Title: Background
1Background
Perception
Display Considerations
Video Technology
Animation Production
Orientation Representation
2Perception
Persistence of Vision
Positive Afterimage
Perception of Motion
Flicker, flicker rate
Refresh rate v. update rate
3Display Issues
Double buffering
Shadows, drop shadows
Motion Blur
Compositing Alpha channel
4Analog Image Technology
Raster scan video v. projected film frame
Film cameras, plotters
CRT TVs, PCs, workstations
5Film
Format dimensions, perforations, sound
Frames per second
Multiple exposures
6Video - Raster Pattern
7Interlaced Raster Pattern
Frame v. field
8Video
NTSC 29.97Hz, interlaced 43 aspect ratio 480
scanlines 640 (square) pixels
60Hz, progressive scan
9Compression Techniques
Run-length encoding
LZW
Discrete Cosine Transform, Wavelet
YUV
Fractal
10Codecs
Video I
RLE
GIF
Sorenson
MJPEG
MPEG-1
Cinepak
MPEG-2
11Digital Video Formats
Animated GIF
MJPEG
MPEG
12Movie Formats
Quicktime
Video for Windows
13Non-linear Editing
Source n
Source 2
Source 1
Computer-based Editing system
Disk
VCR
DV camera
Web site
DVD
CD
14Animation Production
Production - sequence - shot -frame
storyboard
Pencil tests
Test shots
Key frames (extremes) and in-betweening
15Animation Production
Story
Art
Layout
Modeling
Animating
Shading
Lighting
Camera
16Technical Jobs
RD
Production Support
Technical Director (TD)
17Animation Principles
Follow Through / Overlapping Action
Squash and Stretch
Appeal
Anticipation
Secondary Actions
Exaggeration
Staging
Timing
Arcs
Slow in Slow out
Pose-to-pose v. Straight Ahead
18Orientation Representation
Transformation Matrices
Fixed Angle
Euler Angles
Axis-Angle
Quaternions
19Transformation Matrices
0
a
b
c
0
d
e
f
0
g
h
i
1
0
0
0
20Fixed Angles
Y
E.g., (X,Y,Z)
X
Z
21Fixed Angle Interpolation
(0,90,0) to (90,0,0)
22Euler Angles
(e.g., z,y,x)
Y
x
y
z
Z
X
23Axis-Angle
Y
(Ax,Ay,Az,q)
A
q
X
Z
Eulers rotation theorem
24Quaternions
(cos(q/2),sin(q/2)A)
A
q