Computer animation utilizes graphics methods for various applications including advertising, entertainment, scientific studies, and education. It involves creating visual changes over time, with techniques such as real-time and frame-by-frame animation, and emphasizes realism in representations. The process includes stages like storyboarding, defining objects, specifying key frames, generating in-betweens, and additional tasks like motion verification and sound synchronization.
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Lecture 12
Computer animation utilizes graphics methods for various applications including advertising, entertainment, scientific studies, and education. It involves creating visual changes over time, with techniques such as real-time and frame-by-frame animation, and emphasizes realism in representations. The process includes stages like storyboarding, defining objects, specifying key frames, generating in-betweens, and additional tasks like motion verification and sound synchronization.
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Computer Animation
Assoc. Prof. Mohamed AbdelNasser
Computer Animation ❑Computer-graphics methods are now commonly used to produce animations for a variety of applications: 1) Advertising 2) Entertainment (motion pictures and cartoons) 3) Scientific and engineering studies, 4) Training and education
❑Computer animation generally refers to any time sequence of visual
changes in a picture.
❑ In addition to changing object positions using translations or rotations, a
computer-generated animation could display time variations in object size, color, transparency, or surface texture. Computer Animation ❑Advertising animations often transition one object shape into another: for example, transforming a can of motor oil into an automobile engine.
❑We can also generate computer animations by varying camera parameters,
such as ➢position, ➢orientation, ➢ or focal length, and variations in lighting effects or other parameters and procedures associated with illumination and rendering can be used to produce computer animations. Animation Realism ❑Another consideration in computer-generated animation is realism. Many applications require realistic displays. ➢An accurate representation of the shape of a thunderstorm or other natural phenomena described with a numerical model is important for evaluating the reliability of the model. ➢Simulators for training aircraft pilots and heavy-equipment operators must produce reasonably accurate representations of the environment. ➢Many entertainment and advertising applications that do require accurate representations for computer-generated scenes Constructing Motion Sequence ❑Two basic methods for constructing a motion sequence: real-time animation and frame-by-frame animation. ❖In a real-time computer-animation, each stage of the sequence is viewed as it is created. Thus the animation must be generated at a rate that is compatible with the constraints of the refresh rate. ❖For a frame-by-frame animation, each frame of the motion is separately generated and stored. Later, the frames can be recorded on film, or they can be displayed consecutively on a video monitor in “real-time playback” mode. ❑Simple animation displays are generally produced in real time, while more complex animations are constructed more slowly, frame by frame. ❑However, some applications require real-time animation, regardless of the complexity of the animation. Computer Animation A flight-simulator animation ❑The animation is produced in real time because the video displays must be generated in immediate response to changes in the control settings. ❑ In such cases, special hardware and software systems are often developed to allow the complex display sequences to be developed quickly. Design of Animation Sequences ❑Constructing an animation sequence can be a complicated task, particularly when it involves a story line and multiple objects, each of which can move in a different way. ❑ A basic approach is to design such animation sequences using the following development stages: Storyboard Layout ❑A storyboard is a visual representation of a film, video, or other media that outlines the key elements of the story and how they will be presented. ❑It defines the motion sequence as a set of basic events that are to take place. ❑Depending on the type of animation to be produced, the storyboard could consist of a set of rough sketches, along with a brief description of the movements, or it could just be a list of the basic ideas for the action. ❑It is a powerful tool that helps filmmakers and other media professionals plan and communicate the vision for their project. ❑ Originally, the set of motion sketches was attached to a large board that was used to present an overall view of the animation project. Hence, the name “storyboard.” Storyboard Object Definition ❑An object definition is given for each participant in the action. ❑Objects can be defined in terms of basic shapes, such as polygons or spline surfaces. ❑ In addition, a description is often given of the movements that are to be performed by each character or object in the story. Specifications of Key Frames ❑A key frame is a detailed drawing of the scene at a certain time in the animation sequence. ❑Within each key frame, each object (or character) is positioned according to the time for that frame. ❑Some key frames are chosen at extreme positions in the action; others are spaced so that the time interval between key frames is not too great. ❑More key frames are specified for intricate motions than for simple, slowly varying motions. ❑Development of the key frames is generally the responsibility of the senior animators, and often a separate animator is assigned to each character in the animation. Generation of In-Between Frames ❑In-betweens are the intermediate frames between the key frames. ❑The total number of frames, and hence the total number of in-betweens, needed for an animation is determined by the display media that is to be used. ❑Film requires 24 frames per second, and graphics terminals are refreshed at the rate of 60 or more frames per second. ❑Typically, time intervals for the motion are set up so that there are from three to five in-betweens for each pair of key frames. ❑ Depending on the speed specified for the motion, some key frames could be duplicated. ➢As an example, a 1-minute film sequence with no duplication requires a total of 1,440 frames. If five in-betweens are required for each pair of key frames, then 288 key frames would need to be developed. Other Tasks ❑There are several other tasks that may be required, depending on the application. ❑These additional tasks include: ➢ Motion verification ➢Editing ➢ Production and synchronization of a soundtrack