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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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0% found this document useful (0 votes)
10 views14 pages

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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saadahmedd33
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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

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