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Dict-217t-Animation Design Assignment

The document discusses 3D animation and computer graphics. It covers topics like the production stages of 3D animation, 3D programming steps including world, view and projection transformations, and issues that can cause objects to not appear on screen like camera positioning and lighting.

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Eddie Onchieku
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0% found this document useful (0 votes)
50 views2 pages

Dict-217t-Animation Design Assignment

The document discusses 3D animation and computer graphics. It covers topics like the production stages of 3D animation, 3D programming steps including world, view and projection transformations, and issues that can cause objects to not appear on screen like camera positioning and lighting.

Uploaded by

Eddie Onchieku
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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EDDIE ONCHIEKU

21-0057
ICT 217T: ANIMATION ASSIGNMENT
a. Describe the 3D Animation. (3 marks)
3d Animation is generally a term for describing an entire industry that utilizes
computer graphics, software and hardware in many types of production

b. Illustrate production stages in 3D Animation. (4 marks)


Preproduction – the first stage this is happens before this is where the idea, story,
storyboard, animatic and design come into play.
Production – this is second stage, where the preproduction is now laid out, research and
development of the same begins, modelling, texturing, rigging, animation, setup, virtual
effects, lighting and rendering
Post production – this is the last stage to the whole production process and this is where
composting, motion graphics, color correction and final output.

c. Because 3D animation is integrally tied to the computer, it is vital that you learn as much
about computer graphics as possible. Elaborate on this statement (3 marks)
The elaboration of this statement lies on the common understanding that you need to be
accustomed to computer graphics or align your study and execution as the two go hand in
hand they are one and the same one cannot work without the other therefore you need vast
understanding of both and how they work together to be one.
d. Explain TWO fundamental ways of how the graphics system takes pixels from the frame
buffer and displays them as points on the CRT (4 marks)

e. By aid of a diagram elaborate the graphics pipelining. (5 marks)

f. Elaborate the THREE steps of 3D Programming. (6 Marks)


 World Transformation – this makes the objects in the scene to move, rotate, scale and so
on.
 View Transformation – this is the camera, or rather what defines what is seen on the
screen.
 Projection Transformation – this is the last step where you take the view transformation
and draw them on the screen, resulting in a 2D image of pixels.
g. Discus how OpenGL works from a programmer’s point of view. (5 marks)

h. Describe rasterization as used in Computer graphics. (2 marks)


i. Articulate the purpose of frame buffer in Computer graphics. (2 marks)
A framebuffer (also known as aframe store) is a section of random-access memory (RAM)
that contains a bitmap that drives a video display. It is a memory buffer that contains data
that represents all of the pixels in an entire video frame. Framebuffer circuitry is built into
the cores of modern video cards.
j. Illustrate, how you can move a 3D object without moving it as implied in 3D programming.
(4 Marks)
 Scaling
 Rotating
 Translating

k. Often, the most frustrating problem with 3D programming is not seeing anything coming up
on the screen after you have written what you believe to be a clean code that should work.
Outline any THREE causes of this and possible solutions. (3 Marks)
The most common mistake in 3D programming is forgetting about the camera and view
transform. The first thing you should do in the scene is set up the perspective, camera, and view
with a test poly or quad to ensure your scene is properly set up before moving on. Once you're
certain that the view is correct, you can proceed with the rest of the code for your game. Another
common issue is the camera's position, which may appear to be fine during your initial test but
may be too close to the object for it to appear, or the object may have moved off "the screen." One
good test is to move the camera away from the origin and then ensure that your target matrix
points to the origin (0,0,0). This should resolve any viewing issues. The second thing you should do
to begin setting up the scene is to examine the lighting conditions. Do you have lighting turned on
but no lights on? Direct3D is very literal and will not create ambient light for you unless you
explicitly tell it not to.

l. Discuss FOUR types of transformation in computer Graphic and 3D programming.


(4 marks)
 Translation.
 Scaling.
 Rotating.
 Reflection

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