The Emergence of Architectural Animation What Architectural Animation Brought to the Fore and Pushed to the Background
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The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Simulating Humans: Computer Graphics, Animation, and Control
University of Pennsylvania ScholarlyCommons Center for Human Modeling and Simulation Department of Computer & Information Science 6-1-1993 Simulating Humans: Computer Graphics, Animation, and Control Bonnie L. Webber University of Pennsylvania, [email protected] Cary B. Phillips University of Pennsylvania Norman I. Badler University of Pennsylvania, [email protected] Follow this and additional works at: https://repository.upenn.edu/hms Recommended Citation Webber, B. L., Phillips, C. B., & Badler, N. I. (1993). Simulating Humans: Computer Graphics, Animation, and Control. Retrieved from https://repository.upenn.edu/hms/68 Reprinted with Permission by Oxford University Press. Reprinted from Simulating humans: computer graphics animation and control, Norman I. Badler, Cary B. Phillips, and Bonnie L. Webber (New York: Oxford University Press, 1993), 283 pages. Author URL: http://www.cis.upenn.edu/~badler/book/book.html This paper is posted at ScholarlyCommons. https://repository.upenn.edu/hms/68 For more information, please contact [email protected]. Simulating Humans: Computer Graphics, Animation, and Control Abstract People are all around us. They inhabit our home, workplace, entertainment, and environment. Their presence and actions are noted or ignored, enjoyed or disdained, analyzed or prescribed. The very ubiquitousness of other people in our lives poses a tantalizing challenge to the computational modeler: people are at once the most common object of interest and yet the most structurally complex. Their everyday movements are amazingly uid yet demanding to reproduce, with actions driven not just mechanically by muscles and bones but also cognitively by beliefs and intentions. Our motor systems manage to learn how to make us move without leaving us the burden or pleasure of knowing how we did it. -
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THE CONSTRUCTED IMAGE 531 depicted shadow. Or if a particular edge reluctantly, students eventually bow to the seems weak, she can thicken it slightly. Or authority of the rendering engine, and visual consider the reflectivity of a polished surface. literacy stalls. It would normally be added after other effects are laid down. In this way architects make A craftsman who specializes in rough adjustments that are not only local, but build carpentry never develops the sensitivity gradually. In contrast, they cannot alter a needed for finish work. The same is true for computer rendering until the calculation is students who do not practice the scrutiny complete. They see only the finished depiction needed for compositional control. When - the summative effect of all visual attributes. students see images as wholes and adjust them indirectly by means of global variables, Although some compositional adjustments can they lose the opportunity to develop a be made after the fact in image-editing discerning eye. software, such opportunities are limited. It is difficult to selectively darken and lighten A tool exclusively designed to depict cannot shadow regions, for instance, because it is much help a student learn to compose, and difficult to isolate them. Because the RGB therefore principles of composition cannot be color value of each pixel is the sum of all taken for granted when teaching computer visual effects operating on it, it is an rendering. The process of computer rendering, indivisible unit that cannot be adequately when conducted in the conventional manner, distilled after-the-fact into its component leads to a loss of practice, resulting from a effects. -
42 Laboratorial Verification of Ideas for Urban Space Compositional Design Completion Peter Kardoš Abstract the Subject-Mat
Laboratorial Verification of Ideas for Urban Space Compositional Design Completion Peter Kardoš Slovak Technical University in Bratislava, Department of urban and architectural areas, Laboratory of spatial endoscopy, Slovakia Abstract The subject-matter of the contribution is presentation of the non-conventional didactical methods application in architectural education and research at the Faculty of Architecture of the Slovak Technical University in Bratislava. It is an application of a laboratorial method of architectural endoscopy based on a model urban space simulation principle and on the acquirement of an electrooptical visual display image information from a recording periscope unit interaction in the real time and the real model space, with the option of spontaneous semantic evaluation of the output on a video-monitor and of a synchronic timing process recording on a magnetoscope. Application of a consequential powerful PC-configuration with creative software enables further digital sequential processing both on the graphical output and for multimedial presentation. Introduction Urban spatial structure showed to be the most sophisticated form and the most complex manifestation of vital activity of a man. An inhabitant develops an individual relationship to all component parts that represent the notion of dwelling to him. By sensual communication, focused mainly on iconic manifestation of individual urban structural components, the inhabitant stores in his/her mind a mental conception of its image [1; 2]. Significant components of this conception are also spatial quality and complexity which are subconsciously confronted and evaluated in subjective identification. Alongside the quantitative and qualitative aspects and the expression aspects there activates an image of acceptable scale, of spatial proportions, of space division, its differentiation, continuity, polarisation or of gradation. -
Introduction to Computer Graphics and Animation
NATIONAL OPEN UNIVERSITY OF NIGERIA COURSE CODE :CIT 371 COURSE TITLE: INTRODUCTION TO COMPUTER GRAPHICS AND ANIMATION 1 2 COURSE GUIDE CIT 371 INTRODUCTION TO COMPUTER GRAPHICS AND ANIMATION Course Team Mr. F. E. Ekpenyong (Writer) – NDA Course Editor Programme Leader Course Coordinator 3 NATIONAL OPEN UNIVERSITY OF NIGERIA National Open University of Nigeria Headquarters 14/16 Ahmadu Bello Way Victoria Island Lagos Abuja Office No. 5 Dar es Salaam Street Off Aminu Kano Crescent Wuse II, Abuja Nigeria e-mail: [email protected] URL: www.nou.edu.ng Published By: National Open University of Nigeria Printed 2009 ISBN: All Rights Reserved 4 CONTENTS PAGE Introduction………………………………………………………… 1 What you will Learn in this Course…………………………………. 1 Course Aims… … … … … … … … 4 Course Objectives……….… … … … … … 4 Working through this Course… … … … … … 5 The Course Material… … … … … … 5 Study Units… … … … … … … 6 Presentation Schedule… … … … … … … 7 Assessments… … … … … … … … 7 Tutor Marked Assignment… … … … … … 7 Final Examination and Grading… … … … … … 8 Course Marking Scheme… … … … … … … 8 Facilitators/Tutors and Tutorials… … … … … 9 Summary… … … … … … … … … 9 5 Introduction Computer graphics is concerned with producing images and animations (or sequences of images) using a computer. This includes the hardware and software systems used to make these images. The task of producing photo-realistic images is an extremely complex one, but this is a field that is in great demand because of the nearly limitless variety of applications. The field of computer graphics has grown enormously over the past 10–20 years, and many software systems have been developed for generating computer graphics of various sorts. This can include systems for producing 3-dimensional models of the scene to be drawn, the rendering software for drawing the images, and the associated user- interface software and hardware. -
From Pencil to Mouse: the 21St Century Animation House
From Pencil to Mouse: the 21st Century Animation House Author Baker, Kelvin Published 2008 Thesis Type Thesis (Professional Doctorate) School Queensland College of Art DOI https://doi.org/10.25904/1912/169 Copyright Statement The author owns the copyright in this thesis, unless stated otherwise. Downloaded from http://hdl.handle.net/10072/366780 Griffith Research Online https://research-repository.griffith.edu.au FROM PENCIL TO MOUSE: THE 21ST CENTURY ANIMATION HOUSE KELVIN BAKER Griffith University Queensland College of Art and The Centre for Learning Research Submitted as part fulfilment of the requirements of the degree of Doctor of Visual Arts June 2007 From Pencil To Mouse: The 21st Century Animation House From Pencil To Mouse: The 21st Century Animation House Statement of Originality This work has not previously been submitted for a degree or diploma in any University. To the best of my knowledge and belief, the thesis contains no material previously published or written by another person except where due reference is made in the thesis itself. Kelvin Baker 2007 i From Pencil To Mouse: The 21st Century Animation House ii From Pencil To Mouse: The 21st Century Animation House Abstract The fast pace of change within the animation, computer game and post production industries has presented a problem for Vocational Education and Training (VET) programme developers who are finding it increasingly difficult to stay relevant and up- to-date with the latest employability skill-sets in this industry sector. A comprehensive study of the Australian digital media industry - including the latest systems, software, technologies and production pipelines - is not readily available, making it difficult for Training Package developers to create up-to-date, flexible, meaningful and transferable qualifications. -
Introduction Week 1, Lecture 1
CS 430 Computer Graphics Introduction Week 1, Lecture 1 David Breen, William Regli and Maxim Peysakhov Department of Computer Science Drexel University 1 Overview • Course Policies/Issues • Brief History of Computer Graphics • The Field of Computer Graphics: A view from 66,000ft • Structure of this course • Homework overview • Introduction and discussion of homework #1 2 Computer Graphics I: Course Goals • Provide introduction to fundamentals of 2D and 3D computer graphics – Representation (lines/curves/surfaces) – Drawing, clipping, transformations and viewing – Implementation of a basic graphics system • draw lines using Postscript • simple frame buffer with PBM & PPM format • ties together 3D projection and 2D drawing 3 Interactive Computer Graphics CS 432 • Learn and program WebGL • Computer Graphics was a pre-requisite – Not anymore • Looks at graphics “one level up” from CS 430 • Useful for Games classes • Part of the HCI and Game Development & Design tracks? 5 Advanced Rendering Techniques (Advanced Computer Graphics) • Might be offered in the Spring term • 3D Computer Graphics • CS 430/536 is a pre-requisite • Implement Ray Tracing algorithm • Lighting, rendering, photorealism • Study Radiosity and Photon Mapping 7 ART Student Images 8 Computer Graphics I: Technical Material • Course coverage – Mathematical preliminaries – 2D lines and curves – Geometric transformations – Line and polygon drawing – 3D viewing, 3D curves and surfaces – Splines, B-Splines and NURBS – Solid Modeling – Color, hidden surface removal, Z-buffering 9 -
High-End-Developments Within the Framework of Dynamic-Endoscopic Viewing of Models
High-End-Developments within the Framework of Dynamic-endoscopic Viewing of Models Bob Martens Vienna University of Technology, Department for Spatial Simulation, Austria Abstract As far back as the seventies the first experiences with endoscopic viewing of models were made in the field of architecture and urban construction by introducing an endoscope into the model of the planned architectural and urban space. The monitor shows an approximation of real view of the new portion of building or city, resp. The endoscopic picture provides the viewer with the usual height of viewing and roughly the perspective of a pedestrian, whereas very often planning models of houses and city quarters are evaluated predominantly by means of the bird’s eye view. Meanwhile, mechanical installations of relatively limited means have been installed at several university sites making for a simulation of spatial experience by means of endoscopic rides through a construction model such as from the view of a car driver. This paper presents a sketch for a research proposal which is aimed at anticipating high-end-developments based on the experience acquired so far using low-cost-simulations. Survey on Simulation Techniques In 1993 a survey titled “Fields of Application of Simulation Techniques” was performed by the author, which also supplied unique data regarding architectural endoscopy. When stock- taking the first question arising is which equipment is available for the various tasks in the field of endoscopy resp., spatial simulation and which of the available is really being put to use. The inquiry regarding the combined use and the integration resp., of simulation techni- ques was particularly aimed at the specific requirements in the architectural field. -
Audiovisual Spatial Congruence, and Applications to 3D Sound and Stereoscopic Video
Audiovisual spatial congruence, and applications to 3D sound and stereoscopic video. C´edricR. Andr´e Department of Electrical Engineering and Computer Science Faculty of Applied Sciences University of Li`ege,Belgium Thesis submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy (PhD) in Engineering Sciences December 2013 This page intentionally left blank. ©University of Li`ege,Belgium This page intentionally left blank. Abstract While 3D cinema is becoming increasingly established, little effort has fo- cused on the general problem of producing a 3D sound scene spatially coher- ent with the visual content of a stereoscopic-3D (s-3D) movie. The percep- tual relevance of such spatial audiovisual coherence is of significant interest. In this thesis, we investigate the possibility of adding spatially accurate sound rendering to regular s-3D cinema. Our goal is to provide a perceptually matched sound source at the position of every object producing sound in the visual scene. We examine and contribute to the understanding of the usefulness and the feasibility of this combination. By usefulness, we mean that the technology should positively contribute to the experience, and in particular to the storytelling. In order to carry out experiments proving the usefulness, it is necessary to have an appropriate s-3D movie and its corresponding 3D audio soundtrack. We first present the procedure followed to obtain this joint 3D video and audio content from an existing animated s-3D movie, problems encountered, and some of the solutions employed. Second, as s-3D cinema aims at providing the spectator with a strong impression of being part of the movie (sense of presence), we investigate the impact of the spatial rendering quality of the soundtrack on the reported sense of presence. -
194 Perceptual Evaluation of the Spatial Manifestations of Urban Structures
Perceptual Evaluation of the Spatial Manifestations of Urban Structures – Developments Peter Kardos Slovak University of Technology in Bratislava, Slovakia Abstract The objective of this contribution is to bring to the attention of the community of experts in the field of architectural simulation the interdependence of the spatial manifestations of material components of urban environments and the phenomena of visual perception and imagination which we practically employ in education, professional design and which we also try to use in our contact with the clients. The way towards finding new qualities of urban environments should be dominated by our efforts to understand and perceive the urban structure as a real space-time manifestation, which is being mediated to the user also as a sensually experienced image (scene). Its atmos- phere and informative content give impulses for an individualized reaction from various aspects. The content of the experience is multi- leveled and the sensorial effects of its iconic components can be precisely verified by means of simulation processes in temporal sequences. Taking these aspects as basis, we are developing methods, which would by taking determined conditions into consideration, broaden the spectrum of research, verification, or evaluation of the real spatial manifestations and interactive actions in situ as well as their possible anticipation and performance in laboratory conditions. Perceptual simulation is, together with the significance of experiencing and evaluating the urban environment in the eye-level horizon, a starting point of spatial model simulation methods as a supportive experimental creative and verification tool. The new information technologies and the creative technical cooperation of analog and digital iconic simulation systems create unconventional possibilities for exact recording of information and impulses for the complicated transformational process engaging more actively the community in their participation. -
The Palgrave Handbook of Screen Production
The Palgrave Handbook of Screen Production Edited by Craig Batty · Marsha Berry · Kath Dooley Bettina Frankham · Susan Kerrigan The Palgrave Handbook of Screen Production Craig Batty • Marsha Berry Kath Dooley • Bettina Frankham Susan Kerrigan Editors The Palgrave Handbook of Screen Production Editors Craig Batty Marsha Berry University of Technology Sydney RMIT University Sydney, NSW, Australia Melbourne, VIC, Australia Kath Dooley Bettina Frankham Curtin University University of Technology Sydney Bentley, WA, Australia Sydney, NSW, Australia Susan Kerrigan University of Newcastle Callaghan, NSW, Australia ISBN 978-3-030-21743-3 ISBN 978-3-030-21744-0 (eBook) https://doi.org/10.1007/978-3-030-21744-0 © The Editor(s) (if applicable) and The Author(s) 2019 This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprint- ing, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, com- puter software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. -
Computer Animation in an Intuitive Way
An Interactive method to control Computer Animation in an intuitive way. Andrea Piscitello Ettore Trainiti University of Illinois at Chicago University of Illinois at Chicago 1200 W Harrison St, Chicago, IL 1200 W Harrison St, Chicago, IL [email protected] [email protected] ABSTRACT keyframe by defining the position of each vertex, may result Human Computer Interaction is a rising field of computer in very tedious task to perform. For this reason, skeletal an- science and perfectly fits among Computer Graphics scopes. imation is often preferred. This method is composed of two The video-game industry is focusing on this field in order phases: rigging and animation. Rigging consists in defining to provide always more realistic and engaging game expe- a skeleton made of bones. Parts of the mesh are associated riences. The bond between animation and user movement to each of these bones in order to define which bone is re- seems to be destinated to be closer in future. sponsible of deforming a part of the object. The animation is then designed by defining the position of each bone in each Author Keywords keyframe and interpolating the inbetweens. For big produc- Keyframing, Rigging, Mophing, Warping, Blending. tions like movies and videogames, the animation design is executed by means of more powerful techniques like for in- INTRODUCTION stance motion capture. Motion Capture is a technique, which Computer Animation is the process of generating animated takes advantage of special suits that actors dress and that cap- images in computer graphics scenes. It is one of the most an- ture every movement they do.