Computer animation involves creating animation sequences through object definition, path specification, key frames, and in-betweening. There are two main methods for displaying animation sequences: raster animation and color-table animation. Raster animation involves copying frames from memory to the display very quickly, while color-table animation uses a color lookup table to convert logical color numbers in each pixel to physical colors. The document discusses techniques for designing animation sequences like storyboarding, defining objects and paths, specifying key frames, and generating in-between frames. It also covers topics like motion specification using direct motion, goal-directed systems, kinematics, dynamics, and inverse kinematics. Morphing and tweening are introduced as techniques for warping one image into
Animation involves rapidly displaying a sequence of images to create the illusion of movement. There are two main types of animation: cel animation which changes images from one frame to the next, and path animation which moves an object along a predetermined path. 3D animation involves modeling objects, defining their motion, and rendering to add attributes like color. Computer animation employs the same principles as traditional cel animation by setting frame rates and using techniques like morphing, warping, and virtual reality.
Computer animation is the process of generating animated images using computer graphics. Modern computer animation typically uses 3D graphics to create virtual worlds where characters and objects can move and interact in a realistic manner. There are three main types of animation: traditional (hand-drawn), stop motion (manipulating real-world objects), and computer animation. Computer animation encompasses both 2D and 3D techniques and has largely replaced traditional animation due to being faster and less expensive to produce. Pixar and DreamWorks are notable studios that have produced highly successful computer animated feature films.
Animation is a method of creating the illusion of movement by photographing sequential drawings, models, or puppets in fast succession. Our eyes can only retain an image for 1/10 of a second, so when multiple images appear quickly, our brain blends them into a single moving image. Traditionally, animators drew pictures on transparent sheets that were then photographed, but today most animation uses computer-generated imagery. Common types of animation include traditional cel animation, 2D vector animation, 3D animation using computer models, and stop motion animation that adjusts physical objects frame by frame. Popular software used for animation includes Blender, 3D Studio Max, and Adobe Animate.
This document discusses various topics related to computer animation including its applications, design of animation sequences, animation functions, raster animations, computer animation languages, key frame systems, motion specifications, morphing, and tweening. It describes computer animation as the process of generating animated images using computers and discusses animation software functions for creating and processing animations. Animation techniques like raster operations, general purpose programming languages, direct and goal-directed motion specifications, kinematics, dynamics, and physically based modeling are also summarized.
Computer animation involves key-frame animation where animators create important frames (key frames) that define how an object changes over time, such as its size, direction or shape. The computer then generates the in-between frames to create a smooth animation. Morphing is a technique that seamlessly transitions one image into another through a sequence of interpolated images. Three-dimensional morphing directly morphs 3D models to overcome limitations of 2D morphing like incorrect handling of lighting and visibility changes during a morph.
Animation involves creating the illusion of movement by displaying a series of images in rapid succession. The document discusses different types of animation including cel animation, which uses clear celluloid sheets drawn by hand, and computer animation, which automates parts of the animation process. It also covers file formats for animation and best practices for creating successful animations, such as using animation sparingly and compressing files for web display.
Animation is the process of generating moving images using computer graphics. It involves creating a storyboard to outline the motion sequences, defining the objects participating in the action, and specifying key frames that define the starting and ending points of transitions. Intermediate frames are generated between key frames through tweening or in-betweening to give the appearance that one image evolves smoothly into the next and create the illusion of motion.
Animation involves rapidly displaying a sequence of images to create the illusion of movement. There are two main types of animation: cel animation which changes images from one frame to the next, and path animation which moves an object along a predetermined path. 3D animation involves modeling objects, defining their motion, and rendering to add attributes like color. Computer animation employs the same principles as traditional cel animation by setting frame rates and using techniques like morphing, warping, and virtual reality.
Computer animation is the process of generating animated images using computer graphics. Modern computer animation typically uses 3D graphics to create virtual worlds where characters and objects can move and interact in a realistic manner. There are three main types of animation: traditional (hand-drawn), stop motion (manipulating real-world objects), and computer animation. Computer animation encompasses both 2D and 3D techniques and has largely replaced traditional animation due to being faster and less expensive to produce. Pixar and DreamWorks are notable studios that have produced highly successful computer animated feature films.
Animation is a method of creating the illusion of movement by photographing sequential drawings, models, or puppets in fast succession. Our eyes can only retain an image for 1/10 of a second, so when multiple images appear quickly, our brain blends them into a single moving image. Traditionally, animators drew pictures on transparent sheets that were then photographed, but today most animation uses computer-generated imagery. Common types of animation include traditional cel animation, 2D vector animation, 3D animation using computer models, and stop motion animation that adjusts physical objects frame by frame. Popular software used for animation includes Blender, 3D Studio Max, and Adobe Animate.
This document discusses various topics related to computer animation including its applications, design of animation sequences, animation functions, raster animations, computer animation languages, key frame systems, motion specifications, morphing, and tweening. It describes computer animation as the process of generating animated images using computers and discusses animation software functions for creating and processing animations. Animation techniques like raster operations, general purpose programming languages, direct and goal-directed motion specifications, kinematics, dynamics, and physically based modeling are also summarized.
Computer animation involves key-frame animation where animators create important frames (key frames) that define how an object changes over time, such as its size, direction or shape. The computer then generates the in-between frames to create a smooth animation. Morphing is a technique that seamlessly transitions one image into another through a sequence of interpolated images. Three-dimensional morphing directly morphs 3D models to overcome limitations of 2D morphing like incorrect handling of lighting and visibility changes during a morph.
Animation involves creating the illusion of movement by displaying a series of images in rapid succession. The document discusses different types of animation including cel animation, which uses clear celluloid sheets drawn by hand, and computer animation, which automates parts of the animation process. It also covers file formats for animation and best practices for creating successful animations, such as using animation sparingly and compressing files for web display.
Animation is the process of generating moving images using computer graphics. It involves creating a storyboard to outline the motion sequences, defining the objects participating in the action, and specifying key frames that define the starting and ending points of transitions. Intermediate frames are generated between key frames through tweening or in-betweening to give the appearance that one image evolves smoothly into the next and create the illusion of motion.
This document discusses the process of computer animation. It begins by defining computer animation and listing some common applications like video games, cartoons, and mobile phones. It then outlines the main steps for designing an animation sequence, which include storyboard layout, object definitions, key frame specifications, and generating in-between frames. Key frames define the starting and ending points of movements, while in-betweens create the illusion of smooth motion between key frames. Raster animation and general animation functions are also briefly discussed.
19 types of animation techniques and styleswinbizindia
There are many styles of animation that can be used to create the illusion of motion. Some key animation styles mentioned are traditional 2D animation where each frame is hand drawn, digital 2D animation where frames are drawn digitally, and 3D animation where realistic characters are created using software. Other styles discussed include stop motion animation where objects are animated frame by frame, puppetry animation using life-like puppets, and claymation which uses molded clay characters. The document provides a detailed overview of 19 different animation styles.
Multimedia involves combining different content forms such as text, audio, images, animation, video, and interactivity into one application or piece of media. There are five main elements in a complete multimedia system. Animation is the rapid display of images to create an illusion of movement, with each image being a frame. There are two main types of animation: 2D animation which involves moving drawings on a background either by changing drawings on clear sheets (cel animation) or moving objects along predetermined paths, and 3D animation which involves modeling, animating, and rendering 3D objects and scenes. The 12 basic principles of animation that help create realistic movement are timing, secondary action, follow through, straight ahead vs pose-to-pose action
This document provides an overview of the history and techniques of animation. It discusses early examples of animation in Egyptian art and devices like the thaumatrope and flip book. It then outlines different animation techniques including stop motion, cel animation, and computer generated imagery. For each technique, it provides brief descriptions and examples to illustrate how they work and have evolved over time. Major milestones like Snow White and the Seven Dwarfs and films by Disney and Pixar are also mentioned.
Computer animation involves rapidly displaying sequences of 2D or 3D artwork to create the illusion of motion. It originated in the 1940s-1960s with experiments in computer graphics. Today, animation is used widely in movies, television, video games and other media. It is created using software to generate and animate characters through techniques like 2D animation, 3D animation, and tweening. Major animation studios like Pixar and Disney use these tools and techniques to produce popular animated films and franchises.
There are two main types of computer graphics: bitmap (or raster) graphics and vector graphics. Bitmap graphics store images as a map of pixels and are resolution dependent, meaning they cannot be scaled without quality loss. Vector graphics use geometric shapes and equations to represent images and are resolution independent. Some common file formats for images include BMP, JPEG, TIFF, GIF, SVG, EPS, SWF and PDF. When using or sharing images it is important to consider any copyright restrictions.
Raster animation is created by displaying a sequence of raster images rapidly to create the illusion of motion. Each raster image is stored as a bitmap in system memory and contains information about individual pixels that make up the image. By refreshing the frame buffer with a new bitmap, raster animation is created. There are two main types - traditional using sprite sheets and modern using programming languages. Raster animation provides more realistic images than vector animation but requires more memory and processing power. It is used for applications like 3D/2D animation, games, and movies.
Animation is created through displaying sequential images rapidly to create the illusion of movement. This is made possible by the persistence of vision, where the human eye retains images briefly after viewing, blending together rapid sequential images. Major pioneers of early animation included Winsor McCay and Emile Cohl, experimenting with techniques like cel animation and stop motion. The document discusses the history and types of animation including traditional cel animation, stop motion, computer-generated, and more.
This document discusses different animation techniques including hand-drawn animation, stop-motion animation, and computer animation. In hand-drawn animation, each frame is drawn by hand while stop-motion animation involves physically manipulating objects and photographing each frame. Computer animation is created digitally on a computer. Specific stop-motion techniques mentioned include claymation, cutout animation, and object animation. The traditional animation process includes concept, storyboarding, voice recording, drawings, ink and paint, backgrounds, and photography.
This presentation will help you in understanding the concept of VFX along with some other terminologies that we hear these days like CGI (computer generated images) and Animations. The content and material that have been used in the presentation is very easy and also very self-explanatory. Also there's a video in the last which describes everything really well. Hope you'll enjoy it.
This document discusses animation and its history, types, and applications. It begins with defining animation as the rapid display of images to create an illusion of movement. It then summarizes that the earliest animated works date back to 1906, and that there are three main types of animation: hand drawn, stop motion, and computer animation. It provides examples of each type and notes that computer animation allows for realistic 3D objects. It concludes with listing popular animation software, Indian animated movies, and uses of animation in areas like video games, TV, simulations, and movies.
Introduction to Animation
Introduction to Animation SLIDE # 01 of BILAL TEACH
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LECTURE # 1 = https://youtu.be/nMo32R_tSYw?list=PL5d_j41S1-UuiJDnW_3I4vwXEiGhW_bWd
This document discusses principles of animation and how they can be applied to computer animation. It covers traditional animation techniques like squash and stretch, timing, anticipation, staging, follow through, and exaggeration. These principles are important for producing good computer animation. The document also discusses how animation can facilitate learning by corresponding to the structure of internal representations, as per the congruence principle. Research shows animation can convey concepts of change and processes that are difficult to represent statically, like circulatory systems or electronic circuits. However, animation must be evaluated compared to non-changing graphics, as its benefit is adding the dimension of change over time.
This document provides an overview of animation in Hollywood, including its history and different techniques. It discusses early animation inventions from the 19th century and the first animated films in the early 20th century. Traditional cel animation involved drawing characters on paper and transferring them to transparent sheets. Computer animation now uses 2D and 3D techniques, with 3D animation creating highly realistic visual effects through modeling, rigging, and motion capture. Major animation software like Maya and ZBrush are used in Hollywood. The animation industry has grown significantly with advances in technology and expanded entertainment options.
This document discusses various computer animation techniques. It begins with an introduction to animation and the concept of frame rate. There are three main types of animation discussed: traditional/hand-drawn animation where drawings are traced onto sheets and photographed, stop-motion animation which manipulates real-world objects, and computer animation which can be 2D or 3D. Computer animation techniques include raster animation where images are redrawn and moved pixel by pixel, and morphing where shapes are transformed between key frames. Motion in animation can be specified through direct parameters, paths, inverse kinematics, or motion capture of real movements. Computer animation has applications in movies, games, simulation, and more.
This document provides an overview of 3D computer animation, including a brief history, definitions, benefits, software used, careers, and examples. It discusses how 3D animation works by storing individual images that are played back at 30 frames per second to create movement. Common software includes Maya, 3DS Max, and Softimage. The field is growing rapidly and is used extensively in movies, games, and visual effects. Careers include 3D modelers, animators, and art directors. Pixar, Disney, and Dreamworks are examples of companies that produce computer animated films like Toy Story, Shrek, and Harry Potter.
This document discusses animation techniques and principles. It begins by outlining the structure of animation and principles like persistence of vision. It then discusses different types of animation including 2D, 2.5D, and 3D animation. The document details the process of cel animation including keyframes and tweening. It also discusses computer animation software, file formats for animation, and considerations for using animation effectively.
Computer graphics are used in a variety of fields including computer-aided design, presentation graphics, computer art, entertainment, education and training, visualization, image processing, and graphical user interfaces. Specifically, CAD is used to design buildings, aircraft, watercraft and other products. Presentation graphics are used to produce illustrations for reports and project slides to summarize financial, statistical and other information. Computer graphics are also used in the movie, game, scientific visualization and medical imaging industries.
This document discusses key concepts in animation, including keyframes, tweening, onion skinning, frame-by-frame animation, and frame rate. It explains that keyframes define parameters at certain points, tweening generates intermediate frames between keyframes, onion skinning allows viewing multiple frames to aid animation, frame-by-frame animation involves manipulating objects between individually photographed frames to create movement, and frame rate is the frequency at which consecutive images, or frames, are produced. The document also notes that common frame rates are 24-30 fps for video and 12-15 fps for digital animation.
An introduction to Animation. What is Animation? What allows us to experience movements in an animation? How different types of animations are made? What are some uses of animation and what is the impact of animation on society?
Computer animation involves creating animation sequences through object definition, path specification, and key frames. Key techniques include:
1. Raster animation displays pre-computed or real-time animation frames by rapidly presenting them on screen at 30 frames per second or more for a smooth effect.
2. Color-table animation uses a color lookup table to implement simple 2D animations through palette color changes.
3. Tweening and morphing generate intermediate frames between key frames to give the appearance of smooth motion or transition from one image to another. Morphing additionally requires matching areas between images.
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.
This document discusses the process of computer animation. It begins by defining computer animation and listing some common applications like video games, cartoons, and mobile phones. It then outlines the main steps for designing an animation sequence, which include storyboard layout, object definitions, key frame specifications, and generating in-between frames. Key frames define the starting and ending points of movements, while in-betweens create the illusion of smooth motion between key frames. Raster animation and general animation functions are also briefly discussed.
19 types of animation techniques and styleswinbizindia
There are many styles of animation that can be used to create the illusion of motion. Some key animation styles mentioned are traditional 2D animation where each frame is hand drawn, digital 2D animation where frames are drawn digitally, and 3D animation where realistic characters are created using software. Other styles discussed include stop motion animation where objects are animated frame by frame, puppetry animation using life-like puppets, and claymation which uses molded clay characters. The document provides a detailed overview of 19 different animation styles.
Multimedia involves combining different content forms such as text, audio, images, animation, video, and interactivity into one application or piece of media. There are five main elements in a complete multimedia system. Animation is the rapid display of images to create an illusion of movement, with each image being a frame. There are two main types of animation: 2D animation which involves moving drawings on a background either by changing drawings on clear sheets (cel animation) or moving objects along predetermined paths, and 3D animation which involves modeling, animating, and rendering 3D objects and scenes. The 12 basic principles of animation that help create realistic movement are timing, secondary action, follow through, straight ahead vs pose-to-pose action
This document provides an overview of the history and techniques of animation. It discusses early examples of animation in Egyptian art and devices like the thaumatrope and flip book. It then outlines different animation techniques including stop motion, cel animation, and computer generated imagery. For each technique, it provides brief descriptions and examples to illustrate how they work and have evolved over time. Major milestones like Snow White and the Seven Dwarfs and films by Disney and Pixar are also mentioned.
Computer animation involves rapidly displaying sequences of 2D or 3D artwork to create the illusion of motion. It originated in the 1940s-1960s with experiments in computer graphics. Today, animation is used widely in movies, television, video games and other media. It is created using software to generate and animate characters through techniques like 2D animation, 3D animation, and tweening. Major animation studios like Pixar and Disney use these tools and techniques to produce popular animated films and franchises.
There are two main types of computer graphics: bitmap (or raster) graphics and vector graphics. Bitmap graphics store images as a map of pixels and are resolution dependent, meaning they cannot be scaled without quality loss. Vector graphics use geometric shapes and equations to represent images and are resolution independent. Some common file formats for images include BMP, JPEG, TIFF, GIF, SVG, EPS, SWF and PDF. When using or sharing images it is important to consider any copyright restrictions.
Raster animation is created by displaying a sequence of raster images rapidly to create the illusion of motion. Each raster image is stored as a bitmap in system memory and contains information about individual pixels that make up the image. By refreshing the frame buffer with a new bitmap, raster animation is created. There are two main types - traditional using sprite sheets and modern using programming languages. Raster animation provides more realistic images than vector animation but requires more memory and processing power. It is used for applications like 3D/2D animation, games, and movies.
Animation is created through displaying sequential images rapidly to create the illusion of movement. This is made possible by the persistence of vision, where the human eye retains images briefly after viewing, blending together rapid sequential images. Major pioneers of early animation included Winsor McCay and Emile Cohl, experimenting with techniques like cel animation and stop motion. The document discusses the history and types of animation including traditional cel animation, stop motion, computer-generated, and more.
This document discusses different animation techniques including hand-drawn animation, stop-motion animation, and computer animation. In hand-drawn animation, each frame is drawn by hand while stop-motion animation involves physically manipulating objects and photographing each frame. Computer animation is created digitally on a computer. Specific stop-motion techniques mentioned include claymation, cutout animation, and object animation. The traditional animation process includes concept, storyboarding, voice recording, drawings, ink and paint, backgrounds, and photography.
This presentation will help you in understanding the concept of VFX along with some other terminologies that we hear these days like CGI (computer generated images) and Animations. The content and material that have been used in the presentation is very easy and also very self-explanatory. Also there's a video in the last which describes everything really well. Hope you'll enjoy it.
This document discusses animation and its history, types, and applications. It begins with defining animation as the rapid display of images to create an illusion of movement. It then summarizes that the earliest animated works date back to 1906, and that there are three main types of animation: hand drawn, stop motion, and computer animation. It provides examples of each type and notes that computer animation allows for realistic 3D objects. It concludes with listing popular animation software, Indian animated movies, and uses of animation in areas like video games, TV, simulations, and movies.
Introduction to Animation
Introduction to Animation SLIDE # 01 of BILAL TEACH
If you want FREE Educational Videos Subscribe Our Channel. Here we will post FREE Educational, knowledge based video for everyone.
Stay tuned for FREE Educational Videos
LECTURE # 1 = https://youtu.be/nMo32R_tSYw?list=PL5d_j41S1-UuiJDnW_3I4vwXEiGhW_bWd
This document discusses principles of animation and how they can be applied to computer animation. It covers traditional animation techniques like squash and stretch, timing, anticipation, staging, follow through, and exaggeration. These principles are important for producing good computer animation. The document also discusses how animation can facilitate learning by corresponding to the structure of internal representations, as per the congruence principle. Research shows animation can convey concepts of change and processes that are difficult to represent statically, like circulatory systems or electronic circuits. However, animation must be evaluated compared to non-changing graphics, as its benefit is adding the dimension of change over time.
This document provides an overview of animation in Hollywood, including its history and different techniques. It discusses early animation inventions from the 19th century and the first animated films in the early 20th century. Traditional cel animation involved drawing characters on paper and transferring them to transparent sheets. Computer animation now uses 2D and 3D techniques, with 3D animation creating highly realistic visual effects through modeling, rigging, and motion capture. Major animation software like Maya and ZBrush are used in Hollywood. The animation industry has grown significantly with advances in technology and expanded entertainment options.
This document discusses various computer animation techniques. It begins with an introduction to animation and the concept of frame rate. There are three main types of animation discussed: traditional/hand-drawn animation where drawings are traced onto sheets and photographed, stop-motion animation which manipulates real-world objects, and computer animation which can be 2D or 3D. Computer animation techniques include raster animation where images are redrawn and moved pixel by pixel, and morphing where shapes are transformed between key frames. Motion in animation can be specified through direct parameters, paths, inverse kinematics, or motion capture of real movements. Computer animation has applications in movies, games, simulation, and more.
This document provides an overview of 3D computer animation, including a brief history, definitions, benefits, software used, careers, and examples. It discusses how 3D animation works by storing individual images that are played back at 30 frames per second to create movement. Common software includes Maya, 3DS Max, and Softimage. The field is growing rapidly and is used extensively in movies, games, and visual effects. Careers include 3D modelers, animators, and art directors. Pixar, Disney, and Dreamworks are examples of companies that produce computer animated films like Toy Story, Shrek, and Harry Potter.
This document discusses animation techniques and principles. It begins by outlining the structure of animation and principles like persistence of vision. It then discusses different types of animation including 2D, 2.5D, and 3D animation. The document details the process of cel animation including keyframes and tweening. It also discusses computer animation software, file formats for animation, and considerations for using animation effectively.
Computer graphics are used in a variety of fields including computer-aided design, presentation graphics, computer art, entertainment, education and training, visualization, image processing, and graphical user interfaces. Specifically, CAD is used to design buildings, aircraft, watercraft and other products. Presentation graphics are used to produce illustrations for reports and project slides to summarize financial, statistical and other information. Computer graphics are also used in the movie, game, scientific visualization and medical imaging industries.
This document discusses key concepts in animation, including keyframes, tweening, onion skinning, frame-by-frame animation, and frame rate. It explains that keyframes define parameters at certain points, tweening generates intermediate frames between keyframes, onion skinning allows viewing multiple frames to aid animation, frame-by-frame animation involves manipulating objects between individually photographed frames to create movement, and frame rate is the frequency at which consecutive images, or frames, are produced. The document also notes that common frame rates are 24-30 fps for video and 12-15 fps for digital animation.
An introduction to Animation. What is Animation? What allows us to experience movements in an animation? How different types of animations are made? What are some uses of animation and what is the impact of animation on society?
Computer animation involves creating animation sequences through object definition, path specification, and key frames. Key techniques include:
1. Raster animation displays pre-computed or real-time animation frames by rapidly presenting them on screen at 30 frames per second or more for a smooth effect.
2. Color-table animation uses a color lookup table to implement simple 2D animations through palette color changes.
3. Tweening and morphing generate intermediate frames between key frames to give the appearance of smooth motion or transition from one image to another. Morphing additionally requires matching areas between images.
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.
1. Animation involves rapidly displaying sequential images to create the illusion of motion. It can be done by hand drawing or using software to animate graphics.
2. There are two main types of animators - lead artists who draw key frames showing major changes, and assistants who draw intermediate frames between key frames through a process called tweening.
3. Techniques of animation include onion skinning to see frames flow together, motion cycling for repetitive motions, and masking to make objects move behind protected areas of the frame. Color cycling and morphing are also techniques.
The document discusses different types and techniques of animation including student-generated animation using key frames and tweens, computer-generated animation using morphing and controllers, using cameras and hierarchies in animation, and rendering and output of animations.
The document defines various motion graphics and animation terminology used in programs like After Effects. It provides descriptions of terms related to 2D/3D space, layers, effects, keyframing, camera movements, compositing, and other animation and video editing concepts. Terms covered include things like adjustment layers, alpha channels, parenting, expressions, motion blur, precomposing, and trimming. The document acts as a glossary to explain technical terms for those working in motion graphics.
The document discusses various aspects of computer animation design and generation. It describes the key steps as storyboard layout, object definitions, keyframe specifications, and generation of in-between frames. It also discusses object manipulation functions, camera motion simulation, morphing, motion specification methods, and use of kinematics to model accelerations and speed variations over time.
This document discusses various applications of advanced graphics including animation, digital image processing, morphing, fractals, and ray tracing. It provides details on animation processes like keyframe specifications and generating in-between frames. Digital image processing techniques include image compression, enhancement/restoration through noise removal filters, and image extraction. Fractals are described as objects that are fractional in dimension and can be exactly, nearly, or statistically self-similar across scales. Ray tracing finds pixel color by tracing light rays reflected back to the viewer.
Animation is the rapid display of images to create the illusion of movement. It can be created through techniques like cell animation (hand drawing each frame), stop motion (manipulating physical objects), and 3D animation (digitally modeling and manipulating objects). 3D animation involves processes like modeling, rendering, motion capture and morphing to create animated characters and scenes. Virtual reality uses computer simulation to immerse users in realistic or imaginary environments through interactive technologies like simulators, walkthroughs and navigable scenes.
This document is a presentation on algorithms, computer graphics, and mathematics for game developers and computer scientists. It covers topics like the Twelve-Marble Problem, Fibonacci sequences, 3D modeling with lathe modifiers, cameras and lights in Three.js, depth of field, and assigning homework on modeling a chess board and creating scenes with different lights and cameras. Homework is due on July 2nd.
DIGITAL RESTORATION OF TORN FILMS USING FILTERING T ECHNIQUESAM Publications
The acceptance of digital imaging is motivating many photography enthusiasts to transfer their
photographic archive to digital form. Scans of negatives and positives are preferred to be scanned at high resolution
which makes small cracks and scratches very apparent. These unsightly defects have become an important issue
for consumers. Filtering techniques are used for the restoration process which is fully automatic whereas the existing
systems were semi-automatic or completely manual. The method used for the detection of tear is dilation process and
top-hat transform. Top-hat transform might misinterpret dark brush strokes as cracks. In order to avoid these
unwanted alterations to the original image, brush strokes are separated from the actual cracks using clustering
technique. Tear removal includes order statistics filtering which deals with the reconstruction of missing or
damaged image areas.
This document provides an overview of computer graphics concepts including:
- Definition and components of computer graphics
- SRGP (Simple Raster Graphics Package) for drawing shapes and handling basic interactions
- Raster graphics features like canvases, clipping, and copy pixel
- Limitations of SRGP
- Display technologies like raster scan displays, random scan displays, and video controllers
- Input devices for user interaction like locators, keyboards, and logical input/output
Design and implementation of video tracking system based on camera field of viewsipij
The basic idea of this paper is to design and implement of video tracking system based on Camera Field of
View (CFOV), Otsu’s method was used to detect targets such as vehicles and people. Whereas most
algorithms were spent a lot of time to execute the process, an algorithm was developed to achieve it in a
little time. The histogram projection was used in both directional to detect target from search region,
which is robust to various light conditions in Charge Couple Device (CCD) camera images and saves
computation time.
Our algorithm based on background subtraction, and normalize cross correlation operation from a series
of sequential sub images can estimate the motion vector. Camera field of view (CFOV) was determined and
calibrated to find the relation between real distance and image distance. The system was tested by
measuring the real position of object in the laboratory and compares it with the result of computed one. So
these results are promising to develop the system in future.
This document outlines an assignment for a computer vision course. Students are asked to implement 4 vision algorithms: 2 using OpenCV and 2 using MATLAB. The algorithms are the log-polar transform, background subtraction, histogram equalization, and contrast stretching. Students must also answer 3 short questions about orthographic vs perspective projection, efficient filtering, and sensors beyond cameras for computer vision.
Computer graphics refers to creating, manipulating, and displaying visual images and animations using computers. There are two main types: interactive and non-interactive. Computer graphics has many applications including graphical user interfaces, plotting graphs and charts, simulations, entertainment, CAD/CAM, medicine, history, art, and cartography. Raster and vector graphics are the two main types of computer graphics representations. Raster uses a grid of pixels while vector uses mathematical formulas to define shapes.
This document provides an overview of computer graphics. It discusses what computer graphics is, the basic components of a computer graphics system including display devices like CRT monitors. It describes the two main techniques for displaying images on a CRT - vector/random scan and raster scan. The document also discusses color CRT monitors and the two techniques used - beam penetration and shadow mask. It outlines several applications of computer graphics like user interfaces, modeling, simulation and animation.
Computer animation involves creating moving images using computer technology. There are two main categories: computer-generated animation created solely using animation software, and computer-assisted animation where traditional animation is computerized. Animation is created by displaying a series of pictures or frames in quick succession to simulate movement. There are four main components to constructing an animation sequence: storyboard layout, object definition, keyframe specification, and generation of in-between frames to show smooth movement between keyframes. Motion in animation can be controlled through geometric, physical, or behavioral methods.
The document provides an overview of the key components and workflow of a 3D game engine rendering pipeline. It discusses topics like the renderer, coordinate systems, culling techniques, and the stages of the graphics processing pipeline including geometry processing, rasterization, lighting and shading. It also compares the differences between a game engine and the actual game content and explains some of the core functionality typically provided by a game engine.
The document describes various types of computer display devices and their characteristics. It discusses raster and random scan displays, CRT monitors, color CRT technologies including beam penetration and shadow mask methods, and other display types such as direct view storage tubes. Input devices are also covered, including keyboards, mice, digitizers, and touch screens.
Using A Application For A Desktop ApplicationTracy Huang
An Intentional Infliction of Emotional Distress claim has four elements that must be proven:
1. The defendant's conduct was intentional or reckless.
2. The conduct was outrageous and intolerable, exceeding all bounds of decency.
3. The defendant's conduct caused the plaintiff to suffer emotional distress.
4. The plaintiff's emotional distress was severe.
Here, Samuel Taylor would need to prove all four elements against his former employer:
1. The employer intentionally terminated Samuel and made disparaging comments, satisfying the intent requirement.
2. Firing an employee without cause after 20 years and making false statements that severely damaged his reputation could be considered outrageous conduct exceeding all bounds of dec
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
5. Why animation works
The eye cannot register images faster than
approximately 50 frames per second
(30 is just about adequate)
If a gap in the projection occurs, the eye
seems to perform spatial interpolation over the
gap
6. Displaying animation
sequences
To achieve smooth animation, a sequence of
images (frames) have to be presented on a
screen with the speed of at least 30 per
second
Animations frames can be
pre-computed in advance and pre-loaded in
memory
computed in real time (e.g. movement of the
cursor)
7. Designing the Animation
Sequence
1) Layout of Storyboard: Storyboard layout is the action outline utilized to
illustrate the motion sequence as a set of storyboard comprises a set of rough sketches or a
list of basic concepts for the motion.
2) Definition of Object &Path : The object definition is specified for all
participant objects in action. The objects can be explained in terms of fundamental
shapes, related movements or movement with shapes.
3) Specification of Key Frame: this is the detailed drawing of the scene at
an exact time in the animation sequence. Inside each key frame, all objects are positioned
as per to time for that frame. Several key frames are selected at the extreme positions in
the action; More key frames are given for intricate motion than for easy, slowly varying
motions.
4) In-between frames Generation: In-among frames are the middle
frames among the key frames. In common, film needs twenty-four frames per second, and
graphic terminals are refreshed on the rate of 30 to 60 frames per second. Classically the
time interval for the motion is set up hence there are 3 to 5 among for each pair of key
frames. Based upon the speed identified for the motion, several key frames can be
duplicated.
11. Object definition
Simple rigid objects can be defined in terms of
polygon tables (3D)
basic shapes such as line segments, circles,
splines etc. (2D)
Rigid body animation is an extension of the
three-dimensional viewing
12. Path specification
Impression of movement can be created for
two basic situations, or for their combination:
static object, moving camera
static camera, moving object
The path defines the sequence of locations
(for either the camera or the object) for the
consecutive time frames
25. Raster animation
This is the most common animation technique
Frames are copied very fast from off-screen memory to the frame buffer
Copying usually done with bitBLT-type operations
Copying can be applied to
complete frames
only parts of the frame which contain some movement
26. Raster Animation
Advantages:
*Small file size
*Unlimited zoom without anti-aliasing "jaggies"
*Good for line drawings and images with large
areas of same color
Disadvantages
*Can not reproduce photographs well
*Formats not standardized as much as raster
*graphics formats
27. Raster Animation
A rasteris an image that is defined by a map of pixels, such
as a photograph or .jpg file.
Rasters are easy to edit but difficult to scale, due to them
becoming blurry or pixellated when scaled to large sizes.
Raster images are preferred by photographers and digital
artists who are more concerned about realistic quality and
ease of publication than scalability.
An example of a program that uses rasters is Adobe
Photoshop.
28. Examples
Step 1 (erase) Step 2 (move) Step 3 (draw)
Ship is redrawn in background colour
Move ship
x’ = x + Dx
y’ = y + Dy
(x,y)
(x,y) (x+Dx,y+Dy) (x’,y’)
29.
30. Double buffering
Used to achieve smooth animation
The next frame of animation is computed to an
off-screen buffer at the same time when the
current frame is transferred to the frame buffer.
Load to the
frame buffer
Create
Frame
Load to the
frame buffer
Create
Frame
Load to the
frame buffer
Create
Frame
Time
32. Colour-table animations
The hardware colour look-up table will convert the logical
colour (pseudo-colour) numbers stored in each pixel of
video memory into physical colours, normally represented as
RGB triplets, that can be displayed on a computer monitor.
A CLUT is characterized by:
The number of entries in the palette: determines the
maximum number of colours which can appear on screen
simultaneously
The width of each entry in the palette: determines the
number of colours which the wider full palette can represent.
33. Motion specification
Motion of objects can be specified in several
ways
1)Direct motion Specification
2)Goal –Directed Systems
3)kinematics and dynamics
4)Inverse kinematics
34. Direct motion specification
• We explicitly give the rotation angles and
translation vectors.
• Then the geometric transformation matrices are
applied to transform co-ordinate positions.
• These methods can be used for simple user
programmed animation sequences.
36. Goal-directed systems : -
We can specify the motions that are to take place in
general terms that abstractly describe the actions.
These systems are referred to as goal directed because
they determine specific motion parameters given the
goals of the animation. For example, We could specify
that we want an object to "walk " or to "run" to a
particular destination. Or We could state that we want an
object to "pick up " some other specified object.
38. Kinematics And Dynamics
Kinematics: Study of motions (position, velocity,
acceleration)
• the movement of an object from one place to another.
• measured over a time interval such as s, min, h
• relative to the position of the observer or the
reference point
Dynamics: Full consideration of time varying phenomena
in the interaction between motions, forces and material
properties.
Typically there is an time-integration process where
results from one time frame effect the results on the next
39. Morphing
Morphing is a special effect in motion
pictures and animations that changes one
image or shape into another through a
seamless transition.
change smoothly from one image to
another by small gradual steps using
computer animation techniques.
40. Morphing
Morphing is a technique that transforms one
image into another. It is similar to tweening
except on one point: in the morphing a match
is made by the user on both images.
The images are morphed by a simultaneous
process of warping and dissolving.
When particular areas of the images are
isolated in the mesh, they can be meaningfully
warped and dissolved.
41. Morphing
Warping is similar to tweening. Linear
extrapolation is used to tween one region of
mesh A into its corresponding region in mesh
B.
It is performed by linearly interpolating the four
vertices of each region in A into the four
vertices of the corresponding region B. This
will distort and move the grid in A into the grid
in B. While this happens, the image data
inside the region is stretched and compressed
accordingly.
42. Step 1 Select create a new project using the assistant.
Step 2 choose the type of project you want to realize.
Morph : to create a morphing with two images;
Warp: to create a morphing with one image;
Sequence morph : to create morphing using many images in
an unique project;
Layer morph: Morph multiple images in different layers
simultaneously.
In this case, choose morph.
Step 3 Select the two images. the software proposes to you to face
locator(to select automatically correspond points in the two images)
Step 4 you can now add other points , add effect....and then the
software generate automatically intermediate images for a
morphing
46. Tweening
In betweening or tweening is the process of generating
intermediate frames between two images to give the
appearance that the first image evolves smoothly into the
second image.
In betweens are the drawings between the key frames which
help to create the illusion of motion.
Tweening is a very simple concept in computer graphics that
has very powerful and visually impressive applications.
In tweening, key frames are provided and “in-between”
frames are calculated to make smooth looking animation
47. Tweening
Step 1 Always start with a new Flash document. Create a circle to the right in
the Stage area. To do this, you have to select the circle tool from the left toolbar.
Draw the circle in the Stage area.
Step 2 Select the Arrow tool from the left toolbar. Double-click on the circle to
select it.
Step 3 We have to convert the rectangle to a symbol. From the top menu
choose Modify > Convert to Symbol. Name the symbol whatever you want and
select OK.
Step 4 Go to Frame 20 in the Timeline. The number of the frames you choose
depend on the speed of the motion Do this by clicking the gray field below 20.
Then right click in this field. Choose Insert Key frame. Key frames appear as
black circles in a frame. This operation duplicates the image.
Step 5 Select the rectangle and move it to the left a couple of inches.
Step 6 Co back to the Frame 1. Then right click and choose Create Motion
Tween.
Step 7 If Choose Control > Play from the top menu to test your Flash movie.
Step 8 If you want to create different objects moving around the screen, you