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Computer animation
 
Computer animation ​is the process used for digitally generating 
animated images. The more general term computer-generated imagery 
(CGI) encompasses both static scenes and dynamic images, while 
computer animation only refers to moving images. Modern ​computer 
animation​ usually uses 3D computer graphics to generate a 
two-dimensional picture, although 2D computer graphics are still used 
for stylistic, low bandwidth, and faster real-time renderings. 
Sometimes, the target of the animation is the computer itself, but 
sometimes film as well. 
Computer animation​ is essentially a digital successor to stop motion 
techniques, but using 3D models, and traditional animation techniques 
using frame-by-frame animation of 2D illustrations. 
Computer-generated animations are more controllable than other, 
more physically based processes, like constructing miniatures for 
effects shots, or hiring extras for crowd scenes, because it allows the 
creation of images that would not be feasible using any other 
technology. It can also allow a single graphic artist to produce such 
content without the use of actors, expensive set pieces, or props. To 
create the illusion of movement, an image is displayed on the computer 
monitor and repeatedly replaced by a new image that is similar to it but 
advances slightly in time (usually at a rate of 24, 25, or 30 
frames/second). This technique is identical to how the illusion of 
movement is achieved with television and motion pictures. 
AddressBazar.com is an Bangladeshi Online Yellow Page. From here you
will find important and necessary information of various ​Computer 3D
Animation​ related organizations in Bangladesh.
For 3D animations, objects (models) are built on the computer monitor 
(modeled) and 3D figures are rigged with a virtual skeleton. For 2D 
figure animations, separate objects (illustrations) and separate 
transparent layers are used with or without that virtual skeleton. Then 
the limbs, eyes, mouth, clothes, etc. of the figure are moved by the 
animator on key frames. The differences in appearance between key 
frames are automatically calculated by the computer in a process 
known as tweening or morphing. Finally, the animation is rendered. 
For 3D animations, all frames must be rendered after the modeling is 
complete. ​For 2D vector animations​, the rendering process is the key 
frame illustration process, while tweened frames are rendered as 
needed. For pre-recorded presentations, the rendered frames are 
transferred to a different format or medium, like digital video. The 
frames may also be rendered in real time as they are presented to the 
end-user audience. Low bandwidth animations transmitted via the 
internet (e.g. Adobe Flash, X3D) often use software on the end-user's 
computer to render in real time as an alternative to streaming or 
pre-loaded high bandwidth animations. 
Explanation
To trick the eye and the ​brain into thinking​ they are seeing a smoothly 
moving object, the pictures should be drawn at around 12 frames per 
second or faster. (A frame is one complete image.) With rates above 
75-120 frames per second, no improvement in realism or smoothness is 
perceivable due to the way the eye and the brain both process images. 
At rates below ​12 frames​ per second, most people can detect jerkiness 
associated with the drawing of new images that detracts from the 
illusion of realistic movement. Conventional hand-drawn cartoon 
animation often uses 15 frames per second in order to save on the 
number of drawings needed, but this is usually accepted because of the 
stylized nature of cartoons. To produce more realistic imagery, 
computer animation demands higher frame rates. 
 
Films seen in theaters in the United States run at 24 frames per second, 
which is sufficient to create the illusion of continuous movement. For 
high resolution, adapters are used. 
History
Early digital ​computer animation​ was developed at Bell Telephone 
Laboratories in the 1960s by Edward E. Zajac, Frank W. Sinden, Kenneth 
C. Knowlton, and A. Michael Noll. Other digital animation was also 
practiced at the Lawrence Livermore National Laboratory. 
In 1967, a ​computer animation ​named "Hummingbird" was created by 
Charles Csuri and James Shaffer. 
In 1968, a computer animation called "Kitty" was created with BESM-4 
by Nikolai Konstantinov, depicting a cat moving around. 
In 1971, a ​computer animation ​called "Metadata" was created, showing 
various shapes. 
An early step in the history of ​computer animation​ was the sequel to 
the 1973 film Westworld, a science-fiction film about a society in which 
robots live and work among humans. The sequel, Futureworld (1976), 
used the 3D wire-frame imagery, which featured a computer-animated 
hand and face both created by University of Utah graduates Edwin 
Catmull and Fred Parke. This imagery originally appeared in their 
student film A Computer Animated Hand, which they completed in 
1972. 
Developments in CGI technologies are reported each year at 
SIGGRAPH, an annual conference on computer graphics and interactive 
techniques that is attended by thousands of computer professionals 
each year. Developers of computer games and 3D video cards strive to 
achieve the same visual quality on personal computers in real-time as is 
possible for CGI films and animation. With the rapid advancement of 
real-time rendering quality, artists began to use game engines to 
render non-interactive movies, which led to the art form Machinima. 
The very first full length computer animated television series was 
ReBoot, which debuted in September 1994; the series followed the 
adventures of ​characters​ who lived inside a computer. The first 
feature-length computer animated film was Toy Story (1995), which was 
made by Pixar. It followed an adventure centered around toys and their 
owners. This groundbreaking film was also the first of many fully 
computer-animated movies. 
Animation methods
 
In most 3D computer animation systems, an animator creates a 
simplified representation of a character's anatomy, which is analogous 
to a skeleton or stick figure. They are arranged into a default position 
known as a bind pose, or T-Pose. The position of each segment of the 
skeletal model is defined by animation variables, or Avars for short. In 
human and animal characters, many parts of the skeletal model 
correspond to the actual bones, but skeletal animation is also used to 
animate other things, with facial features (though other methods for 
facial animation exist). The character "Woody" in Toy Story, for 
example, uses ​700 Avars​ (100 in the face alone). The computer doesn't 
usually render the skeletal model directly (it is invisible), but it does use 
the skeletal model to compute the exact position and orientation of 
that certain character, which is eventually rendered into an image. 
Thus by changing the values of Avars over time, the animator creates 
motion by making the character move from frame to frame. 
There are several methods for generating the Avar values to obtain 
realistic motion. Traditionally, animators manipulate the Avars directly. 
Rather than set Avars for every frame, they usually set Avars at strategic 
points (frames) in time and let the computer interpolate or tween 
between them in a process called keyframing. Keyframing puts control 
in the hands of the animator and has roots in hand-drawn traditional 
animation. 
In contrast, a newer method called motion capture makes use of live 
action footage. When ​computer animation ​is driven by motion capture, 
a real performer acts out the scene as if they were the character to be 
animated. His/her motion is recorded to a computer using video 
cameras and markers and that performance is then applied to the 
animated character. 
 
Each method has its advantages and as of 2007, games and films are 
using either or both of these methods in productions. Keyframe 
animation can produce motions that would be difficult or impossible to 
act out, while motion capture can reproduce the subtleties of a 
particular actor. For ​example​, in the ​2006 film Pirates​ of the Caribbean: 
Dead Man's Chest, Bill Nighy provided the performance for the 
character Davy Jones. Even though Nighy doesn't appear in the movie 
himself, the ​movie benefited​ from his performance by recording the 
nuances of his body language, posture, facial expressions, etc. Thus 
motion capture is appropriate in situations where believable, realistic 
behavior and action is required, but the types of characters required 
exceed what can be done throughout the conventional costuming. 
 

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Computer animation

  • 1. Computer animation   Computer animation ​is the process used for digitally generating  animated images. The more general term computer-generated imagery  (CGI) encompasses both static scenes and dynamic images, while  computer animation only refers to moving images. Modern ​computer  animation​ usually uses 3D computer graphics to generate a  two-dimensional picture, although 2D computer graphics are still used  for stylistic, low bandwidth, and faster real-time renderings.  Sometimes, the target of the animation is the computer itself, but  sometimes film as well. 
  • 2. Computer animation​ is essentially a digital successor to stop motion  techniques, but using 3D models, and traditional animation techniques  using frame-by-frame animation of 2D illustrations.  Computer-generated animations are more controllable than other,  more physically based processes, like constructing miniatures for  effects shots, or hiring extras for crowd scenes, because it allows the  creation of images that would not be feasible using any other  technology. It can also allow a single graphic artist to produce such  content without the use of actors, expensive set pieces, or props. To  create the illusion of movement, an image is displayed on the computer  monitor and repeatedly replaced by a new image that is similar to it but  advances slightly in time (usually at a rate of 24, 25, or 30  frames/second). This technique is identical to how the illusion of  movement is achieved with television and motion pictures.  AddressBazar.com is an Bangladeshi Online Yellow Page. From here you will find important and necessary information of various ​Computer 3D Animation​ related organizations in Bangladesh. For 3D animations, objects (models) are built on the computer monitor  (modeled) and 3D figures are rigged with a virtual skeleton. For 2D  figure animations, separate objects (illustrations) and separate  transparent layers are used with or without that virtual skeleton. Then  the limbs, eyes, mouth, clothes, etc. of the figure are moved by the  animator on key frames. The differences in appearance between key 
  • 3. frames are automatically calculated by the computer in a process  known as tweening or morphing. Finally, the animation is rendered.  For 3D animations, all frames must be rendered after the modeling is  complete. ​For 2D vector animations​, the rendering process is the key  frame illustration process, while tweened frames are rendered as  needed. For pre-recorded presentations, the rendered frames are  transferred to a different format or medium, like digital video. The  frames may also be rendered in real time as they are presented to the  end-user audience. Low bandwidth animations transmitted via the  internet (e.g. Adobe Flash, X3D) often use software on the end-user's  computer to render in real time as an alternative to streaming or  pre-loaded high bandwidth animations.  Explanation To trick the eye and the ​brain into thinking​ they are seeing a smoothly  moving object, the pictures should be drawn at around 12 frames per  second or faster. (A frame is one complete image.) With rates above  75-120 frames per second, no improvement in realism or smoothness is  perceivable due to the way the eye and the brain both process images.  At rates below ​12 frames​ per second, most people can detect jerkiness  associated with the drawing of new images that detracts from the  illusion of realistic movement. Conventional hand-drawn cartoon  animation often uses 15 frames per second in order to save on the  number of drawings needed, but this is usually accepted because of the 
  • 4. stylized nature of cartoons. To produce more realistic imagery,  computer animation demands higher frame rates.    Films seen in theaters in the United States run at 24 frames per second,  which is sufficient to create the illusion of continuous movement. For  high resolution, adapters are used.  History Early digital ​computer animation​ was developed at Bell Telephone  Laboratories in the 1960s by Edward E. Zajac, Frank W. Sinden, Kenneth  C. Knowlton, and A. Michael Noll. Other digital animation was also  practiced at the Lawrence Livermore National Laboratory. 
  • 5. In 1967, a ​computer animation ​named "Hummingbird" was created by  Charles Csuri and James Shaffer.  In 1968, a computer animation called "Kitty" was created with BESM-4  by Nikolai Konstantinov, depicting a cat moving around.  In 1971, a ​computer animation ​called "Metadata" was created, showing  various shapes.  An early step in the history of ​computer animation​ was the sequel to  the 1973 film Westworld, a science-fiction film about a society in which  robots live and work among humans. The sequel, Futureworld (1976),  used the 3D wire-frame imagery, which featured a computer-animated  hand and face both created by University of Utah graduates Edwin  Catmull and Fred Parke. This imagery originally appeared in their  student film A Computer Animated Hand, which they completed in  1972.  Developments in CGI technologies are reported each year at  SIGGRAPH, an annual conference on computer graphics and interactive  techniques that is attended by thousands of computer professionals  each year. Developers of computer games and 3D video cards strive to  achieve the same visual quality on personal computers in real-time as is  possible for CGI films and animation. With the rapid advancement of  real-time rendering quality, artists began to use game engines to  render non-interactive movies, which led to the art form Machinima. 
  • 6. The very first full length computer animated television series was  ReBoot, which debuted in September 1994; the series followed the  adventures of ​characters​ who lived inside a computer. The first  feature-length computer animated film was Toy Story (1995), which was  made by Pixar. It followed an adventure centered around toys and their  owners. This groundbreaking film was also the first of many fully  computer-animated movies.  Animation methods  
  • 7. In most 3D computer animation systems, an animator creates a  simplified representation of a character's anatomy, which is analogous  to a skeleton or stick figure. They are arranged into a default position  known as a bind pose, or T-Pose. The position of each segment of the  skeletal model is defined by animation variables, or Avars for short. In  human and animal characters, many parts of the skeletal model  correspond to the actual bones, but skeletal animation is also used to  animate other things, with facial features (though other methods for  facial animation exist). The character "Woody" in Toy Story, for  example, uses ​700 Avars​ (100 in the face alone). The computer doesn't  usually render the skeletal model directly (it is invisible), but it does use  the skeletal model to compute the exact position and orientation of  that certain character, which is eventually rendered into an image.  Thus by changing the values of Avars over time, the animator creates  motion by making the character move from frame to frame.  There are several methods for generating the Avar values to obtain  realistic motion. Traditionally, animators manipulate the Avars directly.  Rather than set Avars for every frame, they usually set Avars at strategic  points (frames) in time and let the computer interpolate or tween  between them in a process called keyframing. Keyframing puts control  in the hands of the animator and has roots in hand-drawn traditional  animation. 
  • 8. In contrast, a newer method called motion capture makes use of live  action footage. When ​computer animation ​is driven by motion capture,  a real performer acts out the scene as if they were the character to be  animated. His/her motion is recorded to a computer using video  cameras and markers and that performance is then applied to the  animated character.    Each method has its advantages and as of 2007, games and films are  using either or both of these methods in productions. Keyframe  animation can produce motions that would be difficult or impossible to 
  • 9. act out, while motion capture can reproduce the subtleties of a  particular actor. For ​example​, in the ​2006 film Pirates​ of the Caribbean:  Dead Man's Chest, Bill Nighy provided the performance for the  character Davy Jones. Even though Nighy doesn't appear in the movie  himself, the ​movie benefited​ from his performance by recording the  nuances of his body language, posture, facial expressions, etc. Thus  motion capture is appropriate in situations where believable, realistic  behavior and action is required, but the types of characters required  exceed what can be done throughout the conventional costuming.