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