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Computer Animation Algorithms and Techniques 3rd ed
Edition Rick Parent Digital Instant Download
Author(s): Rick Parent
ISBN(s): 9780124158429, 0124158420
Edition: 3rd ed
File Details: PDF, 23.85 MB
Year: 2012
Language: english
Computer Animation
Intentionally left as blank
Computer Animation
Algorithms and Techniques
Third Edition
Rick Parent
Ohio State University
Acquiring Editor: Steven Elliot
Development Editor: Robyn Day
Project Manager: Paul Gottehrer
Designer: Joanne Blank
No part of this publication may be reproduced or transmitted in any form or by any means, electronic
or mechanical, including photocopying, recording, or any information storage and retrieval system,
without permission in writing from the publisher. Details on how to seek permission, further
information about the Publisher’s permissions policies and our arrangements with organizations such
as the Copyright Clearance Center and the Copyright Licensing Agency, can be found at our
website: www.elsevier.com/permissions.
This book and the individual contributions contained in it are protected under copyright by the Publisher
(other than as may be noted herein).
Notices
Knowledge and best practice in this field are constantly changing. As new research and experience broaden
our understanding, changes in research methods or professional practices, may become necessary. Practitioners
and researchers must always rely on their own experience and knowledge in evaluating and using any
information or methods described herein. In using such information or methods they should be mindful of their
own safety and the safety of others, including parties for whom they have a professional responsibility.
To the fullest extent of the law, neither the Publisher nor the authors, contributors, or editors, assume any
liability for any injury and/or damage to persons or property as a matter of products liability, negligence or
otherwise, or from any use or operation of any methods, products, instructions, or ideas contained in the
material herein.
ISBN: 978-0-12-415842-9
vii
viii Contents
Overview
This book surveys computer algorithms and programming techniques for specifying and generating
motion for graphical objects, that is, computer animation. It is primarily concerned with three-
dimensional (3D) computer animation. The main audience is advanced undergraduate or beginning
graduate students in Computer Science. Computer graphics programmers who want to learn the
basics of computer animation programming and artists who use software packages to generate com-
puter animation (digital animators) who want to better understand the underlying computational
issues of animation software will also benefit from this book.
It should come as no surprise to anyone reading this book that activity in Computer Animation
has exploded in recent years - as a research area, as an academic field of study, as a career, and even
as a hobby. Feature length films are now often stored digitally and incorporate digital special effects
(often referred to as computer generated imagery and abbreviated CGI). As listed by the Internet
Movie Database (imdb.com) [1] as of March 2012, all of the top 10 U.S. films (All-Time U.S.
Box Office) depend on extensive use of CGI. Computer animated films have become top box office
attractions - according to the same movie database, 2 of the top 10 feature length films are computer
animations (Shrek 2 and Toy Story 3) with a third having a significant computer animation compo-
nent (Avatar). Recent Technical Achievement and Scientific and Engineering awards from the
Motion Picture Academy of Arts and Sciences have been for digital image technology including render
queue management, facial motion retargeting, tools to review digital effects, and efficient rendering of
volumetric effects, just to name a few [2]. And, of course, the computer game industry has exploded.
The Entertainment Software Association estimate that, in 2010, consumers spent $25.1 billion on video
games, hardware and accessories [3].
Computer animation is more accessible that ever. Desktop, high-quality, computer animation is
now possible because of sophisticated off-the-shelf animation software, cheap CPU cycles, and
cheap storage coupled with digital video recording. Many technical programs and computer science
departments now offer courses in computer animation and the proliferating artistic programs train
digital artists in the use of off-the-shelf animation software. There are now major technical confer-
ences and journals that archive developments in computer animation and video game algorithms
and techniques.
This book addresses practical issues, provides accessible techniques, and offers straightforward
implementations. Purely theoretical discussions have been avoided except to point out avenues of cur-
rent and future research. In some cases, programming examples are complete working code
segments—in C, which can be copied, compiled, and run to produce basic examples of the algorithms
discussed; other programming examples are C-like pseudocode that can be translated into working
code. C was chosen because it forms the common basis for languages such as Cþþ and Java, and it
lends itself to illustrating the step-by-step nature of algorithms. The Appendixes cover basic material
that the reader may find useful as a refresher as well as specific algorithms for use in implementations.
This text is not intended for animators using off-the-shelf animation software (except to the
extent that it might help in understanding the underlying computations required for a particular
xiii
xiv Preface
technique). It does not attempt to cover the theory of computer animation, address the aesthetics of
computer animation, or discuss the artistic issues involved in designing animations. It does not detail
the production issues in the actual commercial enterprise of producing a finished piece of animation.
And, finally, it does not address the issue of computer-assisted animation, which, for our purposes, is
taken to mean the computerization of conventional hand-drawn techniques; for the most part, that
area has its own set of separate issues [4] [5]. The book does concentrate on full 3D computer ani-
mation and identifies the useful algorithms and techniques that animators and programmers can use
to move objects in interesting ways. While 3D techniques are the emphasis, 2D is not completely
ignored.
The fundamental objective of computer animation programming is to select techniques and
design tools that are expressive enough for animators to specify what they intend, yet at the same
time are powerful enough to relieve animators from specifying any details they are not interested in.
Obviously, no one tool is going to be right for every animator, for every animation, or even for every
scene in a single animation. The appropriateness of a particular animation tool depends on the effect
desired and the control required by the animator. An artistic piece of animation will usually require
tools different from those required by an animation that simulates reality or educates a patient. In this
spirit, alternative approaches are presented whenever possible.
Chapters 5 and 6 are primarily concerned with kinematic control of articulated figures. Chapter 5
is concerned with kinematics of linked appendages. It covers both forward and inverse kinematics.
Chapter 6 covers the basics of motion capture (mocap). First, the basic technology is reviewed. Then
the chapter discusses how the images are processed to reconstruct articulated figure kinematics,
including some techniques to modify the resultant mocap data.
Chapters 7 and 8 cover animation that is more concerned with simulating real-world (e.g.
physics-based) processes. Chapter 7 covers physics-based animation as well as mass-spring-damper
systems, particle systems, rigid body dynamics, and enforcing constraints. It has an additional sec-
tion on ways to model cloth. Chapter 8 covers the modeling and animation of fluids. It first covers
models that handle specific macro-features of fluids and then covers computational fluid dynamics
(CFD) as it relates to computer animation.
Chapters 9 through 11cover animation concerned with people and other critters. Chapter 9 covers
human figure animation: modeling, reaching, walking, clothing, and hair. Chapter 10 covers facial
animation: facial modeling, expressions, and lip-sync animation. Chapter 11 covers behavioral
animation including flocking, predator–prey models, intelligent behavior and crowd behavior.
Finally, Chapter 12 covers a few special models that are useful to animation: implicit surfaces,
L-systems, and subdivision surfaces.
Appendix A presents rendering issues often involved in producing images for computer animation:
double buffering, compositing, computing motion blur, drop shadows, and billboarding. It assumes a
general knowledge of the use of frame buffers, how a z-buffer display algorithm works, and aliasing.
Appendix B is a collection of relevant material from a variety of disciplines. It contains a survey
of interpolation and approximation techniques, vector algebra and matrices, quaternion conversion
code, the first principles of physics, several useful numeric techniques, optimization, and attributes
of film, video, and image formats, and a few other topics.
The Web page associated with the book, containing images, code, and figures can be found at
textbooks.elsevier.com/9780125320009.
Acknowledgments
Many people contributed in various ways to this book. First and foremost, I’d like to thank my wife,
Arlene, who both tolerated my preoccupation with this project and greatly increased the readability
of the book.
In general, I owe much to the students I have had the pleasure of knowing and/or working with
over the years and whose collective interest in, knowledge of, and enthusiasm for the field has fueled
my own. Their contribution cannot be overstated. These include Doug Roble, John Chadwick, Dave
Haumann, Dave Ebert, Matt Lewis, Karan Singh, Steve May, James Hahn, Ferdi Scheepers, Dave
Miller, Beth Hofer, Madhavi Muppala, Domin Lee, Kevin Rogers, Brent Watkins, Brad Winemiller,
Meg Geroch, Lawson Wade, Arun Somasundaram, Scott King, and Scott (Slim) Whitman (apologies
to anyone left out).
I would also like to thank the readers who, over the years, have given me feedback (both good
and bad) concerning the book. In particular, I would like to note the critical contributions of
Dr. Philip Schlup of Colorado State University, Dr. Brian Wyvill of the University of Calgary,
and Dr. Przemyslaw Kiciak of the University of Warsaw.
xvi Preface
And finally, I would like to acknowledge the support of the Department of Computer Science and
Engineering at Ohio State (Xiaodong Zhang, Chair) as well as the support of the Advanced Comput-
ing Center for Art and Design (Maria Palazzi, Director). I would also like to thank Morgan Kauf-
mann’s reviewers and multiple editors for seeing this project through.
References
[1] All Time Grossing Movies. In: The Internet Movie Database (IMDB). IMDb.com, Inc; 2012. Web. 26
March 2012. http://www.imdb.com/boxoffice/alltimegross.
[2] Scientific and Technical Awards. In: Academy of Motion Picture Arts and Sciences. 2012. Web. 26 March
2012. http://www.oscars.org/awards/scitech/index.html.
[3] Industry facts. In: The Entertainment Software Association (ESA). 2012. Web. 26 March 2012. http://www.
theesa.com/facts/index.asp.
[4] Catmull E. The Problems of Computer-Assisted Animation. In: Computer Graphics. Proceedings of SIG-
GRAPH 78, vol. 12(3). August Atlanta, Ga.; 1978. p. 348–53.
[5] Levoy M. A Color Animation System Based on the Multiplane Technique. In: George J, editor. Computer
Graphics. Proceedings of SIGGRAPH 77, vol 11(2). San Jose, Calif.; July 1977. p. 65–71.
About the Author
Rick Parent is a Professor in the Computer Science and Engineering Department of Ohio State
University (OSU). As a graduate student, Rick worked at the Computer Graphics Research Group
(CGRG) at OSU under the direction of Charles Csuri. In 1977, he received his Ph.D. from the Computer
and Information Science (CIS) Department, majoring in Artificial Intelligence. For the next three years,
he worked at CGRG first as a Research Associate, and then as Associate Director. In 1980 he
co-founded and was President of The Computer Animation Company. In 1985, he joined the faculty
of the CIS Department (now the Department of Computer -Science and Engineering) at Ohio State.
Rick’s research interests include various aspects of computer animation with special focus on anima-
tion of the human figure. Currently, he is working on facial animation and on using model-based
techniques to track human figures in video.
xvii
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CHAPTER
Introduction
1
Computer animation, for many people, is synonymous with big-screen events such as Star Wars, Toy
Story, and Avatar. But not all, or arguably even most, computer animation is done in Hollywood. It is
not unusual for Saturday morning cartoons to be entirely computer generated. Computer games take
advantage of state-of-the-art computer graphics techniques and have become a major motivating force
driving research in computer animation. Real-time performance-driven computer animation has
appeared at SIGGRAPH1 and on Sesame Street. Desktop computer animation is now possible at a rea-
sonable cost. Computer animation on the Web is routine. Digital simulators for training pilots, SWAT
teams, and nuclear reactor operators are commonplace. The distinguishing characteristics of these var-
ious venues are the cost, the image quality desired, and the amount and type of interaction allowed. This
book does not address the issues concerned with a particular venue, but it does present algorithms and
techniques used to do computer animation in all of them.
Computer animation, as used here, refers to any computer-based computation used in producing
images intended to create the perception of motion. The emphasis in this book is on algorithms and
techniques that process three-dimensional graphical data. In general, any value that can be changed
can be animated. An object’s position and orientation are obvious candidates for animation, but all
of the following can be animated as well: the object’s shape, its shading parameters, its texture coor-
dinates, the light source parameters, and the camera parameters.
This book is organized as follows. To lay a firm foundation for the rest of the book, Chapter 2 surveys
the technical background of computer graphics relevant to computer animation. This includes the fun-
damental geometric transformations and associated representations of graphical data. It can be skipped
by those well versed in the mathematics of the computer graphics display pipeline. Chapters 3–11 cover
various computer animation algorithms and techniques: Chapters 3–5 deal with directly specifying
motion (kinematics), Chapter 6 covers digitizing motion (motion capture), Chapters 7 and 8 consider
physically based animation (dynamics), and Chapters 9–11 concentrate on (mostly human) figure
animation. Finally, Chapter 12 surveys some modeling techniques that have been used in computer
animation. The appendices provide ancillary material. Appendix A covers rendering issues that are
relevant for animation, and Appendix B provides detail of the mathematics used in the text.
In considering computer animation techniques, there are basically three general approaches to
motion control. The first is artistic animation in which the animator has the prime responsibility
for crafting the motion. The foundation of artistic animation is interpolation. Various animation
1
SIGGRAPH is the Association for Computing Machinery’s (ACM) special interest group on computer graphics. The ACM
is the main professional group for computer scientists.
Computer Animation
© 2012 Elsevier Inc. All rights reserved.
1
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the lantern, which was executed under Clement VIII. Giovanni Fontana,
brother of Domenico, was also architect to St. Peter’s, and then follows
the nephew of Domenico, Carlo Maderno, who lengthened the nave, and
brought the building, internally, as well as externally, to the shape of the
Latin cross, for which he has been plentifully abused; he also erected
the front, in which he seems to have failed as much in construction as in
taste, since the foundations gave way before the work was completed;
and though they were strengthened in consequence, yet they were not
at last firm enough to support the bell towers, which were to have
terminated the extremities of the elevation. Bernini was indeed engaged
by Urban VIII. to erect these bell towers, and one of them was actually
built; but though of a very light style of architecture, it was too heavy
for the edifice, and immediately taken down again. At this time St.
Peter’s may be said to have been finished. Bernini added the galleries
and colonnades in front, and adorned or encumbered the interior, with
the chair, and the confessional of St. Peter. Carlo Fontana in later times
drew up a description of the building by the command of Innocent XI.,
and a loose estimate of its value, not from the sums which it had
actually cost, because many of the accounts had been lost, but from the
quantity of materials employed. These he reckons at 111,122,000 cubic
Roman palms;
Scudi.
And this, at 32½ bajocchi per palm cube amounts to 36,114,650
For 128 marble columns, each 40 palms high, he adds 236,800
And allows for the other extras 10,800,000
without publishing the details of his calculations: and he adds up these
to make a total of 46,800,498, which is an arithmetic that I do not well
understand, as it seems to me that it ought to be 47,151,450. This
estimate is independent of the tower erected and taken down, and of all
other alterations which took place in the progress of the work; it is also
independent of the paintings; and if I understand rightly, it does not
include the chair of St. Peter, or the bronze confessional erected by
Bernini.
The Chair of St. Peter is also of bronze, and gilt, and cost 107,501
scudi, 44 scudi being equal to 10l. sterling.
Scudi.
Bernini had for his superintendence 8,000
The founder (John Artusius) 28,000
The smoothing and polishing 4,000
Gold laid on 6,000
Labour of gilding 3,000
The bronze weighed 219,061 lbs.; of this the bronze of the statue of
St. Andrew weighed 34,023, of St. Augustin, 30,791, of St. Athanasius,
23,652, of St. Chrysostom, 27,791.
The bronze of the Confessional weighs 186,392 lbs. Bernini had for his
superintendence 10,000 crowns and a pension: no architect seems ever
to have been so well paid for his labours as Bernini.
About the end of the seventeenth century an alarm was excited that
the dome was about to give way. Fontana in consequence examined it,
and found that there were indeed some cracks, but none of any
consequence, or such as to excite the least reasonable apprehension for
the safety of the building. In 1742, however, the report again prevailed,
and many mathematicians and architects were called upon for their
opinions, and gave, as is frequently the case, very discordant ones: the
architects not dividing against the mathematicians, but both classes
disagreeing among themselves. There is in the Vatican a model of half
the cupola, which is believed to be that made under the direction of
Michael Angelo previous to carrying it into execution. It is carried down
cylindrically to the floor, so that it does not exhibit the mode of
construction in pendentive. The appearance is that of a triple dome, but
perhaps with connecting ribs between the two outer. The chief strength
seems to be placed in the middle dome, the weight of which is brought
down to the internal face of the drum. Three iron bands are marked in
the construction, one entirely buried in the united base of the domes;
the other two on the outer surface of the middle dome. The cracks
which took place in the drum are painted on this model, and on a
comparison with those whose vestiges are still visible on the building,
apparently with considerable care and attention. They occurred all round
the drum, and denote some enlargement in that part from the
expansion of the dome, but in spite of all these iron ties, the cracks in
the buttresses are the most numerous and important, and from their
direction, almost uniformly outwards and downwards, indicate a
settlement of the whole drum upon the pendentives, while the columns,
resting upon the direct arches of the nave, have retained or nearly
retained their position. The great piers have therefore probably gone
outward, and when in the building, by bringing my eye carefully so as to
compare the angle of a pilaster not affected by this operation, with
those of the central cupola, I think I can perceive that such an effect has
taken place. Nor has the movement entirely ceased, since a dovetailed
piece of marble, inserted to ascertain the fact in 1810 was found broken
in 1825. Perhaps there never was any just ground of alarm; yet as one
of the iron circles intended to contain the thrust had given way, there
probably had been a considerable settlement, but not more than might
have been expected from the different periods in which the work had
been carried up, and the repeated strengthenings which the solids had
received. Nevertheless it was determined to insert five bands of iron,
which were all let into the masonry, and made tight and sound, under
the direction of Vanvitelli. The broken chain was restored, but another
chain had been originally inserted in the thickness of the wall: this there
was no opportunity of examining: in order to be perfectly secure, a sixth
band was inserted in its neighbourhood, so that in all probability the
dome and its drum are now secured by eight iron bands, five of which
are in the drum: one at the springing of the arch, and two on the
surface of the dome itself. It is doubted among the Italian architects
whether the insertion of all these bands did not do more harm than any
strength they could afford to the building can compensate.
The Sacristy was added in 1780 by Pius VI. under the direction of
Carlo Marchionni. It is a vast building, enriched with the most beautiful
marbles; and cost above 900,000 crowns; but I shall despatch it with
this short notice, as it is neither beautiful in itself, nor does it form an
appropriate addition to the edifice to which it is attached. And now,
putting an end to the history of the building, let us proceed to the result
of all these efforts.
There is no distant point of view in which this church gives the
impression of great magnificence, or from which it has the appearance
of being such an immense building as it really is. This is owing to the
situation; and perhaps no building of great consequence was ever so
badly placed. It stands in a hollow between the Janicular and Vatican
hills, which are connected by a neck behind it; so that on three sides it
is surrounded by slopes rising almost immediately from it, and about
equalling the height of the nave, and in front, in spite of the large space
before it, it seems encumbered by houses, which prevent the view down
to the base. These houses only occupy a slip extending from the church
down to the river, and it is said the French intended to have cleared
them away, and to have continued an open portico across, about at the
extremity of the present colonnades. From the bridge of St. Angelo, and
from the road beyond it, you would then have had a very noble view of
the whole edifice, of which the dome would be the principal feature; till,
as you approached more nearly, the increasing apparent magnitude of
the colonnade for a short space would have excluded, or nearly so, the
principal object: after passing through this, the church would have
presented itself under another aspect, the dome being nearly lost, but
the façade opening upon the spectator in all its magnitude, with its
accompanying galleries and colonnades. The great advantage of such an
arrangement would be this, that as the dome and front do not well
correspond together, their union would be masked just at the point
where it is most disagreeable; and as the columns of the portico could
not be seen as objects of any consequence, in comparison with the
church, till we were fairly among them; the false estimate usually
formed of their magnitude would be avoided, and they would serve to
correct our notions of the magnitude of the building, instead of helping
to mislead, as they do at present. This scheme is, I apprehend,
abandoned; and we now from the bridge of St. Angelo see little but the
dome itself, and after passing it, proceed along a dirty narrow street,
whence we see nothing; at last we catch a glimpse of part of the front,
and at the same time, of the extremity of the circular colonnade. Lest
you should not have a plan at hand, I give you a little sketch of one:
(Fig. 1.) a is the church, b b the galleries leading to it from the
colonnades, c c the circular colonnades, d the obelisk, ee the two
fountains, f the point which first catches your eye on your approach.
Fig 1.
Fig 2.
BASILICAN CHURCHES.
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