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thesis - Computer Graphics Group - Charles University - Univerzita ...

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Chapter 1<br />

Introduction<br />

<strong>Computer</strong> animation of human-like figures has always been an interesting and no doubt challenging<br />

topic pursued by many researchers and computer graphics since the very beginning of<br />

modern computer graphics. The purpose of this work is to get reader acquainted with the theory<br />

of physical-based animation of articulated figures, present the most recent results of the<br />

research in that area and to demonstrate that the technology is ready to be used in the production<br />

environment (animation systems, computer games). To prove this, industry standard<br />

dynamics simulator, capable of running at interactive rates on today’s low-end computers, was<br />

implemented.<br />

The <strong>thesis</strong> consists of a theoretical part, describing the dynamics theory and some algorithms,<br />

and an implementation part, describing the implementation of the simulator and a figure library<br />

built on top of it. No prior awareness of the theory is required to read this <strong>thesis</strong>, however basic<br />

knowledge of calculus and linear algebra are demanded.<br />

This chapter provides the reader with a brief information on the character animation background,<br />

gets the reader acquainted with the topics covered by the <strong>thesis</strong> and its goals. It is relied<br />

upon the reader’s acquaintance with the computer animation basics as we will advance rather<br />

quickly and informally.<br />

1.1 Background<br />

The mere purpose of this section is to identify the context of the area of dynamics discussed<br />

throughout this <strong>thesis</strong>. We will briefly survey the most commonly used animation techniques of<br />

human-like figures and point out their advantages and disadvantages.<br />

We proceed from the oldest and the most primitive techniques to more advanced ones. Older<br />

techniques are more “low level” as animators have to control every aspect of the produced animation<br />

and their work much resembles the work of traditional animators. While “lower level”<br />

techniques are very close to the raw figure representation (often assorted polygonal mesh), “higher<br />

level” techniques attempt to abstract the figure representation and motion to be generated. Such<br />

techniques are often domain specific (fit for a particular use only) and always use special properties<br />

of the figure to be animated (for example, they are aware of the fact that the figure consists<br />

of a torso, limbs, etc. and take advantage of it).<br />

The most primitive approach, vertex key-framing, treats the whole figure as a polygonal<br />

mesh, where each polygon vertex is animated independently on each other. Animators provide<br />

the animation system with positions of polygon vertices in time (animation curves), defined at<br />

key-frames, and the animation system computes in-between-frames automatically by interpolating<br />

1

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