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The document discusses the principles of animation for two-dimensional and three-dimensional objects, focusing on real-time raster color-table animation techniques. It outlines the use of general-purpose programming languages and specialized animation languages for designing and controlling animation sequences, including scene description and action specification. Additionally, it mentions key-frame systems that generate in-betweens from user-defined key frames, exemplified by a single-arm robot with multiple degrees of freedom.

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0% found this document useful (0 votes)
14 views1 page

PDF 3

The document discusses the principles of animation for two-dimensional and three-dimensional objects, focusing on real-time raster color-table animation techniques. It outlines the use of general-purpose programming languages and specialized animation languages for designing and controlling animation sequences, including scene description and action specification. Additionally, it mentions key-frame systems that generate in-betweens from user-defined key frames, exemplified by a single-arm robot with multiple degrees of freedom.

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Eslavathramdas
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animation of either two-dimensional or three-dimensional objects, as long as we


restrict the
animation to motions in the projection plane. Then no viewing or
visible-surface
invoked. We can also animate objects along two-dimensional motion paths using the
algorithms need be
golour-table
transformations, Here we predefine the object at successive positions along the motion path, and
set the successive blocks of pixel values to colour-table entries.

Real- time raster color-table


animation.

We set the pixels at the first position of the object to "on" values, and we set the pixels at the other
object positions to the background colour. The animation is then accomplished by changing the
colour-table values so that the object is "on" at successive positions along the animation path as the
preceding position is set to the background intensity.
COMPUTER-ANIMATION LANGUAGES
Design and control of animation sequences are handled with a set of animation routines. A general
purpose language, such as C, Lisp, Pascal, or FORTRAN, is often used to program the animation
functions, but several specialized animation languages have been developed. Animation functions
include a graphics editor, a key-frame generator, an in-between generator, and standard graphics
routines. The graphics editor allowS us to design and modify object shapes, using spline surfaces,
constructive solid-geometry methods, or other representation schemes.
Atypical task in an animation specification is scene description, This includes the positioning of
objects and light sources, defining the photometric parameters (light-source intensities and surface
illumination properties), and setting the camera parameters (position, orientation, and lens
characteristics). Another standard function is action specification. This involves the layout of motion
paths for the objects and camera.
Key-frame systems are specialized animation languages designed simply to generate the in
betweens from the user-specified key frames. Usually, each object in the scene is defined as a set of
rigid bodies connected at the joints and with a limited number of degrees of freedom. As an
example, the single-arm robot in figure has slx degrees of freedom, which are called arm sweep,
shoulder swivel, elbow extension, pitch, yaw, and roll.

EIbow
Eatension
Shoulder
Swive
Sweeo
Pitch CRoll

Base

Degrees of freedom for a stationary,


single-arm robot

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