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Anand Visual Com

Comics use a combination of images and text, often arranged in panels, to tell stories. Common forms include comic strips, cartoons, and comic books. The term "cartoon" originally referred to preparatory drawings but now often describes humorous illustrations or animated films that use a sequence of illustrations. Animation is a method of manipulating pictures to appear as moving images and can be created through traditional hand-drawn techniques, 3D computer-generated imagery, or stop motion.

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0% found this document useful (0 votes)
62 views12 pages

Anand Visual Com

Comics use a combination of images and text, often arranged in panels, to tell stories. Common forms include comic strips, cartoons, and comic books. The term "cartoon" originally referred to preparatory drawings but now often describes humorous illustrations or animated films that use a sequence of illustrations. Animation is a method of manipulating pictures to appear as moving images and can be created through traditional hand-drawn techniques, 3D computer-generated imagery, or stop motion.

Uploaded by

Sid Khan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Comics

Comics is a medium used to express ideas through images, often combined with text or other
visual information. Frequently, comics takes the form of sequences of panels of images. Often
textual devices such as speech balloons, captions, and onomatopoeia indicate dialogue,
narration, sound effects, or other information. The size and arrangement of panels contribute
to narrative pacing. Cartooning and similar forms of illustration are the most common image-
making means in comics; fumetti is a form which uses photographic images. Common forms
include comic strips, editorial and gag cartoons, and comic books. Since the late 20th century,
bound volumes such as graphic novels, comic albums, and tankōbon have become increasingly
common, while online webcomics have proliferated in the 21st century with the advent of the
internet.

4 Comics

The term derives from the mostly humorous early work in the medium, and came to apply to that
form of the medium including those far from comic. The sequential nature of the pictures, and the
predominance of pictures over words, distinguishes comics from picture books. Comics are
combination of cartoon with a story line, laid out in a series of pictorial panels across a page or a
digital media and concerning a continuous character or set of characters, whose thoughts and
dialogues are indicated by means of "balloons" containing written speech. The comic strip form can
be employed to convey a variety of messages (e.g., advertisements, education, entertainment, etc.)

Spider-Man by Marvel
Year released: 1963
Copies sold: 360 million

One of the most popular and commercially successful superheroes, Spider-


Man, has maintained cult status in the eyes of geeks (and even normal
people) for decades. That versatility makes it one of the best comics of all
time.

Batman by Bob Kane and Bill Finger


 
Year released: 1939
Copies sold: 460 million

Batman, the second-best superhero in a cape, was created just a year after
Superman, in 1939. Similar to its predecessor, Batman received instant
success and led to further adaptations of the comic series. And for more
guy-friendly reads, check out these 40 Books Every Man Over 40 Should
Have on His Bookshelf.

X-Men by Marvel
Year released: 1963
Copies sold: 270 million

This American series centers on characters like Professor X and Wolverine


—humans with supernatural abilities. Similar to other American
classics, X-Men has been adapted into multiple successful films.
12
Dragon Ball by Akira Toriyama
Year released: 1984 (stopped printing in 1995)
Copies sold: 240 million

This hugely successful Japanese media franchise follows the adventures of


Son Goku from childhood to adulthood as he trains in martial arts.
In Dragon Ball, Son Goku explores the world in seven orbs— known as
Dragon Balls.

Cartoon
A cartoon is a type of illustration, possibly animated, typically in a non-realistic or semi-realistic
style. The specific meaning has evolved over time, but the modern usage usually refers to either:
an image or series of images intended for satire, caricature, or humor; or a motion picture that
relies on a sequence of illustrations for its animation. Someone who creates cartoons in the first
sense is called a cartoonist,[1] and in the second sense they are usually called an animator.
The concept originated in the Middle Ages, and first described a preparatory drawing for a piece
of art, such as a painting, fresco, tapestry, or stained glass window. In the 19th century,
beginning in Punch magazine in 1843, cartoon came to refer – ironically at first – to humorous
illustrations in magazines and newspapers. In the early 20th century, it began to refer
to animated films which resembled print cartoons.[2]

Digital images
A digital image is a numeric representation, normally binary, of a two-dimensional image.

Depending on whether the image resolution is fixed, it may be of vector or raster type. By itself,

the term "digital image" usually refers to raster images or bitmapped images (as opposed

to vector images).
Digital images at some point start to pixelate

Raster image doesnot pixelate

Most users come into contact with raster images through digital cameras, which use any of
several image file formats.
Some digital cameras give access to almost all the data captured by the camera, using a raw
image format.The Universal Photographic Imaging Guidelines (UPDIG) suggests these formats
be used when possible since raw files produce the best quality images. These file formats allow
the photographer and the processing agent the greatest level of control and accuracy for output.
Their use is inhibited by the prevalence of proprietary information (trade secrets) for some
camera makers, but there have been initiatives such as OpenRAW to influence manufacturers to
release these records publicly. An alternative may be Digital Negative (DNG), a proprietary
Adobe product described as "the public, archival format for digital camera raw data".[1] Although
this format is not yet universally accepted, support for the product is growing, and increasingly
professional archivists and conservationists, working for respectable organizations, variously
suggest or recommend DNG for archival purposes.[2][3][4][5][6][7][8][9][10]
\\

Vector images resulted from mathematical geometry (vector). In mathematical terms, a vector


consists of both a magnitude, or length, and a direction.
Often, both raster and vector elements will be combined in one image; for example, in the case
of a billboard with text (vector) and photographs (raster).

Animation vfx

Visual effects involve the integration of live-action footage (special effects) and generated
imagery (digital effects and/or optical effects) to create environments, inanimate objects, animals
and/or creatures which look realistic, but would be dangerous, expensive, impractical, time
consuming or impossible to capture on film. Visual effects using computer-generated
imagery (CGI) have recently become accessible to the independent filmmaker with the
introduction of affordable and easy-to-use animation and compositing software.

Categories[edit]
Visual effects primarily divides into two groups of:

1. Special effects: It covers any visual effects that take place in live action, e.g. on set
explosions or stunt performances.
2. Digital effects (commonly shortened to digital FX or FX): It covers the various processes
by which imagery is created or manipulated with or from photographic assets. Digital
Effects often involve the integration of still photography and computer-generated
imagery (CGI) to create environments which look realistic but would be dangerous,
costly, or impossible to capture in camera. FX is usually associated with the still
photography world in contrast to visual effects which is associated with motion film
production. Digital FX also divides into different subgroups of professions such as:

 Matte paintings and stills: digital or traditional paintings or photographs which serve as


background plates for 3D characters, particle effects, digital sets, backgrounds.
 Motion capture (or Mo-Cap): The process of recording the movements of objects and or
people. In a session of motion capture, the subject whose motion is being captured is
recorded and sampled many times per secanimond by different scanners placed all over the
environment. There are different types of systems that read the actor's movement. One of
which is the optical method that uses tracking cameras that lock onto specialized markers
placed over the actor's motion capture suit. The other type of method is called the non-
optical method where instead of capturing the markers location in space, it records and
measures the inertia and mechanical motion in the area. This type of motion capture doesn’t
just apply to the body, but can be used to track the facial movements and expressions of an
actor and transfer them to a 3d model later on in the pipeline. The same type of concept of
using markers to track motion is used, but more often than not, the actor's face will have
painted dots on their face rather than ball shaped markers. Not only is the actor's
movements recorded in this process, but the movement of the camera is also recorded,
which allows editors to use this data to enhance the environment the motion captured set is
imagined in. Once all of this is captured, the motion captured data is mapped to a virtual
skeleton using software such as Autodesk's MotionBuilder or other software of choice.
 Modelling: Creating 3D models of props or characters using specialised software.
 Animation: Assign movements for any objects and characters in 2D or 3D.
 Compositing: Combining visual elements from different sources to create the illusion that
all those elements are parts of the same scene.

Animation

Animation is a method in which pictures are manipulated to appear as moving images.


In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to
be photographed and exhibited on film. Today, most animations are made with computer-
generated imagery (CGI). Computer animation can be very detailed 3D animation, while 2D
computer animation can be used for stylistic reasons, low bandwidth or faster real-time
renderings. Other common animation methods apply a stop motion technique to two and three-
dimensional objects like paper cutouts, puppets or clay figures.
Commonly the effect of animation is achieved by a rapid succession of sequential images that
minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely
on the phi phenomenon and beta movement, but the exact causes are still
uncertain. Analog mechanical animation media that rely on the rapid display of sequential images
include the phénakisticope, zoetrope, flip book, praxinoscope and film. Television and video are
popular electronic animation media that originally were analog and now operate digitally. For
display on the computer, techniques like animated GIF and Flash animation were developed.
Animation is more pervasive than many people realise. Apart from short films, feature films,
animated gifs and other media dedicated to the display of moving images, animation is also
heavily used for video games, motion graphics and special effects. Animation is also prevalent in
information technology interfaces.[1]
The physical movement of image parts through simple mechanics – in for instance the moving
images in magic lantern shows – can also be considered animation. The mechanical
manipulation of puppets and objects to emulate living beings has a very long history in automata.
Automata were popularised by Disney as animatronics.
Animators are artists who specialize in creating animation.

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