This document describes a new interface for cut-out style animation using magnets. The interface uses physical paper characters attached to magnets (PMagnets) that are placed under a screen and controlled by other magnets (CMagnets) on the other side. A simple background subtraction algorithm is used to render the characters onto a new background in real-time. The system allows animators of all skill levels to create cut-out animations without tracking or complex algorithms. Evaluation showed the interface provides a cost-effective way to produce simple animation sequences.
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 lecture notes for a computer graphics course. It includes:
- An overview of the course description, prerequisites, objectives and outcomes.
- A taxonomy of different types of computer graphics such as static vs dynamic, color vs black and white, etc.
- Details of lecture topics such as drawing techniques, output picture types, and algorithms for drawing basic shapes.
- Programming assignments for students such as drawing lines and trees, and developing a game engine.
The document describes a 3-DOF sketching robot named Michelangelo that is capable of drawing complex images with multiple gray values. It uses a tool magazine containing pencils of varying shades of gray and chooses the appropriate pencil based on pixel intensity levels in the image. The robot analyzes the image then draws it on paper resembling a human artist. It uses image processing algorithms to acquire, preprocess and binarize images before using inverse kinematics to control the robot arm during drawing. Test results show the robot can skillfully draw images ranging from simple to complex geometries.
This document provides an overview of computer graphics and its applications. It discusses interactive graphics, where the user can control the image, versus passive graphics which produce images automatically. Interactive graphics allow for advantages like motion dynamics and update dynamics. The document then covers how interactive graphics displays work, using a frame buffer, monitor, and display controller. It concludes with a discussion of various applications of computer graphics, such as cartography, user interfaces, scientific visualization, CAD/CAM, simulation, art, process control and more.
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 is created by displaying a series of images rapidly to create the illusion of movement. It works due to phenomena like persistence of vision and phi phenomenon. There are different types of animation including 2D animation which uses static images manipulated on a 2D plane, 3D animation which adds depth and movement along the z-axis, and stop motion animation which manipulates physical objects frame by frame. A storyboard is used in planning animation to visualize scenes, characters, and motion through a comic-style presentation before beginning production.
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.
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.
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 lecture notes for a computer graphics course. It includes:
- An overview of the course description, prerequisites, objectives and outcomes.
- A taxonomy of different types of computer graphics such as static vs dynamic, color vs black and white, etc.
- Details of lecture topics such as drawing techniques, output picture types, and algorithms for drawing basic shapes.
- Programming assignments for students such as drawing lines and trees, and developing a game engine.
The document describes a 3-DOF sketching robot named Michelangelo that is capable of drawing complex images with multiple gray values. It uses a tool magazine containing pencils of varying shades of gray and chooses the appropriate pencil based on pixel intensity levels in the image. The robot analyzes the image then draws it on paper resembling a human artist. It uses image processing algorithms to acquire, preprocess and binarize images before using inverse kinematics to control the robot arm during drawing. Test results show the robot can skillfully draw images ranging from simple to complex geometries.
This document provides an overview of computer graphics and its applications. It discusses interactive graphics, where the user can control the image, versus passive graphics which produce images automatically. Interactive graphics allow for advantages like motion dynamics and update dynamics. The document then covers how interactive graphics displays work, using a frame buffer, monitor, and display controller. It concludes with a discussion of various applications of computer graphics, such as cartography, user interfaces, scientific visualization, CAD/CAM, simulation, art, process control and more.
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 is created by displaying a series of images rapidly to create the illusion of movement. It works due to phenomena like persistence of vision and phi phenomenon. There are different types of animation including 2D animation which uses static images manipulated on a 2D plane, 3D animation which adds depth and movement along the z-axis, and stop motion animation which manipulates physical objects frame by frame. A storyboard is used in planning animation to visualize scenes, characters, and motion through a comic-style presentation before beginning production.
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.
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 computer animation techniques such as raster animation, color-table animation, tweening, and morphing. Raster animation involves copying frames from memory to the display very quickly to create the illusion of motion. Color-table animation uses a color lookup table to implement simple 2D animations. Tweening generates intermediate frames between key frames to make the movement between them appear smooth. Morphing transforms one image into another through a seamless transition by gradually warping and dissolving areas between matched images.
Animation is the process of manipulating pictures to create the illusion of movement. There are several types of animation including traditional (hand-drawn), 2D vector-based, 3D computer, motion graphics, and stop motion animation. Traditional animation involves drawing each frame by hand, while 3D animation animates objects that appear in three-dimensional space. Disney developed 12 principles of animation to produce realistic movements and character appeal, including squash and stretch, anticipation, staging, arcs, and exaggeration. Common animation techniques are traditional frame-by-frame, keyframing, procedural, behavioral, and motion capture. Popular file formats for different media include JPEG, PNG, and GIF for images, MP3 and WAV for audio,
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.
Animation is created by displaying a series of drawings or photographs in rapid succession to give the appearance of movement. It works by an optical illusion known as persistence of vision. There are three main types of animation: cel animation where drawings are made on transparent sheets; stop motion where objects are manipulated and photographed frame by frame; and computer animation where shapes and colors are digitally created. Computer animation can be 2D or 3D and techniques like rigging are commonly used to manipulate 3D models. Animation is widely used in films, television, and online for entertainment and marketing purposes.
Nelson Zagalo from the University of Minho in Portugal gave a presentation on compositing at the University of Maribor in Slovenia. Compositing involves combining visual elements from different sources to create a single image, often making elements appear part of the same scene. It is used for special effects in film and to connect real and artificial images. Traditional film techniques included physical compositing, multiple exposures, rear projection, and matting. Digital techniques include blend operations, keying, alpha channels, mattes, masks, nesting, color correction, and motion tracking. Zagalo provided examples of how these techniques have been used in famous films.
Shadow Caster Culling for Efficient Shadow Mapping (Authors: Jiří Bittner, Ol...Umbra
(1) The paper proposes a shadow caster culling method that uses a mask of potential shadow receivers to cull shadow casters when rendering shadows.
(2) The mask is created by rendering bounding boxes or geometry of visible shadow receivers from the camera view into a stencil buffer attached to the shadow map.
(3) During shadow map rendering, shadow casters are culled if their projection does not overlap the receiver mask, avoiding rendering casters that do not contribute to visible shadows.
This document discusses the key elements needed to create a good quality scene in 3Ds Max, including objects, materials, lights, cameras, and animation. Objects can be basic shapes or user-designed models. Materials are applied to objects and have properties like diffuse, opacity, and bump mapping. Different light types illuminate scenes in various ways. Cameras are used to render scenes from different angles. Animation is created by altering object properties over time. Together, all of these elements can be used to generate high-quality rendered scenes and simulations in 3Ds Max.
For visual animation is so funny wee may think its so easy to discover but it includes lot of difficulties. From this presentation the little part of animation which is also held in computer graphics and multimedia subject shows the types and ways in which animation performs.
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.
Application of 3d max for 3d development and rendering and its merits Bismi S
3ds Max is 3D modeling software that uses polygon modeling, subdivision surfaces, and sculpting tools to create 3D models. It supports NURBS modeling as well. 3ds Max can be used to create animations, models, games and images for movies, TV, video games and architectural visualization. It includes tools for UV mapping, materials, animation, rendering and scripting to provide a full 3D development environment.
The document summarizes techniques used for visual effects in the video game Uncharted 3: Drake's Deception. It discusses the goals for improving the effects system over the previous game. It describes tools used by visual effects artists, including Particler for authoring particles and Noodler for creating shaders. It provides an example of using sand footprints and discusses how effects data is processed during runtime across the PPU and SPU.
This excerpt from an Autodesk Maya introduction discusses 3D computer animation and its evolution from experimental short films to full integration into media projects. Maya is a 3D animation system that addresses the needs of digital content creators by providing tools and techniques developed with artists in mind, while also offering command-based scripting to build customized tools. The use of 3D graphics is now an important part of television, film, and multimedia projects due to its ability to realistically simulate objects, surfaces, lighting, and perspectives.
This document discusses the key elements needed to create a good quality scene in 3Ds Max, including objects, materials, lights, cameras, and animation. Objects can be basic shapes or user-designed models. Materials are applied to objects and have properties like diffuse, opacity, and bump mapping. Different light types illuminate scenes in various ways. Cameras are used to render scenes from different angles. Animation is created by altering object properties over time. Together, modeling accurate objects, applying high-quality materials, using proper lighting, camera placement, and animation can produce a high-quality rendered scene.
As we all know Animation is a technique to give motion to the still images.
Animation gives the life to the characters and elements which help to communicate with the audience.
The document discusses the history and techniques of digital images and photomontage. It covers:
- In the 1920s, Dadaists used photomontage to express modern life by combining actual photographs.
- Digital images are made of pixels in a grid, unlike analog images which are continuous. Digital images can be manipulated more easily with tools.
- Local touch involves accumulating small marks over time, while global touch instantly changes large areas.
- Key digital image concepts discussed include tonal mapping, filtering, transformations, selections, composition, resolution, scaling, color depth, and alpha channels for transparency.
Animation is the illusion of movement created by displaying a sequence of static images. The earliest known animation dates back to Greek mythology. Émile Reynaud created the first animated film in 1892 using praxinoscope. Walt Disney revolutionized animation with feature-length films like Snow White and the Seven Dwarfs in 1937. There are several types of animation including 2D, 3D, stop motion, and motion graphics. Animation is used widely in advertising, movies, gaming, education and more. Key principles like squash and stretch help create realistic movement. Famous animators include Walt Disney, Tim Burton, and Chuck Jones.
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.
Volume rendering 3D volume data (medical CT scans) in Unity3D.
Covering the following topics:
- Raymarching
- Maximum Intensity Projection
- Direct Volume Rendering with compositing
- Isosurface rendering
- Transfer functions
- 2D Transfer Functions
- Slice rendering
Source code here: https://github.com/mlavik1/UnityVolumeRendering
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.
Cartoonization of images using machine LearningIRJET Journal
The document presents a method for cartoonization of images using machine learning. It discusses converting real-world photos into cartoon images using a GAN-based approach. The key steps include:
1. Importing required modules like OpenCV, NumPy for image processing and GAN modeling.
2. Pre-processing input images by converting them to grayscale, smoothing, and edge detection.
3. Training a GAN using cartoon and photo images to generate new cartoon images.
4. For video cartoonization, frames are extracted from videos using OpenCV, individually cartoonized using the GAN, and reconstructed into a cartoon video.
The proposed system is able to convert images and videos to cartoon style in real-time using deep learning
The document discusses computer animation techniques such as raster animation, color-table animation, tweening, and morphing. Raster animation involves copying frames from memory to the display very quickly to create the illusion of motion. Color-table animation uses a color lookup table to implement simple 2D animations. Tweening generates intermediate frames between key frames to make the movement between them appear smooth. Morphing transforms one image into another through a seamless transition by gradually warping and dissolving areas between matched images.
Animation is the process of manipulating pictures to create the illusion of movement. There are several types of animation including traditional (hand-drawn), 2D vector-based, 3D computer, motion graphics, and stop motion animation. Traditional animation involves drawing each frame by hand, while 3D animation animates objects that appear in three-dimensional space. Disney developed 12 principles of animation to produce realistic movements and character appeal, including squash and stretch, anticipation, staging, arcs, and exaggeration. Common animation techniques are traditional frame-by-frame, keyframing, procedural, behavioral, and motion capture. Popular file formats for different media include JPEG, PNG, and GIF for images, MP3 and WAV for audio,
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.
Animation is created by displaying a series of drawings or photographs in rapid succession to give the appearance of movement. It works by an optical illusion known as persistence of vision. There are three main types of animation: cel animation where drawings are made on transparent sheets; stop motion where objects are manipulated and photographed frame by frame; and computer animation where shapes and colors are digitally created. Computer animation can be 2D or 3D and techniques like rigging are commonly used to manipulate 3D models. Animation is widely used in films, television, and online for entertainment and marketing purposes.
Nelson Zagalo from the University of Minho in Portugal gave a presentation on compositing at the University of Maribor in Slovenia. Compositing involves combining visual elements from different sources to create a single image, often making elements appear part of the same scene. It is used for special effects in film and to connect real and artificial images. Traditional film techniques included physical compositing, multiple exposures, rear projection, and matting. Digital techniques include blend operations, keying, alpha channels, mattes, masks, nesting, color correction, and motion tracking. Zagalo provided examples of how these techniques have been used in famous films.
Shadow Caster Culling for Efficient Shadow Mapping (Authors: Jiří Bittner, Ol...Umbra
(1) The paper proposes a shadow caster culling method that uses a mask of potential shadow receivers to cull shadow casters when rendering shadows.
(2) The mask is created by rendering bounding boxes or geometry of visible shadow receivers from the camera view into a stencil buffer attached to the shadow map.
(3) During shadow map rendering, shadow casters are culled if their projection does not overlap the receiver mask, avoiding rendering casters that do not contribute to visible shadows.
This document discusses the key elements needed to create a good quality scene in 3Ds Max, including objects, materials, lights, cameras, and animation. Objects can be basic shapes or user-designed models. Materials are applied to objects and have properties like diffuse, opacity, and bump mapping. Different light types illuminate scenes in various ways. Cameras are used to render scenes from different angles. Animation is created by altering object properties over time. Together, all of these elements can be used to generate high-quality rendered scenes and simulations in 3Ds Max.
For visual animation is so funny wee may think its so easy to discover but it includes lot of difficulties. From this presentation the little part of animation which is also held in computer graphics and multimedia subject shows the types and ways in which animation performs.
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.
Application of 3d max for 3d development and rendering and its merits Bismi S
3ds Max is 3D modeling software that uses polygon modeling, subdivision surfaces, and sculpting tools to create 3D models. It supports NURBS modeling as well. 3ds Max can be used to create animations, models, games and images for movies, TV, video games and architectural visualization. It includes tools for UV mapping, materials, animation, rendering and scripting to provide a full 3D development environment.
The document summarizes techniques used for visual effects in the video game Uncharted 3: Drake's Deception. It discusses the goals for improving the effects system over the previous game. It describes tools used by visual effects artists, including Particler for authoring particles and Noodler for creating shaders. It provides an example of using sand footprints and discusses how effects data is processed during runtime across the PPU and SPU.
This excerpt from an Autodesk Maya introduction discusses 3D computer animation and its evolution from experimental short films to full integration into media projects. Maya is a 3D animation system that addresses the needs of digital content creators by providing tools and techniques developed with artists in mind, while also offering command-based scripting to build customized tools. The use of 3D graphics is now an important part of television, film, and multimedia projects due to its ability to realistically simulate objects, surfaces, lighting, and perspectives.
This document discusses the key elements needed to create a good quality scene in 3Ds Max, including objects, materials, lights, cameras, and animation. Objects can be basic shapes or user-designed models. Materials are applied to objects and have properties like diffuse, opacity, and bump mapping. Different light types illuminate scenes in various ways. Cameras are used to render scenes from different angles. Animation is created by altering object properties over time. Together, modeling accurate objects, applying high-quality materials, using proper lighting, camera placement, and animation can produce a high-quality rendered scene.
As we all know Animation is a technique to give motion to the still images.
Animation gives the life to the characters and elements which help to communicate with the audience.
The document discusses the history and techniques of digital images and photomontage. It covers:
- In the 1920s, Dadaists used photomontage to express modern life by combining actual photographs.
- Digital images are made of pixels in a grid, unlike analog images which are continuous. Digital images can be manipulated more easily with tools.
- Local touch involves accumulating small marks over time, while global touch instantly changes large areas.
- Key digital image concepts discussed include tonal mapping, filtering, transformations, selections, composition, resolution, scaling, color depth, and alpha channels for transparency.
Animation is the illusion of movement created by displaying a sequence of static images. The earliest known animation dates back to Greek mythology. Émile Reynaud created the first animated film in 1892 using praxinoscope. Walt Disney revolutionized animation with feature-length films like Snow White and the Seven Dwarfs in 1937. There are several types of animation including 2D, 3D, stop motion, and motion graphics. Animation is used widely in advertising, movies, gaming, education and more. Key principles like squash and stretch help create realistic movement. Famous animators include Walt Disney, Tim Burton, and Chuck Jones.
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.
Volume rendering 3D volume data (medical CT scans) in Unity3D.
Covering the following topics:
- Raymarching
- Maximum Intensity Projection
- Direct Volume Rendering with compositing
- Isosurface rendering
- Transfer functions
- 2D Transfer Functions
- Slice rendering
Source code here: https://github.com/mlavik1/UnityVolumeRendering
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.
Cartoonization of images using machine LearningIRJET Journal
The document presents a method for cartoonization of images using machine learning. It discusses converting real-world photos into cartoon images using a GAN-based approach. The key steps include:
1. Importing required modules like OpenCV, NumPy for image processing and GAN modeling.
2. Pre-processing input images by converting them to grayscale, smoothing, and edge detection.
3. Training a GAN using cartoon and photo images to generate new cartoon images.
4. For video cartoonization, frames are extracted from videos using OpenCV, individually cartoonized using the GAN, and reconstructed into a cartoon video.
The proposed system is able to convert images and videos to cartoon style in real-time using deep learning
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.
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.
Animation is the process of displaying a sequence of pictures to create the illusion of movement. There are two major types: 2D animation uses hand-drawn or digital drawings while 3D animation uses computer-generated 3D models and environments. Key roles in the animation process include animators who create the frames, layout artists who stage shots, and clean up artists who refine drawings.
This document discusses various methods for acquiring media objects to create animation sequences. It describes acquiring images from a digital camera based on time intervals or from a video source based on a specific action. The document then provides an overview of different types of animation, including traditional animation using hand drawings on paper, 2D animation using computer software, 3D animation using digital modeling, drawn-on-film animation creating images directly on film, and stop motion animation making physically manipulated objects appear to move by taking photos between small incremental movements. It also lists some specific types of stop motion such as puppet animation, clay animation, cutout animation, and silhouette animation.
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.
Animation
The rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an illusion of movement.
Relies on the persistence of vision to create the illusion of movement.
In the early 1800s, the phenomenon known as persistence of vision gave mankind the first glimpse into the modern world of animation.
Persistence of vision refers to the way our eyes retain images for a split second longer than they actually appear, making a series of quick flashes appear as one continuous picture.
Autodesk Maya is an industry-standard 3D modeling, rigging, and animation software. The document discusses various 3D modeling and animation techniques in Maya like traditional 2D animation involving hand-drawn frames, digital 2D animation using software, 3D animation allowing for realistic characters, stop motion using physical object manipulation, and puppetry animation using life-like puppets. It also details animation concepts such as character rigging using digital skeletons and rendering to generate images from 3D models. Examples made in Maya using these techniques included a crow, soda can, and humanoid character.
The document discusses animation and its various types and techniques. It defines animation as the generation and display of a sequence of images to create an illusion of movement similar to movies. The key types are 2D animation using bitmap or vector graphics and 3D animation using digital modeling. The basic rules of animation are squash and stretch, slow in/out, and maintaining 3D effects. Computer animation is created digitally on a computer through techniques like object definition, path specification, key frames, and in-betweening.
This document provides an overview of animation, including its definition, categories, techniques, principles, and file formats. It defines animation as bringing images to life by varying visual properties over time. There are two main categories: cell animation involving hand-drawn frames, and computer animation which can be 2D or 3D. Basic animation techniques include drawn, cut-out, model, and computer animation. Principles like squash and stretch, anticipation, and timing are described. Common file formats and animation software are also listed.
Animation involves displaying still images in sequence at a rate of 24 frames per second to create the illusion of motion. There are two main types of animation: 2D animation uses flat images on the x-y axes, while 3D animation adds depth along the z-axis. Storyboards are used to plan out animation sequences by showing individual shots or screens and their order. Different roles in animation include animators who create the frames, inbetweeners who draw frames between key poses, and layout artists who prepare backgrounds and stage scenes.
Hello in this PPT I tried to explain about ANIMATION hope you will be enjoy..
This one PPT created for Submission of my Practical of my graduation in Bsc computer science (BCS) 2nd year in The college Yashwant collge of IT Parbhani Maharashtra 431401..
Keep it up....
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.
In today’s blog we will discuss how can one make his own short animation film be it 2d animation or in 3d animation.
Art has been a point of fascination for mankind from the very beginning. From cave paintings in prehistoric times, to mixed media art in the present day, art has endured through time.
This document provides an overview of animation, including its definition, how it works biologically and psychologically, different types of animation spaces (2D, 2.5D, and 3D), animation techniques like cel animation and computer animation, common file formats used for animation, and tips for making successful animations. It discusses the animation process, how cel animation uses keyframes and tweening, how computer animation is similar but generates more frames automatically, and emphasizes using animation sparingly and properly compressing files for web display.
The document discusses the use of stop motion animation in the 2016 film Kubo and the Two Strings. It describes how stop motion works by manipulating objects in small increments between photographed frames to create the illusion of movement. The film used stop motion to bring Kubo and other characters to life, including creating a massive 16-foot skeleton puppet. It also discusses the film's influence from Japanese art styles and how the puppets, costumes, sets and frames were carefully crafted for the stop motion scenes.
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 summarizes a research paper that proposes a method for converting images and video into portraits and animations using RGB color segmentation. The method involves several steps: edge detection using Sobel operator, blurring the image with Gaussian blur to reduce noise, color segmentation by comparing RGB pixel values to a threshold, and region filling to convert the image into a portrait. The overall goal is to automatically convert still images and video into animated portraits without requiring design of characters or additional software.
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.
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1. Srinivas Anumasa, Avinash Singh & Rishi Yadav
International Journal of Image Processing (IJIP), Volume (7) : Issue (4) : 2013 353
Cut-Out Animation Using Magnet Motion
Srinivas Anumasa srinu.0922@gmail.com
Computer Science
Shri Ramswaroop Memorial University
Lucknow, 225003,India
Avinash Singh singhavinash66@gmail.com
Computer Science
Shri Ramswaroop Memorial University
Lucknow, 225003,India
Rishi Yadav rishiyadavjec@gmail.com
Computer Science
Shri Ramswaroop Memorial University
Lucknow, 225003,India
Abstract
In this paper a new video-based interface for creating cutout-style animation using magnets is
presented. This idea makes room for users of all skill levels to animate. We created an interface
which is generally a closed box with a camera placed at the bottom. Roof of the box acts like a
multi touch interface. A cast of physical characters are designed by the animator using paper,
markers and scissor. If animator wants to animate using this physical characters, he pastes them
to magnets (we call them as PMagnets) and place them under the roof (puppets facing the
camera). These characters are controlled by other magnets (CMagnets) on the top of the roof.
Here we require, a simple foreground extraction algorithm to extract the characters and to render
them onto a new background. Our system “Cut-Out Animation using Magnet Motion” runs in real
time (i.e 30 Frames/Sec). Therefore animator and the audience can instantly see the animation.
Keywords: Cut-Out Style Animation, Background Replacement, Magnets.
1. INTRODUCTION
Animation is an illusion of movement created by rapidly displaying a sequence of images.
Creating an animation sequence is a time consuming process. Hand drawn or stop motion
animation is a laborious process in which every frame is manually drawn or crafted. For computer
generated animation several tools like Maya, Flash, etc. are available in the market. Even though
they provide a good interface for creating easy animation sequence one must be an expertise
and requires training to gain control over the interface provided.
Puppetry animation is a real time story telling animation which is famous from past few centuries.
Puppeteers use threads to control the motion of puppets and bring them to life. Puppeteers and
their controls are often visible to the audience. Although the quality of Puppetry animation is not
good as hand drawn animation, still it attracts kids because of its own way of storytelling.
Cut-out animation is one way of storytelling in which the characters are flat 2d characters
designed using papers, scissors and colours. Traditional Cut-out animation is not a real time like
Puppet shows, each frame is manipulated by adjusting the character cut-outs. It is a time
consuming process.
In this paper we present a novel technique for cutout style animation which is mostly inspired by
the work of Connelly Barnes, David E. Jacobs Video Puppetry: A Performative Interface for
2. Srinivas Anumasa, Avinash Singh & Rishi Yadav
International Journal of Image Processing (IJIP), Volume (7) : Issue (4) : 2013 354
Cutout Animation. Authors in paper [1] proposed a simple cut-out style animation in which the
characters are controlled by hand of a puppeteer. These Puppets are tracked and rendered onto
a new background in the computer. In our approach each character is attached to magnets
(PMagnet(s)) and placed on one side of the screen which are controlled by magnets
(CMagnet(s)) on the other side of the screen. Thus giving life to the Puppets by concealing the
Puppeteer. Also, if the animator wants to render on to the new background no tracking and object
detection algorithms are required, just a simple background subtraction algorithm works well.
The main contribution of our work is the introduction of a new interface for creating cut-out style
animated stories by using magnets and simple background subtraction algorithms. Designing this
interface is easy, cheap, neither required complicated algorithms nor specialized skills, also no
formal training was required for animation. However the animation produced by this method
cannot match the visual quality of a studio production, but they are useful in many scenarios,
including kids’ productions or the class of animations such as “South Park” or “JibJab” that tries to
simulate a “cut-out” style animation.
2. RELATED WORK
2.1. Video Puppetry.
Our work is inspired by the work of Connelly Barnes, David E. Jacobs [1]. The system in [1] is
divided into two modules Puppet builder and Puppet theatre. For the first module authors created
an interface which allows users to add new puppets into the database. A user first draws a
character on paper with markers, crayons, or other high-contrast media. Next the user cuts out
the puppet and places it under the video camera. The puppet builder captures an image of the
workspace and processes the image in several stages before adding the puppet to a puppet
database. Scale - invariant feature transform SIFT [2] features of each character are detected
and stored in a database which is used in the second module.
The second module is puppet theatre, generally it is an object tracking environment. The user
moves the puppets for animation, an over head camera which is used to track the animated
characters by removing the user's hands and renders the characters on a new background. The
SIFT [2] features are used to identify all puppets every 7-10 frames. Between SIFT updates,
optical flow on Kanade- Lucas- Tomasi KLT [3] features are used to track the movement of
puppets in real time.
But, this system has some limitations in handling every puppet. For example every puppet must
occupy some significant portion in every video frame. So that every character can be tracked
robustly. This system can handle 5 to 6 characters at a time, because as the number of
characters gets increased the system gets slow. It is difficult to handle occlusions which may
interfere with the tracking part. Because in animation there are many situations where characters
move over each other. Puppets cannot be moved quickly because the KLT algorithm assumes
that the displacement of tracking objects in between frames is small.
2.2. Sketch-n-stretch.
Authors in [4] designed an interface which is specially designed to simulate cut-out style
animation. This is a two (virtual) layered interface. The user first selects the background image on
which the foreground needs to render, then he selects cut-out pen from the menu and draws the
border of the cut-out and selects the pencil tool to draw the character or he selects an image of a
character stored in computer memory and then he selects an empty cut-out. By rotating, scaling
and translation the animator can animate the character. This is not a multi touch interface it is not
possible to animate two or more characters at the same time, so a time line option is provided.
Each character is individually animated and combined using the time line.
3. Srinivas Anumasa, Avinash Singh & Rishi Yadav
International Journal of Image Processing (IJIP), Volume (7) : Issue (4) : 2013 355
3. PRINCIPLE OF OUR APPROACH
Traditional cut-out animation is a time consuming process, because for each frame the animator
has to adjust the position of each Puppet or a part of the Puppet. Authors in [1] came with an
which are time expensive. These algorithms are required to remove hands of animator which are
FIGURE 1: (a) (b)
in between the camera and Puppets. If we think this process as four layered animation, as shown
in Figure 1(a) Layer 3 is camera, Layer 2 is hands (controller), Layer 1 Puppets, Layer 0 as
screen. We tried to rearrange this layered system for simple cut-out style animation Figure 1(b)
shows our layered system Layer 4 is camera, Layer 2 Puppets(With PMagnets), Layer 1 screen,
Layer 0 controller (controlling the motion of Puppets (pasted with PMagnets)) with CMagnets.
4. PROPOSED WORK
Our system follows two steps. Puppet design and deciding number of P(C)Magnets required for
his character is the first step in our system. Generating animation sequence is the second step. In
this step animator control’s the motion of characters using CMagnets. A background subtraction
algorithm is required in this step.
4.1` Puppet Design
As shown in the Figure 2(a) animator can design the physical animation character for his
animation sequence.
FIGURE 2: (a) (b)
When animator gets completed with their designing part, they have to decide what kind of motion
does their character or part of the character will have. This motion decides number of
P(C)Magnets required. For example, the character may have motion such that it does not include
any rotation so it requires one P(C)Magnet. In Figure 2(a) the character will have some rotational
motion. So, it requires two P (C) Magnets Figure 2(b) is the back side of the physical puppet
attached with 2 PMagnets which are used to control the motion using other CMagnets. Between
4. Srinivas Anumasa, Avinash Singh & Rishi Yadav
International Journal of Image Processing (IJIP), Volume (7) : Issue (4) : 2013 356
PMagnets and CMagnets there will be a cardboard (roof of our interface) of small thickness, so
that CMagnets can control PMagnets using magnetic field.
4.2 Animating
In this step animator generates the animation sequence using the Puppets. For this step we have
FIGURE 3: (a) (b) (c) (d)
designed a small box using a white cardboard sheet which is used as a puppet theatre. As shown
in Figure 3 (a) this box creates a closed environment, and has its own light source providing
uniform illumination so that the lighting cannot be affected by the outside environment. A camera
is placed at bottom of the box, the roof which is a white cardboard sheet acts as an interface. The
camera is projected on inside of the roof where it records the motion of physical characters. The
other side of the roof acts as a medium for an animator for controlling PMagnets with CMagnets.
Figure 3(b) a 4 wheeler puppet is placed on inside of the roof, Figure 3(c) is the other side of the
roof with CMagnets (white board magnets). Figure 3(d), user controlling the motion of the puppet.
FIGURE 4: (a) (b)
If the animator wants to render onto a new background than the foreground must be extracted.
There are methods proposed in [5],[6] for extracting foreground from a scene where background
information is known and it is same for all frames. In our system the background is constant, so a
simple background subtraction algorithm is sufficient. Figure 4(a) is the new background, Figure
4(b) is the snapshot of an animation sequence after rendering Figure. 2(a) onto Figure 4(a).
Instead of rendering onto computer generated background, the animator can use his hand drawn
background, so no background replacement is needed.
5. RESULTS
Figure 5 are the snapshots of an animation sequence using Figure 2(a) as puppet. We haven’t
done much animation, but we believe this interface provides a simple and cost effective way of
producing simple animation sequences.
5. Srinivas Anumasa, Avinash Singh & Rishi Yadav
International Journal of Image Processing (IJIP), Volume (7) : Issue (4) : 2013 357
FIGURE 5
6. LIMITATIONS
Articulated animation is not possible with this simple approach Because there is no information
about the relation between character parts which are controlled by the animator. We know only
foreground and background. Another drawback is when two characters come closer or even
overlap( when there is a situation like cross over) the magnets may attract or may ripple causing
a distortion in the animation sequence
.
7. CONCLUSION AND FUTURE WORK
We presented a new interface which uses magnets (PMagnets ans CMagnets) for controlling
animation. Up to the best of our knowledge this is the first system which is designed by using the
concept of Magnets. The advantage of using our system is that it can be designed in a cost
effective manner. Our system have several advantages over existing system [1] like we are not
using any object tracking or object detection algorithm which is computationally expensive.
Computational cost never increases as the number of characters increases. There is no need to
maintain a separate database. Partial visibility of a physical character is possible and simple.
Even size of physical character (puppet) is not an issue in our approach. There is no limit on the
speed at which a physical character is moved. In future we will try to work on the articulated
animation of physical puppets. We will also try to add effects discussed in [1] in our system.
8. REFERENCES
[1] Barnes, Connelly, David E. Jacobs, Jason Sanders, Dan B. Goldman, Szymon Rusinkiewicz,
Adam Finkelstein, and Maneesh Agrawala. "Video puppetry: a performative interface for cut
out animation." In ACM Transactions on Graphics (TOG), vol. 27, no. 5, p. 124. ACM, 2008.
[2] Lowe, David G. "Object recognition from local scale-invariant features." In Computer vision,
1999. The proceedings of the seventh IEEE international conference on, vol. 2, pp. 1150-
1157. Ieee, 1999.
[3] Sinha, Tomasi, Carlo, and Takeo Kanade. “Detection and tracking of point features”. School
of Computer Science, Carnegie Mellon Univ., 1991.
[4] Sohn, Eisung, and Yoon-Chul Choy. "Sketch-n-Stretch: sketching animations using
cutouts." Computer Graphics and Applications, IEEE 32.3 (2012): 59-69.
[5] Qian, Richard J., and M. Ibrahim Sezan. "Video background replacement without a blue
screen." In Image Processing, 1999. ICIP 99. Proceedings. 1999 International Conference
on, vol. 4, pp. 143-146. IEEE, 1999.
[6] Horprasert, Thanarat, David Harwood, and Larry S. Davis. "A statistical approach for real-
time robust background subtraction and shadow detection." InIEEE ICCV, vol. 99, pp. 1-19.
1999.