The document discusses trends in computer graphics and virtual reality. It covers key concepts like virtual reality, how VR works using lenses and screens, applications of VR like education and gaming, and the evolution of VR from early stereoscopic images to modern head-mounted displays. It also discusses computer animation, including 2D and 3D animation, animation languages, morphing, simulating accelerations, collision detection in 3D, and projections in 3D graphics.
3. Virtual Reality and
Simulation
Virtual Reality is an interactive immersive 3D
computer generated simulation, designed to
make the user believe, to the greatest extent
possible, that they are actually experiencing a
real environment."
Performance tuning or optimizing, safety
engineering, testing, training, education, and
video games.
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10. How does VR work?
The primary subject of virtual reality is simulating
the vision.
Two autofocus lenses are generally placed
between the screen and the eyes that adjust
based on individual eye movement and
positioning.
a frame rate of minimum 60fps, an equally
competent refresh rate and minimum 100-degree
field of view (FOV) (though 180 degrees is ideal).
The visuals on the screen are rendered either by
using a mobile phone or HDMI cable connected
to a PC.
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11. VR application
Digital marketing
Entertainment
Video Games
Cinema
Music
Education and training
Flight and vehicular applications
Surgery
Military
Space
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13. Computer Animation
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What is Animation?
– Moving objects change over time in
between frames
Categories: Movies/Video/Games
14. Computer animation is the process used for
digitally generating animated images.
Animators are artists who specialize in the
creation of animation.
Introduction 14
18. STORYBOARD LAYOUT
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It is the outline of a 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 be consist of a set of rough
sketches or it could be a list of basis ideas for motion.
20. OBJECT DEFINITIONS
Each object participating in the action is given object
definition, such as terms of basic shapes, such as
polygons or splines.
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22. FRAMES
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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.
24. KEY FRAME
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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.
26. TWEENING (OR) IN
BETWEEN
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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.
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The animation languages fall into following three
main categories:
• Linear list notations
• General purpose languages
• Graphical languages
Computer Animation
Languages
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•Linear list notations
In this notations for animations each event is
described by
1) A starting and ending frame number
2) An action that is to be taken place
for example 10,20,R rotate “bird”,1,60
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•General purpose languages
Another way to describe
animation is to embed an animation capability within a general
purpose programming language. The value of variables in the
general purpose language can be used as parameter to
whatever routines actually generate animations,so the high-level
language can actually be used to generate simualtions that then
generate animation as a side effect.
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•Graphical languages
Graphical animation language
describe animation in more visual way. These languages are
used for expressing , editing, and comprehending the
simultaneous change taking place in an animation. Instead of
writing explicitly the descriptions of actions the animator
provides a picture of the action. For example : DIAL:
diagrammatic animation language .
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Morphing is the process that permits a
smooth transition from one image to another.
Morphing works by creating complex
algorithms that change one image.
This is generally done by special softwares
that detect specific features in the image (e.g.
face contour, mouth, eyes, nose...) and adjust
them to fit the next image. The main image is
slowly dissolved as it's transformed in the
new one. Hence morphing is the
transformation of object shapes from one
form to another .
Morphing
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A simulating acceleration is a mechanism that
creates the feelings of being in a real motion
environment.
Simulating Accelerations
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Different ways of simulating accelerations
•Zero acceleration (constant speed )
Assume we are driving a car at the same speed . So we can
say it’s a zero acceleration. For constant speed, we use equal-
interval time spacing for the in between. For example we
anwant N in-betweens for key frames at times t1 and t2. The
time interval between key frame is then divided into n+1
subintervals providing in-betweens spacing of
Δt=(t2-t1)/(n+1).
The time for any in-between is
Tj=ta +j*Δt where j=1,2,3…n
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•Non-zero accelerations
It is used to produce realistic display of speed
changes . we can model the start-up or slow
down portions of an animation path with
trigonometric functions.
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Positive accelerations
To model increasing speed, we want the time spacing
between frame to increase, so that the greater changes in
position occur as the object moves faster. We can obtain it by
1-cosθ 0<θ<λ/2
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•Negative accelerations:
To model decreasing speed, we want the time spacing
between frame to decrease we can model decreasing
speed with sin θ in the range 0<θ<λ/2.
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•Combination of accelerations:
Motions can contain both speed-ups and downs. We can
model a combination of increasing-decreasing speed by first
increasing the in-between time spacing, then we decrease
this spacing.
It can be accomplished by
0.5(1-cosθ ), 0<θ<λ/2
38. Animation in Java 3D
Animation is change without any direct user action.
Time-based animation
Interpolators
Alpha objects
Custom behaviour
Collision detection
Same as for 2D
Bounding boxes and spheres
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39. Classes and Methods
Package: javafx.animation.Animation
Constructor:
protected Animation()
protected Animation(double targetFramerate)
Simple Methods:
void pause(): Pauses the animation.
void play(): Plays Animation from current position in
the direction indicated by rate.
void stop(): Stops the animation and resets the play
head to its initial position.
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40. Collision Detection
• Collision detection based on bounding
regions of objects
– Boxes (cubes), spheres
– More complex polytopes ()
– Define explicitly for each object of
interest
• Need to detect when bounding regions of
colliding objects overlap
– Bounding regions in Java 3D have a built-in
method intersect() that can detect overlap with
another bounding region
• Take appropriate action in response to
collision.
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43. Projections in Java 3D
It is the process of converting a 3D object
into a 2D object. It is also defined as mapping
or transformation of the object in projection
plane or view plane. The view plane is
displayed surface.
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45. References
Computer Graphics (C version 2nd
edition)-Donald D. Hearn
Introduction to Computer Graphics-
McGrawhill Uni
Google images.
www.alarmstock.com
Java 3d SlideShare.
Unity 3d tutorial
images.(www.unity3d.com)
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