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SG1 SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING Feature Animation Using Dynamics in Disney’s Using Dynamics in Disney’s Production Environment Production Environment Mike Blum Mike Blum Umakanth Thumrugoti Umakanth Thumrugoti

Umakanth Thumrugoti Mike Blum

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Page 1: Umakanth Thumrugoti Mike Blum

SG1SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Using Dynamics in Disney’s Using Dynamics in Disney’s Production EnvironmentProduction Environment

Mike BlumMike Blum

Umakanth ThumrugotiUmakanth Thumrugoti

Page 2: Umakanth Thumrugoti Mike Blum

SG2SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

IntroductionIntroduction

"Most people think the word 'animation' "Most people think the word 'animation' means movement. But it doesn't. It comes means movement. But it doesn't. It comes from 'animus' which means 'life or to live. ' from 'animus' which means 'life or to live. ' Making it move is not animation, but just Making it move is not animation, but just the mechanics of it."the mechanics of it."

- Frank Thomas and Ollie Johnston.- Frank Thomas and Ollie Johnston.

Page 3: Umakanth Thumrugoti Mike Blum

SG3SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Who Are We?Who Are We?

◆◆ Tool developers and technical directorsTool developers and technical directors

◆◆ Use 3rd party and in-house software.Use 3rd party and in-house software.

◆◆ Mike Blum — Tools Lead, Core/3D Mike Blum — Tools Lead, Core/3D Technology.Technology.❧email: [email protected]

◆◆ Umakanth Thumrugoti —Technical Umakanth Thumrugoti —Technical Director.Director.❧email: [email protected]

Page 4: Umakanth Thumrugoti Mike Blum

SG4SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Why Are We Here?Why Are We Here?

◆◆ Design solutions to merge 3D CGI with Design solutions to merge 3D CGI with traditional artwork.traditional artwork.

◆◆ Use physically based modeling in Use physically based modeling in production environment.production environment.

Page 5: Umakanth Thumrugoti Mike Blum

SG5SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Simplified CGI PipelineSimplified CGI PipelineRoughLayout

RoughRoughAnimationAnimation

RoughRender

SceneScenePlanningPlanning

CleanupCleanup

2DEffects

Lighting

CleanupRender

AnimationCheck

RoughAnimation

FinalRender

Page 6: Umakanth Thumrugoti Mike Blum

SG6SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Why Use Dynamics?Why Use Dynamics?

◆◆ Can create richer, more complex animation.Can create richer, more complex animation.

◆◆ Cost too great using traditional methods.Cost too great using traditional methods.

◆◆ Get closer to director's vision through Get closer to director's vision through simulation refinement.simulation refinement.

Page 7: Umakanth Thumrugoti Mike Blum

SG7SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Production Problems with DynamicsProduction Problems with Dynamics

◆◆ Don't want "real" physics but "animation" Don't want "real" physics but "animation" physics.physics.❧Difference in approach to traditional physical

simulations.

◆◆ Difficult to provide adequate animator Difficult to provide adequate animator controls.controls.

Page 8: Umakanth Thumrugoti Mike Blum

SG8SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Production ExamplesProduction Examples

Particle SystemsParticle Systems

Page 9: Umakanth Thumrugoti Mike Blum

SG9SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

◆◆ Prince and the Pauper (1990)Prince and the Pauper (1990)

◆◆ The Nightmare Before Christmas (1993)The Nightmare Before Christmas (1993)

◆◆ The Lion KingThe Lion King❧Used live action footage in the past.

❧Particle rain:– Match "look" of live action footage.– Perspective rain.

Particle SystemsParticle Systems

Page 10: Umakanth Thumrugoti Mike Blum

SG10SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

◆◆ Hunchback of Notre Dame:Hunchback of Notre Dame:❧Particle confetti:

– Matching to 2D hand drawn characters.– Cheat: pull frames to change timing.– Hand drawn confetti.– Non-physically based tumbling.– Re-use stock simulations.

Particle SystemsParticle Systems

Page 11: Umakanth Thumrugoti Mike Blum

SG11SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

◆◆ Pocahontas:Pocahontas:❧Cycled textures for consistent film style.

❧Re-use stock footage.

Particle SystemsParticle Systems

Page 12: Umakanth Thumrugoti Mike Blum

SG12SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Production ExamplesProduction Examples

Dynamics on CurvesDynamics on Curves

Page 13: Umakanth Thumrugoti Mike Blum

SG13SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Grass TestsGrass Tests

◆◆ Lion KingLion King❧Simple wave movement.

◆◆ BambiBambi❧Delicate, watery effect.

◆◆ Rescuers Down UnderRescuers Down Under❧How not to do it.

ReferencesReferences

Page 14: Umakanth Thumrugoti Mike Blum

SG14SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Grass TestsGrass Tests

◆◆ Ground contours and colors represented by Ground contours and colors represented by painted background.painted background.

◆◆ Grass blades modeled to fit style of film.Grass blades modeled to fit style of film.

◆◆ Patches modeled in Alias to follow ground Patches modeled in Alias to follow ground contours.contours.

Page 15: Umakanth Thumrugoti Mike Blum

SG15SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Grass TestsGrass Tests

◆◆ Mapfile assigns patches to each type of Mapfile assigns patches to each type of grass blade.grass blade.

◆◆ Single blade animated for each type of Single blade animated for each type of movement.movement.

◆◆ Grass blades duplicated, animation applied.Grass blades duplicated, animation applied.

Page 16: Umakanth Thumrugoti Mike Blum

SG16SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Grass TestsGrass Tests

◆◆ Grass color defined by painted background.Grass color defined by painted background.

◆◆ Color at bottom of blade mapped from Color at bottom of blade mapped from painting.painting.

◆◆ Color ramped up the blade.Color ramped up the blade.

Page 17: Umakanth Thumrugoti Mike Blum

SG17SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Grass TestsGrass Tests

◆◆ Rough animation tests performed on Rough animation tests performed on sparsely populated patches.sparsely populated patches.

◆◆ Grass population increased once animating Grass population increased once animating properly.properly.

◆◆ No collision detection.No collision detection.

◆◆ 3D grass will match the background painting 3D grass will match the background painting exactly.exactly.

Page 18: Umakanth Thumrugoti Mike Blum

SG18SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Hair IntroductionHair Introduction

◆◆ Uses Alias Power AnimatorUses Alias Power Animator®® Plug-in Plug-in architecture.architecture.

◆◆ Clusters:Clusters:❧Set of CVs assembled into a geometry node that

has its own positioning node and pivot point.

◆◆ Skeleton:Skeleton:❧Link/joint structure used to define character

motion.

Page 19: Umakanth Thumrugoti Mike Blum

SG19SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Hair ModelHair Model

◆◆ Hair geometry grouped into clusters.Hair geometry grouped into clusters.

◆◆ A skeleton passes through each strand of A skeleton passes through each strand of hair.hair.

◆◆ A simple spring/mass chain approximates a A simple spring/mass chain approximates a skeleton.skeleton.

Page 20: Umakanth Thumrugoti Mike Blum

SG20SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Hair ModelHair Model

◆◆ Dynamic simulation animates the spring/Dynamic simulation animates the spring/mass chain.mass chain.

◆◆ Particles systems dynamicsParticles systems dynamicsv' = f/mx' = v

◆◆ Spring-mass-damper systemSpring-mass-damper systemmx''+ dx' + kx = f(t)

Page 21: Umakanth Thumrugoti Mike Blum

SG21SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Hair CollisionsHair Collisions

◆◆ Uses a repelling field. Points on the surface Uses a repelling field. Points on the surface of the collision object checked against points of the collision object checked against points on the strand.on the strand.

◆◆ k-d tree used to search for points within the k-d tree used to search for points within the field.field.

Page 22: Umakanth Thumrugoti Mike Blum

SG22SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Miscellaneous Hair InfoMiscellaneous Hair Info

◆◆ Positional information of masses converted Positional information of masses converted into rotational information with respect to into rotational information with respect to the top most joint.the top most joint.

◆◆ Hair geometry is deformed through cluster Hair geometry is deformed through cluster deformation.deformation.

Page 23: Umakanth Thumrugoti Mike Blum

SG23SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Hair ConclusionHair Conclusion

◆◆ Simulation yieldedSimulation yielded —70% of final motion.—70% of final motion.

◆◆ Cleanup yieldedCleanup yielded —30% of final motion.—30% of final motion.

◆◆ "Real" physics don't always "look good.""Real" physics don't always "look good."❧Post simulation processes.

Page 24: Umakanth Thumrugoti Mike Blum

SG24SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Production ExamplesProduction Examples

Dynamics on SurfacesDynamics on Surfaces

Page 25: Umakanth Thumrugoti Mike Blum

SG25SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Skirt GoalsSkirt Goals

◆◆ Dynamically animate skirt behavior based Dynamically animate skirt behavior based on ballerina's animation.on ballerina's animation.

◆◆ Ability to refine the skirt motion after Ability to refine the skirt motion after dynamically animated.dynamically animated.

Page 26: Umakanth Thumrugoti Mike Blum

SG26SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Technical BackgroundTechnical Background

◆◆ Particles systems dynamicsParticles systems dynamicsv' = f/mx' = v

◆◆ Spring-mass-damper systemSpring-mass-damper systemmx''+ dx' + kx = f(t)

◆◆ Hinge elementHinge elementT = K ∆Θ

Page 27: Umakanth Thumrugoti Mike Blum

SG27SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Skirt ModelSkirt Model

◆◆ Plugin to Alias.Plugin to Alias.

◆◆ Clusters.Clusters.

◆◆ Skirt geometry is modeled in Alias:Skirt geometry is modeled in Alias:❧9 horizontal curves

❧90 vertical curves

◆◆ 18 skeletons with 9 joints approximate the 18 skeletons with 9 joints approximate the skirt.skirt.

Page 28: Umakanth Thumrugoti Mike Blum

SG28SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Skirt ModelSkirt Model

◆◆ Grid RepresentationGrid Representation

horizontal hivertical hin

skel_i skel_i+1 skel_i+2

H1

a

c dbb

skel_i skel_i+1 skel_i+2

horizontal hinge

vertical hinge

a

c d

H

skel_i skel_i+1 skel_i+2skel_i skel_i+1 skel_i+2

Page 29: Umakanth Thumrugoti Mike Blum

SG29SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Skirt ModelSkirt Model

◆◆ Constrained dynamics.Constrained dynamics.

◆◆ Behavior based methods.Behavior based methods.

Page 30: Umakanth Thumrugoti Mike Blum

SG30SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Skirt CollisionsSkirt Collisions◆◆ Simple model is used for collision avoidance.Simple model is used for collision avoidance.

◆◆ Skirt-body collision avoidance.Skirt-body collision avoidance.❧Body parts approximated as tapered, capped

cylinders.

❧Skeleton mesh is super-sampled.

❧The super-sampled particles are interpolated linearly.

◆◆ Self collision avoidance.Self collision avoidance.❧Adapative repulsion.

Page 31: Umakanth Thumrugoti Mike Blum

SG31SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Skirt CollisionsSkirt Collisions

Super-Sampled Particles

Skeleton Particles Super-Sampled Particles

Page 32: Umakanth Thumrugoti Mike Blum

SG32SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Skirt CollisionsSkirt Collisions

◆◆ Positional information of masses converted Positional information of masses converted into rotational information with respect to into rotational information with respect to the top most joint.the top most joint.

◆◆ Skirt deformations using cluster animation.Skirt deformations using cluster animation.

◆◆ Rotations on skeleton joints are applied to Rotations on skeleton joints are applied to the clusters.the clusters.

◆◆ A weighted transformation enables the skirt A weighted transformation enables the skirt folds to relax.folds to relax.

Page 33: Umakanth Thumrugoti Mike Blum

SG33SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Skirt Post-ProcessingSkirt Post-Processing

◆◆ Simulations did not always yield the desired Simulations did not always yield the desired results.results.

◆◆ Controls to key-framed motion on top of the Controls to key-framed motion on top of the dynamics results.dynamics results.❧lift, twist, scale and rotate, etc.

Page 34: Umakanth Thumrugoti Mike Blum

SG34SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Skirt ConclusionSkirt Conclusion◆◆ Dynamics gave 75-85 % of the final motion Dynamics gave 75-85 % of the final motion

on average.on average.

◆◆ Produced over 140 feet of skirt animation.Produced over 140 feet of skirt animation.

◆◆ 35.69 secs per frame on 250 MHz High 35.69 secs per frame on 250 MHz High Impact running unoptimized code.Impact running unoptimized code.

◆◆ Technique successfully captured desired Technique successfully captured desired "look and feel"."look and feel".

Page 35: Umakanth Thumrugoti Mike Blum

SG35SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

FlagsFlags

◆◆ Dynamics did not match style of movie.Dynamics did not match style of movie.

◆◆ Dynamics motion was too realistic.Dynamics motion was too realistic.

Page 36: Umakanth Thumrugoti Mike Blum

SG36SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

Production ExamplesProduction Examples

Novel UsesNovel Uses

Page 37: Umakanth Thumrugoti Mike Blum

SG37SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

TorchesTorches

◆◆ Rejected torch effect approaches: Particle Rejected torch effect approaches: Particle torch.torch.

◆◆ Spring mass torch:Spring mass torch:❧3 concentric spring-mass meshes.

❧Simple forces and constraints: turbulence, gravity, etc.

❧Cycled texture maps applied to deformed meshes.

Page 38: Umakanth Thumrugoti Mike Blum

SG38SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

WaterWater◆◆ Spring/mass mesh for low frequency Spring/mass mesh for low frequency

oscillations.oscillations.

◆◆ Evaluate whale/water intersection using a Evaluate whale/water intersection using a Renderman shader.Renderman shader.

◆◆ Evaluate direction of wave propogation.Evaluate direction of wave propogation.

◆◆ Generate particles along direction of wave Generate particles along direction of wave propogation.propogation.

◆◆ Particles used to generate displacementParticles used to generate displacementmaps.maps.

Page 39: Umakanth Thumrugoti Mike Blum

SG39SIGGRAPH ’97 COURSE NOTES PHYSICALLY BASED MODELING

Feature Animation

ConclusionConclusion

◆◆ Animation exaggerates motion, action, and Animation exaggerates motion, action, and reaction.reaction.

◆◆ Do not want "real" physics, but animation Do not want "real" physics, but animation "physics"."physics".

◆◆ Each film has different visual style and style Each film has different visual style and style of movement.of movement.

◆◆ Trade off accuracy for control: need more Trade off accuracy for control: need more control.control.

◆◆ Keyframing physics would be excellent.Keyframing physics would be excellent.