. rehearsal on the 23rd.
|EMOTE||Chi et al. (2000) The EMOTE Model for Effort and Shape.
B. Hartmann and M. Mancini and C. Pelachaud (2006) Implementing Expressive Gesture Synthesis for Embodied Conversational Agents
|Motion Blending||L. Kovar and M. Gleicher (2003) Flexible automatic motion blending with registration curves
Complementary : L. Ikemoto and D. Forsyth (2004) Enriching a Motion Collection by Transplanting Limbs
|Motion synthesis from annotations||O. Arikan and D. A. Forsyth and J. F. O’Brien (2003) Motion synthesis from annotations|
|Motion Graphs||L. Kovar and M. Gleicher and F. Pighin (2002) Motion graphs
Complementary : Jehee Lee et al. (2004) Interactive Control of Avatars Animated with Human Motion Data
|Character Animation Authoring (NOT using “mouse+keyboard” approach)||Dontcheva, M. et al. (2003) Layered Acting For Character Animation
Kass, M., Anderson, J. (2008) Animating Oscillatory Motion With Overlap: Wiggly Splines
Shiratori, T. et al. (2013) Expressing Animated Performances through Puppeteering
Rhodin, H. (2014) Interactive motion mapping for real-time character control
Jin, M., et al. (2015) AniMesh: interleaved animation, modeling, and editing
|Physics||J. K. Hodgins and W. L. Wooten and D. C. Brogan and J. F.O’Brien (1995) Animating Human Athletics|
|Complementing physics with motion capture||V. B. Zordan and J. K. Hodgins (2002) Motion capture-driven simulations that hit and react
O. Arikan and D. A. Forsyth and J. F. O’Brien (2005) Pushing people around
|The Smartbody character animation engine — feature tour with an emphasis on inverse kinematics —||“Building a Character Animation System”, A. Shapiro, 4th Annual Conference on Motion in Games 2011, Edinburgh, UK, November 2011
Smartbody website, hosted at ICT
This hands-on project will consist of presenting a feature overview of the Smartbody character animation system. Student will also asked to showcase a short interactive gaze controller using SmartbodyTopic taken by Nirmal Kumar Ramadoss
|Animating characters using XML3D||XML3D website
Topic taken by Jonas Trottnow
|Authoring an interactive reactive avatar in Blender||Blender website|
Good command of English for understanding research papers. Most of the discussed papers are written in English.
Requirements for Certificates
A seminar certificate has the following requirements:
- Regular attendance.
- A talk (English, 30-35 minutes, 10 minutes discussion).
- A report (English) that covers the facts addressed in the talk and the related discussion.
- Participant should be in the role of the discussion manager for one talk.
Language of reports: English
Size: 6-8 pages
Format: file format is PDF, page style is LNCS, which can be found on the LNCS springer web page. Start with the Default Author Instructions file. This is also an example how the LNCS style looks. LaTeX is recommended if possible, write your report using the ShareLatex online app (https://www.sharelatex.com/) and add your advisor (e.g. firstname.lastname@example.org) as a collaborator to the project (using ShareLatex will considerably improve the feedback cycle).
General requirements – reports should:
- be understandable and well formatted!
- cover the individual topic of the talk, questions that have been discussed during the sessions, and they should address relevant issues of other talks.
First Version of Reports reviewed until: [TBD] – Beginning by this date each supervisor contacts his students for individual feedback.
Final deadline: 10 days after feedback on the first draft of the written report is given. This ensures that everybody has the same time to finalize the report after s/he has received feedback.
- Reports can be also submitted before the announced deadline.
- Please remember that reports have to be in final state when submitted!
Language of talks: English
Date: Monday afternoon, 16:00–18:00
Location: Seminar room (121) in the Computer Science building E 1 1, first floor,
Kick-Off meeting and talk assignment: Monday, November 2nd. 14:00, Seminar room (121) in the Computer Science building E 1 1, first floor,
Topic attributions: TBD