Chapter One Computer Animation - PowerPoint PPT Presentation

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Chapter One Computer Animation

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Title: Chapter One Computer Animation


1
Chapter OneComputer Animation
  • Topics
  • Introduction
  • Definition of Computer Animation
  • Traditional animation
  • Computer animation
  • Applications

2
Definition
  • Animation
  • Rapid display of slightly different images create
    the illusion of motion
  • Fake motion using rapidly changing images
  • Early animations 16 i/s
  • Current rates 25/30 i/s
  • Near-perfect smoothness 70 i/s

3
Definition
  • Main tools
  • Camera
  • Drawings
  • Computer-generated images

4
Conventional Animation
  • Make storyboard sequence of scenes
  • Draw Key Frames showing characteristics or
    extreme position of characters
  • Inbetweening draw intermediate frames
  • Painting Fill regions with color
  • Assembling put characters and objects on
    background paintings
  • Filming Photograph the sequence of frames

5
Story board
  • One drawing for each shot in each scene
  • Camera angles and transitions
  • Representative illustration styles
  • Verbal description of the action
  • Incremental and cumulative timing
  • Description of sound track

6
Extremes
7
Extremes and Inbetweens
8
Cellophane (Cel) Animation
  • Background and static objects are drawn on opaque
    paper
  • Each dynamic object is drawn on a separate sheet
    of transparent cellophane
  • Outline is drawn on one side
  • Interior is painted on the other side
  • As scene changes from one frame to the next, only
    changing objects need to be redrawn

9
Definition
  • Computer Animation
  • Using a standard renderer to produce consecutive
    frames
  • Why use computers?
  • Animation is expensive
  • Eg 30i/s
  • 30 minutes 54000 Images
  • 5 min/I, 12 hours/day, 1 year

10
Definition
  • Computer Animation
  • Why use computers?
  • Use 3D geometry
  • Precision
  • Realistic rendering
  • Interactivity
  • Simulators
  • games

11
Different level
  • Low level individual frames
  • Medium level sequences
  • High level story and message
  • Computer helps all three levels

12
What can we animate?
  • Object positions and orientations
  • Shape geometry
  • Shape appearance
  • Lightning
  • Camera
  • Anything else

13
Applications
  • Films
  • Games
  • Data Visualization
  • Simulators
  • Virtual environments

14
Applications
  • Films
  • Entertainment
  • Toy Story, Titanic, Harry Porter, Ice Age
  • Advertising
  • education

15
Applications
  • Games
  • Interactivity
  • Ping-pong
  • Animated creatures
  • Space invaders, pac-man
  • Virtual worlds
  • simcity
  • Multiple players in shared worlds
  • Quake, parsec

16
Applications
  • Data Visualization
  • Weather
  • Flows

17
Applications
  • Simulators
  • Design
  • Robotics
  • architecture
  • Training
  • Flight, drive, remote control
  • Surgery
  • Dangerous environments

18
Applications
  • Virtual Environments
  • Virtual shopping malls
  • Virtual reality

19
Animation Control
  • Control hierarchy
  • Animation loop
  • Main control techniques
  • Guiding level
  • Program level
  • Task level

20
Animation loop
database
Update scene
scripts
User input
Graphics software
Graphics hardware
Display
Display devices
21
Guiding level
  • The user provides coordinates directly
  • Keyframe animation
  • Motion capture
  • The user provides coordinates indirectly
  • Forward kinematics
  • Inverse kinematics

Detail discussion Chapter 4
22
Keyframe Animation
  • The user specifies key postures at given times
  • The computer interpolate inbetween

23
Motion Capture
  • Position are captured in real-time using sensors
  • Data is mapped to an articulated body

24
End of lecture 3
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