Computer Animation
Computer Animation
MODULE 5
INTRODUCTION
• Computer Animation is the process used for generating animated
images using computer graphics.
• Animators are artists who specialize in the creation of animation.
From Latin amatio, "the act of bringing to life"; from animo("to
animate" or "give life to ") and -atio ("the act of").
DESIGN OF ANIMATION SEQUENCE
Steps for designing animation sequence
• Storyboard Layout
• Object Definitions
• Key frame specifications
• Generation of in-between frames
STORYBOARD LAYOUT
• It is the outline of an action. It defines the motion sequences as a set
of basic that are to take place.
• Depending on the type of animation to be produced, the storyboard
could consist of a set of rough sketches or it could be a list of basic
ideas for motion.
OBJECT DEFENITION
• Each object participating in the action is given object definition, such
as terms of basic shapes, such as polygons or splines.
FRAMES
• It is one of the many single photographic images in a motion picture.
The individual frames are separated by frame lines. Normally, are
needed for one second of film.
KEY FRAME
• A key frame in animation and filmmaking is a drawing that defines the
starting and ending points of any smooth transition.
• A sequence of key frames which movement the spectator will see, but
the position of the key frames on the film, defines the timing of the
movement. 2 or 3 can be present for a span of a second.
IN BETWEEN
• It is a process of generating intermediate frames between 2 images to
give appearance that the 1st image evolves smoothly into the second
image. In-betweens are the drawing between the key frames which
help to create the illusion of motion.
• Film requires 24 frames per second and graphics terminals are
refreshed at a rate of 30 to 60 frames per second.
RASTER ANIMATION
• On raster systems, we generate real-time animation in limited
application using raster operation.
• Such as 2D or 3D transformations on objects.
• Raster images are collection of a large number of pixels.
• These pixels are stored in BIT MAP of the image in the system
memory which is then viewed by the video controller.
• The raster images when played in a particular sequence it is called as
raster animation sequence.
• Each raster image is called as raster frame.
• Raster animations forms the more realistic real-time images
MORPHING
• It can be defined as transition from one object to another. And also, the
process of transforming one image into another.
• An animation technique that allows you to blend two still images, creating a
sequence of in-between pictures that when played in quick time,
metamorphoses the first image into the second.
• As the metamorphosis proceeds, the first image is gradually and is faded
out. The second image starts out totally distorted toward the first and is
faded in.
• The morph process consists of:
• Warping two images so that they have the same “shape”.
• Cross dissolving the resulting images.
WARPING
• A warp is a 2-D geometric transformation and generates a distorted
image when it is applied to an image. Warping an image means: apply
a given deformation to it.
• Two ways to warp an image:
• Forward mapping: each pixel in source image is mapped to an appropriate
pixel in destination image. Some pixels in the destination image may not be
mapped.
• Reverse mapping: this method goes through each pixel in the destination
image and samples an appropriate source image pixel. All destination image
pixels are mapped to some source image pixel. This mapping is used in the
Beier/Neely line morphing method.
MORPHING PROCESS
• STEP I : Interpolating the lines: interpolate the coordinates of the end
points of every pair of lines.
• STEP II : Warping the Images: Each of the source images has to be
deformed towards the needed frame. The deformation works pixel by
pixel is based on the reverse mapping. This algorithm is called
Beier-Neely Algorithm
MOTION SPECIFICATION
Various ways in which motions of objects can be specified as:
•Direct Motion Specification
•Goal-Directed Systems
•Kinematics and Dynamics.