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Trends in
Computer
Graphics
1
Team members:
1. Ravi Tamang
2. Sajal Maharjan
3. Rubeena Tamang
Concept of
Virtual Reality
and Simulation
2
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.
3
4
Evolution of VR
 1838 – Stereoscopic photos &
viewers(Charles Wheatstone
 1929 – Link Trainer The First
Flight Simulator(entirely
electromechanical)
 1950s – Morton Heilig’s
Sensorama
 1965 – The Ultimate display by
Ivan Sutherland
5
6
7
8
9
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.
10
VR application
 Digital marketing
 Entertainment
 Video Games
 Cinema
 Music
 Education and training
 Flight and vehicular applications
 Surgery
 Military
 Space
11
ANIMATION
Design of
Animation Sequence
12
Computer Animation
13
What is Animation?
– Moving objects change over time in
between frames
Categories: Movies/Video/Games
Computer animation is the process used for
digitally generating animated images.
Animators are artists who specialize in the
creation of animation.
Introduction 14
INTRODUCTION
15
2D Animation
3D Animation
APPLICATIONS
16
Video Games Cartoon Mobile Phones
Steps for designing animation
sequence
17
1) Storyboard Layout
2) Object Definitions
3) Key frame specifications
4) Generation of in-between frames
STORYBOARD LAYOUT
18
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.
Storyboard Layout 19
OBJECT DEFINITIONS
Each object participating in the action is given object
definition, such as terms of basic shapes, such as
polygons or splines.
20
Object
Definitions
21
FRAMES
22
 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.
Frames 23
KEY FRAME
24
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.
KEYFRAME
25
1
4
TWEENING (OR) IN
BETWEEN
26
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.
27
The animation languages fall into following three
main categories:
• Linear list notations
• General purpose languages
• Graphical languages
Computer Animation
Languages
28
•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
29
•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.
30
•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 .
31
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
32
A simulating acceleration is a mechanism that
creates the feelings of being in a real motion
environment.
Simulating Accelerations
33
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
34
•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.
35
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
36
•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.
37
•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
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
38
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.
39
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.
40
41
42
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.
43
44
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)
45
Thank You!!!
Any Queries???
46

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Trends in Computer Graphics and Virtual Reality

  • 1. Trends in Computer Graphics 1 Team members: 1. Ravi Tamang 2. Sajal Maharjan 3. Rubeena Tamang
  • 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. 3
  • 4. 4
  • 5. Evolution of VR  1838 – Stereoscopic photos & viewers(Charles Wheatstone  1929 – Link Trainer The First Flight Simulator(entirely electromechanical)  1950s – Morton Heilig’s Sensorama  1965 – The Ultimate display by Ivan Sutherland 5
  • 6. 6
  • 7. 7
  • 8. 8
  • 9. 9
  • 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. 10
  • 11. VR application  Digital marketing  Entertainment  Video Games  Cinema  Music  Education and training  Flight and vehicular applications  Surgery  Military  Space 11
  • 13. Computer Animation 13 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
  • 17. Steps for designing animation sequence 17 1) Storyboard Layout 2) Object Definitions 3) Key frame specifications 4) Generation of in-between frames
  • 18. STORYBOARD LAYOUT 18 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. 20
  • 22. FRAMES 22  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 24 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 26 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.
  • 27. 27 The animation languages fall into following three main categories: • Linear list notations • General purpose languages • Graphical languages Computer Animation Languages
  • 28. 28 •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
  • 29. 29 •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.
  • 30. 30 •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 .
  • 31. 31 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
  • 32. 32 A simulating acceleration is a mechanism that creates the feelings of being in a real motion environment. Simulating Accelerations
  • 33. 33 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
  • 34. 34 •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.
  • 35. 35 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
  • 36. 36 •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.
  • 37. 37 •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 38
  • 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. 39
  • 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. 40
  • 41. 41
  • 42. 42
  • 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. 43
  • 44. 44
  • 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) 45