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WEEK 11: COMPUTER ANIMATION SOFTWARE

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Title: WEEK 11: COMPUTER ANIMATION SOFTWARE


1
WEEK 11 COMPUTER ANIMATION SOFTWARE HARDWARE
2
1. Hardware
  • 1. Refresh rate
  • Define how often the display screen is refreshed
    with an image ? same or new image
  • Image ? composed of 2 parts called field

3
  • 1. Consists of the odd rasters
  • 2. Even rasters
  • Interlacing
  • 2 fields ? formed by CRT(Cathode Ray Tube)

4
  • Interlacing the odd fld, followed by even fld ?
    keeps the image refreshed
  • Reasons
  • 1. To min the freq bandwidth of the
  • broadcast signal
  • 2. To reduce flicker, by maximizing the
  • refresh rate

5
Table 11.1 Field and frame rate for the USA and UK
6
  • Most computer monitors non-interlaced, entire
    frame refreshed at a speed that cause min flicker

7
  • 2. Update rate
  • Rate at which the content of the image is updated
  • Equals to refresh rate(in video rate)
  • In computer update rate determined by the speed
    at which software executed.

8
  • E.g., if a computer can execute renderer program
    at 10Hz ? only 10 different images seen every
    sec, computer still attempt to refresh at the
    screen at its refresh rate

9
Hardware - Computer
  • Come in all shapes and sizes humble PC to
    massively parallel supercomputer
  • Today, all computers are able to create pictures,
    used as computer animation platform

10
  • Every computer has processing limitations ?
    dictates the complexity of 3D images it can
    manipulate

11
  • PC
  • Most PCs equipped with graphic facility to
    support multimedia applications, display of 2D
    and 3D graphics
  • High-performance graphics boards are required to
    support realistic rendering time

12
  • Graphics boards will include the following
    characteristics
  • - range of resolution
  • - large on-board texture memory
  • - perspective correct texture memory
  • - sub-pixel and sub-texel positioning
  • - texture morphing

13
Cont
  • - Gouraud modulated textures
  • - video texture mapping
  • - anti-aliasing
  • - number of textured triangles rendered
  • per second
  • - per-pixel fog, smoke and haze effects

14
  • Rendering speeds ? measure in terms of how many
    pixels can be written per second or millions of
    textured triangles per seconds most boards are
    currently exceeding a fill rate of 100
    mega-pixels per second and exceeding 5 million
    triangles per second

15
  • A PC also comes with more than one processor ? it
    can execute 2 parts of a program in parallel
  • Software can only take adv of this feature, if it
    has been designed with a multi-threading facility

16
  • Graphics workstations
  • Have always played important role in supporting
    computer animation
  • Operate with a UNIX or LINUX operating system
    UNIX and LINUX provide an ideal environment for
    developing software, i.e. develop code

17
  • Supercomputer
  • Generally manufactured by Silicon Graphics, Inc.
    ? used for high-end computer applications
  • They are used because of the superior rendering
    speeds, often measured in tens of million of
    triangles per second

18
Motion capture
  • To capture the motion of humans
  • Used in computer animation and some for VR
    systems
  • In computer animation, character animation is
    difficult, although it can be done via scripting
    and keyframe animation

19
  • The technologies currently available include
    mechanical, optical, ultrasonic and magnetic

20
1. Software
  • You can run your animation system on a UNIX or
    LINUX workstation, an NT PC, 2000 PC, or an Apple
    MAC
  • Not every software product is available on these
    platforms

21
  • Today animation systems include products such as
  • - Maya
  • - SoftImage
  • - Houdini
  • - 3D Studio MAX
  • - Lightwave
  • - Sumatra

22
  • They vary in price as well as features
  • Some of the areas you need to investigate
  • - overall user interface
  • - ease with which you can move from
  • modeling, to animating and rendering
  • - ease of modeling
  • - ease of using NURBS

23
Cont
  • - the way particles are incorporated
  • - library of texture maps
  • - the image quality of the renderer
  • - anti-aliasing
  • - bump mapping
  • - quality of shadow
  • - animation editor
  • - keyframing tools
  • - scripting facility

24
  • - expressions interface
  • - interface for inverse kinematics
  • - ease of building skeleton
  • - range of shaders
  • - range of plug-ins
  • - help facility
  • - collision detection
  • - different resolutions
  • - selective rendering
  • - etc
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