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1 How to Make a Film with Synthetic Actors |
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1.1 Computer Animation and Synthetic Actors |
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1 | (3) |
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1.1.1 The Role of Synthetic Actors |
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1 | (1) |
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1.1.2 Scenario and Storyboard |
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1 | (1) |
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2 | (1) |
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2 | (1) |
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2 | (1) |
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3 | (1) |
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1.1.7 Choreography and Recording |
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4 | (1) |
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1.2 The Film Rendez-vous a Montreal |
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4 | (5) |
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4 | (1) |
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4 | (1) |
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5 | (2) |
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1.2.4 The History of Rendez-vous a Montreal |
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7 | (2) |
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2 Three-Dimensional Construction of Synthetic Actors |
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2.1 Planning and Preparation of Models for 3D Reconstruction |
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9 | (3) |
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9 | (1) |
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2.1.2 Model and Documentation Search |
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9 | (2) |
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2.1.3 Guidelines for Choosing or Constructing Objects to be Digitized |
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11 | (1) |
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2.2 How to Enter the Shapes |
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12 | (5) |
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2.2.1 Input Scanning, Digitizing, and 3D Reconstruction |
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12 | (1) |
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2.2.2 3D Reconstruction from 2D Plans or Photographs |
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12 | (1) |
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2.2.3 The Steps of Construction by Digitizing |
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13 | (1) |
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2.2.4 Cross-section Methods |
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13 | (1) |
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2.2.5 Plaster Models Preparation |
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13 | (1) |
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2.2.6 Planar Polygonal Facet Representation |
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14 | (2) |
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2.2.7 Choice of Facets and Vertices |
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16 | (1) |
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17 | (4) |
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17 | (1) |
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18 | (1) |
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18 | (1) |
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2.3.4 Choice of Photo Angles |
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19 | (1) |
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2.3.5 Marking Vertices, Facets, and Edges on Photos |
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19 | (1) |
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2.3.6 Step-by-Step 3D Digitizing Procedure |
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19 | (2) |
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21 | (4) |
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2.4.1 The Composition Operation |
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21 | (1) |
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2.4.2 An Example: The Complete Composition of Marilyn Monroe |
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22 | (3) |
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3.1 Local Transformations of Existing Synthetic Actors |
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25 | (1) |
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25 | (1) |
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3.1.2 Local Transformations |
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25 | (1) |
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3.2 Shape Interpolation Between Human Faces |
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26 | (5) |
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26 | (1) |
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27 | (1) |
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3.2.3 Inbetween Calculation |
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28 | (3) |
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4 Body Animation of Synthetic Actors |
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4.1 Principles of Body Animation |
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31 | (1) |
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4.2 Skeleton Definition and Positioning |
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32 | (4) |
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4.2.1 Skeleton Definition |
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32 | (1) |
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33 | (1) |
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33 | (1) |
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4.2.4 Procedure for Skeleton Positioning |
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34 | (2) |
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36 | (9) |
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36 | (1) |
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4.3.2 Spline Interpolation |
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36 | (1) |
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4.3.3 Definition and Manipulation of Key Values |
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37 | (4) |
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41 | (4) |
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5 Hand Animation, Object Grasping, and Foot Animation |
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5.1 Hand Skeleton and Surface |
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45 | (1) |
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45 | (1) |
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46 | (1) |
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46 | (3) |
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5.3 Object Grasping and Manipulating |
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49 | (5) |
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5.3.1 The Action of Grasping an Object |
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49 | (1) |
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5.3.2 Determination of Joint Angles for Object Grasping |
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49 | (1) |
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50 | (1) |
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5.3.4 A Case Study from Rendez-vous a Montreal |
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50 | (1) |
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51 | (3) |
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54 | (1) |
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6 Facial Animation of Synthetic Actors |
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6.1 A Three-Level Approach to Facial Animation |
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55 | (2) |
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6.1.1 How to Animate the Face of a Synthetic Actor |
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55 | (1) |
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6.1.2 Parameter, Expression, and Script Levels |
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55 | (2) |
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6.2 The Facial Parameters |
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57 | (2) |
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6.2.1 The Structure of a Human Face |
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57 | (1) |
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6.2.2 A Human Face Model for Animation |
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57 | (1) |
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6.2.3 Constraints on Faces of a Synthetic Actor |
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57 | (1) |
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6.2.4 The Role of Facial Parameters |
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58 | (1) |
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6.2.5 Installation of the Face of a New Synthetic Actor |
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59 | (1) |
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6.2.6 Lip Facial Parameters |
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59 | (1) |
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6.3 The Expressions: Phonemes and Emotions |
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59 | (5) |
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6.3.1 The Expression Level |
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59 | (4) |
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63 | (1) |
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64 | (1) |
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64 | (2) |
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6.4.1 Scripts for Facial Animation |
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64 | (1) |
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6.4.2 Key Values and Inbetweening |
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64 | (1) |
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6.4.3 The Role of Multiple Tracks |
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65 | (1) |
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65 | (1) |
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65 | (1) |
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6.5 A Script Example from the Film Rendezvous a Montreal |
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66 | (1) |
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6.6 Interpolating Facial Parameters and Expressions Between Two Different Human Faces |
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66 | (5) |
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66 | (1) |
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66 | (3) |
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69 | (1) |
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69 | (2) |
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7 Color, Reflectance, Transparency, and Texture |
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71 | (3) |
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71 | (1) |
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7.1.2 How to Color a Synthetic Actor |
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71 | (1) |
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71 | (1) |
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72 | (2) |
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74 | (1) |
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74 | (1) |
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7.2.2 A User Interface, for Reflectance |
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74 | (1) |
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7.2.3 Reflectance and Highlight for Synthetic Actors |
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74 | (1) |
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7.3 Transparency and Textures |
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75 | (4) |
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75 | (2) |
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77 | (2) |
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8 Cameras, Lights, and Shadows |
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79 | (1) |
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8.1.1 The Animation Environment |
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79 | (1) |
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79 | (1) |
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8.1.3 Eye, Interest Point, Viewing Angle, and Viewport |
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79 | (1) |
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80 | (4) |
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8.2.1 Introduction to Illumination |
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80 | (1) |
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81 | (2) |
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8.2.3 How to Select Light Parameters |
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83 | (1) |
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84 | (3) |
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87 | (2) |
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87 | (1) |
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87 | (1) |
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87 | (2) |
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89 | (3) |
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9.2.1 The Role of Synthetic Cameras in Computer-Animated Films |
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89 | (1) |
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9.2.2 Characteristics of an Animated Camera |
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89 | (1) |
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9.2.3 Wipe Effects and Multiple Synthetic Movie Camera Effects |
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90 | (2) |
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9.2.4 Animation of Lights and Spots |
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92 | (1) |
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9.3 Camera and Light Paths |
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92 | (7) |
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92 | (1) |
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9.3.2 Paths Defined by a Law |
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92 | (1) |
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9.3.3 Camera Assigned to an Actor |
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93 | (1) |
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9.3.4 Graphical Input of Path |
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93 | (1) |
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9.3.5 How to Design a Camera Spline |
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93 | (1) |
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9.3.6 Spline for the Camera Motion in the Film Eglantine |
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94 | (5) |
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Appendix: The Human Factory Software |
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A.1 The Architecture of the Human Factory System |
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99 | (2) |
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99 | (1) |
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A.1.2 Interfaces for the Human Factory Programs |
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100 | (1) |
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A.1.3 The Hierarchical Structure |
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101 | (1) |
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101 | (1) |
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102 | (3) |
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A.4 The BODY_PARTS System |
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105 | (2) |
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A.4.1 Active Figure and Cameras |
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107 | (1) |
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A.4.2 Current Vectors and Sets |
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107 | (1) |
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A.5 The BODY_MOVING System |
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107 | (7) |
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A.5.1 An Overview of the BODY_MOVING System |
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107 | (2) |
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A.5.2 Definition of Key Values |
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109 | (2) |
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A.5.3 Manipulation of Key Values |
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111 | (2) |
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A.5.4 A User Interface for Object Grasping |
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113 | (1) |
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A.6 The FACE_MOVING System |
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114 | (3) |
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A.6.1 An Overview of the FACE_MOVING System |
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114 | (1) |
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A.6.2 Lip Facial Parameters |
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115 | (2) |
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117 | (3) |
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120 | (3) |
Bibliography |
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123 | (4) |
Subject Index |
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127 | |