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Computer Game and Animation Techniques – a brief history

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1 Computer Game and Animation Techniques – a brief history
Matt Boggus CSE 3541/5541

2 Computer – using a computer
Game – a form of play with rules and an objective Animation – moving things that can’t move themselves [Motion] Techniques (or Algorithms) Procedural Geometry transformations Physically based Behaviorally based Artist or User assisted Curve following Data-driven Computer Graphics defined here in lecture

3 Motion Moving Line, 3 different frame rates Camera Video Frame Rate Comparison

4 Computer Graphics application areas
Film/TV/Ads Computer-aided design Visual arts Scientific visualization Computer games Esports, speedrunning, physical training and rehabilitation, VR

5 Exemplar of current tools – Maya
Image source, with label documentation

6 Exemplar of current tools – Unity

7 Heritage of animation Early devices Conventional animation
Disney and the 12 basic principles of animation Stop motion animation Computer graphics animation

8 Early animation devices
Thaumatrop Flipbook and Zoetrope – Pixar example Both videos linked for reference ; watch outside of class

9 Conventional animation
Notable early animated films Humorous phases of funny faces Gertie the Dinosaur ) Can we quantify how much effort to make this film? Number of frames * time per frame Making a Hand Drawn Animated 16mm film Layering, cells, etc. Compare to the use of sprites Show some of Gertie the Dinosaur video in class Show length of the “time per frame” video Other videos provided for reference ; watch outside of class

10 12 Principles of Animation
Squash and stretch Arcs Secondary action Slow in & slow out Anticipation Exaggeration Solid drawing Appeal In-between v. straight ahead Follow-through Staging Timing To summarize: Simulate physics Make it appealing Effective presentation Enhancing production: Rotoscoping Animation reuse Delegation (keyframing), now partial or full automation Both videos for reference ; watch outside of class Additional notes on time/cost of drawing from scratch vs. tracing ;

11 Animation production Production->sequence->shot->frame
Storyboard: the proposal Model sheet: consistency Animatic: storyboard with timing Key frames & in-betweens Test shot Pencil tests Inking: drawings onto cells Painting: coloring in Sound: voice, body, special effects, background Production pipeline ; rough work first, should be your lab development philosophy too Creation of assets, some reusable

12 Production Pencil tests – examples For computer animation
Avoid cost of inking and painting For computer animation Possible costs to avoid: shadows, physics, articulation, textures, facial animation, interpolation Pencil test video for reference ; watch outside of class Compare to expectations of graphical detail for lab assignments – grey boxes demos are acceptable for most of them

13 Production tasks Story Dept. Art Dept. Modeling Dept. Lighting Dept.
Note the specialization areas relevant for software development Animation Dept. Rendering Dept.

14 Computer graphics and animation pervade film
Video linked to watch outside of class For another look at the history of animation, check out The Art of Animation and Motion Graphics | Off Book | PBS

15 Computer game history eras
First games, consoles Video game crash 8 and 16 bit eras 32 and 64 bit eras Current era Video linked to watch outside of class For more on the history of games, check out The Video Game Revolution | PBS

16 Not enough time to discuss all game types
Image sources:

17 Game development process
Concept Design document Prototype Production Design, Levels Programming Art, Audio Testing Deployment Maintenance Similar to animation production pipeline ; again note that rough work is made first

18 Types of game programming
Game engine Graphics Animation Artificial Intelligence Sound Game logic / scripts User Interfaces Networking Databases Development tools Systems/Parallel programming Note the specialization areas

19 Motivates research area of procedural content
(As of Au’16 haven’t come across updated study or data, but $50-60M for biggest titles is accurate) Read more at:

20 (Data from Forbes 2006 study)
Note the three biggest cost areas and practices to reduce those costs (Data from Forbes 2006 study)

21 Additional slides

22 History of computer graphics and rendering
See 5542 Real Time Rendering Coursework and Notes

23 Principles of Filmmaking
180 degree rule rule of thirds types of shots 3-point lighting tilt framing focus the viewer’s attention Provided for reference and flavor, no details discussed in class meeting ; reinforces the idea of professions using standard tools and terms

24 Storyboard Example of student work from CSE 682

25 List of games with now open-source code
id software titles ftp://ftp.idsoftware.com/idstuff/source/ Duke Nukem 3D Serious Sam Penumbra: Overture To provide examples of what finished assets and code can look like


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