Unit Iii Computer Animation
Unit Iii Computer Animation
Computer Animation
1. Design of Animation Sequence
3. Raster animation
4. Key-frame systems
•Morphing
•Simulating acceleration
5. Animation language
•Linear list notations
•General purpose languages
•Graphical languages
Displaying animation sequences
• Examples of models:
– a "flying logo" in a TV advert
– a walking stick-man
– a dinosaur attacking its prey in Jurassic Park
Models can be
• Rigid (i.e. they have no moving parts)
• Articulated (subparts are rigid, but movement is
allowed between the sub-parts)
• Dynamic (using physical laws to simulate the motion)
• Particle based (animating individual particles using the
statistics of behaviour)
• Behaviour based (e.g. based on behaviour of real
animals)
• Simple rigid objects can be defined in terms of
– polygon tables (3D)
– basic shapes such as line segments, circles, splines
etc. (2D)
Time
F1
F5
F2
F4
F3
Static camera, moving object
F1 F2 F3 F4
Static object, moving camera
Y Y
Z Z
X X
KEY FRAMES AND IN-BETWEENING
Key frames
• Compute first a small number of key frames
• Blending segments
– Motion clips are short (due to range and tethers)
– Dynamic motion generation requires blending at
run time
– Difficult to manage smooth transition
Examples
• Inanimate video game objects
– GT Racer cars
– Soapbox about why this is so cool
• Special effects
– Explosions, water, secondary motion
– Phantom Menace CG droids after they were cut in
half
Procedural Animation
• Very general term for a technique that puts
more complex algorithms behind the scenes
• Technique attempts to consolidate artistic
efforts in algorithms and heuristics
• Allows for optimization and physical
simulation
Procedural Animation Strengths
• Animation can be generated ‘on the fly’
• Dynamic response to user
• Write-once, use-often
• Algorithms provide accuracy and exhaustive
search that animators cannot
Procedural Animation Weaknesses
• Difficult to generate
• Expensive to compute
• Difficult to force system to generate a
particular solution
Segments
Introduction
• To humans, an image is not just a random collection of pixels; it is a meaningful
arrangement of regions and objects.
• There also exits a variety of images: natural scenes, paintings, etc. Despite the large
variations of these images, humans have no problem to interpret them.
• The image information is stored in Display file.
• Existing structure of display file does not satisfy the requirements of viewing image.
Display image is modified to reflect the sub picture structure. To achieve this display
file is divided into segments.
The Segment table indicates the portion of the display file used to construct the picture
Segment Table
Display File
Display
Segment table
Segment Number
Segment Start Segment Size Scale X Scale Y Color Link
3
1 4
2
2
3
5
Null/
Start=3
Segment Functions
• Create Segment
• Close Segment
• Delete Segment
• Rename Segment
CREATING AND DELETING SEGMENTS
CREATE SEGMENT(ID)
CLOSE SEGMENT
For example:
CREATE SEGMENT(1)
DUCK
CLOSE SEGMENT
DELETE SEGMENT(ID)
RENAMING SEGMENTS
Segment 1 Segment 1
Segment 2 Segment 3
Segment 3 Segment 4
Segment 4 Unused Space
Unused Space
Segment Attributes
• Segment Transformations
• Segment Transformation and Clipping
• Segment Visibility
• Segment Highlighting
• Segment Priority
• http://www.chilton-computing.org.uk/acd/literature/books/gks/p004.htm