Lecture 5: An Overview

by Mike Gleicher on February 1, 2013

Last time – how does (computer) animation get produced

Addendum – what doesn’t go into pipeline?

  • “film” centric
  • what about games/interactive?
  • what about physics? effects (smoke, water, …)

A closer look at the hand

  • why the hierarchical model?
    • pros / cons
    • future pointer: non-standard skeletal representations
  • single skin (fixed mesh)
  • dealing with cracking and deformation

Some history in computer animation

  • Rigid motion + Interpolation = flying logos

Reading: Graphics text chapter – get an idea of a smattering of topics

  • Principles
  • Manual vs. Automatic
  • Keyframing
    • cue sheets
    • splines for interpolation
    • parameterization / arc-length / retiming
  • rotations
  • deformations
  • characters as hierarchy
  • IK / FK
  • Facial animation
  • Motion Capture
  • Procedural techniques
  • Groups of objects / flocking

What kinds of things from graphics should we check in on?

  • curves (cubics, arc-length, …)
  • transforms
  • hierarchies
  • signal processing
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