Presentation is loading. Please wait.

Presentation is loading. Please wait.

1 CS2401- Computer Graphics Department of nskinfo i-education Computer Animation www.nskinfo.com && www.nsksofttech.com.

Similar presentations


Presentation on theme: "1 CS2401- Computer Graphics Department of nskinfo i-education Computer Animation www.nskinfo.com && www.nsksofttech.com."— Presentation transcript:

1 1 CS2401- Computer Graphics Department of nskinfo i-education Computer Animation www.nskinfo.com && www.nsksofttech.com

2 Learning Objectives Raster Methods for Computer Animation Raster Methods for Computer Animation Design of Animation Sequences Design of Animation Sequences Traditional Animation Techniques Traditional Animation Techniques General Computer-Animation Functions General Computer-Animation Functions Key-Frame Systems Key-Frame Systems Morphing Morphing Simulating Accelerations Simulating Accelerations Motion Specification Motion Specification Articulated Figure Animation Articulated Figure Animation Periodic Motions Periodic Motions Animation in OpenGL Animation in OpenGL

3 Computer Animation Any time sequence of visual changes in a picture Any time sequence of visual changes in a picture

4 Computer Animation Real-time animation Real-time animation Each stage of the sequence is viewed as it is created Each stage of the sequence is viewed as it is created Useful in simulators Useful in simulators Frame-by-frame animation Frame-by-frame animation Each frame of the motion is separately generated and stored Each frame of the motion is separately generated and stored Used for movies Used for movies

5 Raster Methods for Computer Animation Double buffering: while the screen is being refreshed from one buffer, we construct the scene in the other buffer Double buffering: while the screen is being refreshed from one buffer, we construct the scene in the other buffer Raster operations Raster operations Block transfers of rectangular arrays of pixel values Block transfers of rectangular arrays of pixel values Often used in games Often used in games

6 Design of Animation Sequences Storyboard layout Storyboard layout Rough sketches Rough sketches A list of basic ideas for the action A list of basic ideas for the action Object definitions Object definitions Each participant in the action Each participant in the action Basic shapes Basic shapes Movements to be performed by each character and object Movements to be performed by each character and object Key-frame specifications Key-frame specifications Detailed drawing of the scene at a certain time in the animation sequence Detailed drawing of the scene at a certain time in the animation sequence Generation of in-between frames Generation of in-between frames Intermediate frames between the key frames Intermediate frames between the key frames

7 Traditional Animation Techniques Squash and stretch Squash and stretch To simulate acceleration To simulate acceleration

8 Traditional Animation Techniques Timing Timing Slow objects are simulated with more frames, while faster moving objects are displayed with fewer frames Slow objects are simulated with more frames, while faster moving objects are displayed with fewer frames

9 Traditional Animation Techniques Emphasizing object movements Emphasizing object movements Anticipation of coming motion – a cartoon character can lean forward before running Anticipation of coming motion – a cartoon character can lean forward before running Follow-through actions – a hat can fly off a character that is stopped abruptly Follow-through actions – a hat can fly off a character that is stopped abruptly Staging – focusing on an important part of a scene Staging – focusing on an important part of a scene

10 General Computer-Animation Functions Managing object motions Managing object motions Generating views of objects Generating views of objects Producing camera motions Producing camera motions Generating in-between frames Generating in-between frames

11 Key-Frame Systems Generate in-between frames from the user- specified key frames (two or more) Generate in-between frames from the user- specified key frames (two or more) Complex scenes separated into individual components called cels Complex scenes separated into individual components called cels

12 Morphing Transformation of object shapes from one to another Transformation of object shapes from one to another

13 Morphing Transforming a line segment Transforming a line segment added point key frame k key frame k+1halfway frame

14 Morphing Transforming a triangle into a quadrilateral Transforming a triangle into a quadrilateral added point key frame k key frame k+1 halfway frame

15 Motion Specification Direct specification of geometric transformation (transformation matrix) Direct specification of geometric transformation (transformation matrix) Equation of the path Equation of the path Bouncing ball : Bouncing ball :

16 Articulated Figure Animation Articulated figure: hierarchical structure composed of a set of rigid links that are connected at rotary joints Articulated figure: hierarchical structure composed of a set of rigid links that are connected at rotary joints Basic technique for animating people and animals Basic technique for animating people and animals

17 Periodic Motions Have to be sampled frequently enough (Nyquist frequency) Have to be sampled frequently enough (Nyquist frequency)

18 Animation in OpenGL Double buffering: Double buffering:glutInitDisplayMode(GLUT_DOUBLE); Swapping buffers: Swapping buffers:glutSwapBuffers(); Continuous animation: Continuous animation:glutIdleFunc(animationFcn);

19 Example prog13OGLAnimation.cpp prog13OGLAnimation.cpp


Download ppt "1 CS2401- Computer Graphics Department of nskinfo i-education Computer Animation www.nskinfo.com && www.nsksofttech.com."

Similar presentations


Ads by Google