CHAPTER ONE 1.0 INTRODUCTION 1.1 PROJECT BACKGROUND 1.1.1 Computer Graphics
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CHAPTER ONE 1.0 INTRODUCTION 1.1 PROJECT BACKGROUND Computer graphics and animation is a very broad and wide aspect of computer science, and has effects on our everyday living. Dissemination of information with good graphical user interface becomes very important when very important information have to be passed across. This project would be split into the two aspects (graphics and animation) sometimes during the course of discussion. 1.1.1 Computer Graphics Computers have become a powerful tool for the rapid and economical production of pictures. There is virtually no area in which graphical displays cannot be used to some advantage, and so it is not surprising to find the use of computer graphics so widespread. Although early applications in engineering and science had to rely on expensive and cumbersome equipment, advances in computer technology have made interactive computer graphics a practical tool. Today, we find computer graphics used routinely in such diverse areas as science, Engineering, medicine, business, industry, government, art, entertainment, advertising, Education and training. Before we get into the details of how to do computer graphics, we first take a short tour through a gallery of graphics applications. A major use of computer graphics is in design processes, particularly for engineering and architectural systems, but almost all products are now computer designed. Generally referred to as CAD, computer-aided design methods are now routinely used in the design of buildings, automobiles, aircraft, watercraft, spacecraft, computers, textiles, and many, many other products. For some design applications; object are first displayed in a wireframe outline form that shows the overall sham and internal features of objects. Wireframe displays also allow designers to quickly see the effects of interacting adjustments to design shapes. Software packages for CAD applications typically provide the designer with a multi-window environment. The various displayed windows can show enlarged sections or different views of objects. Circuits and networks for communications, water supply, or other utilities are constructed with repeated placement of a few graphical shapes. The shapes used in a design represent the different network 1 or circuit components. Standard shapes for electrical, electronic, and logic circuits are often supplied by the design package. For other applications, a designer can create personalized symbols that are to be used to construct the network or circuit. The system is then designed by successively placing components into the layout, with the graphics package automatically providing the connections between components. This allows the designer to quickly try out alternate circuit schematics for minimizing the number of components or the space required for the system. Because of the broadness of this topic, the major part to be discussed will be the effectiveness of the graphical user interface to the everyday living. The human computer interface for most systems involves extensive graphics, regardless of the application. Typically, general systems now consist of windows, pull-down and pop-up menus, icons, and pointing devices, such as a mouse or space ball, for positioning the screen cursor. Popular graphical user interfaces include X Windows, Windows, Macintosh, Open Look, and Motif. These interfaces are used in a variety of applications, including word processing, Spreadsheets, databases and file-management systems, presentation systems, and Page-layout systems. In graphics packages, specialized interactive dialogues are designed for individual applications, such as engineering design, architectural design, data visualization, drafting, business graphs, and artist's paintbrush programs. For general graphics packages, interfaces are usually provided through a standard system. An example is the X Window System interface with PHIGS. In further chapters, we will take a look at the basic software packages for computer graphics, their functionalities, benefits, limitations, etc. 1.1.2 Computer Animation 2 Some typical applications of computer-generated animation are entertainment (motion pictures and cartoons), advertising, scientific and engineering studies, and training and education. Although we tend to think of animation as implying object motions, the term computer animation generally refers to any time sequence of visual changes in a scene. In addition to changing object position with translations or rotations, a computer-generated animation could display time variations in object size, color, transparency, or surface texture. Advertising animations often transition one object shape into another: for example, transforming a can of motor oil into an automobile engine. Computer animations can also be generated by changing camera parameters, such as position, orientation, and focal length. And we can produce computer animations by changing lighting effects or other parameters and procedures associated with illumination and rendering. Many applications of computer animation require realistic displays. An accurate representation of the shape of a thunderstorm or other natural phenomena described with a numerical model is important for evaluating the reliability of the model. Also, simulators for training aircraft pilots and heavy-equipment operators must produce reasonably accurate representations of the environment. Entertainment and advertising applications, on the other hand, are sometimes more interested in visual effects. Thus, scenes may be displayed with exaggerated shapes and unrealistic motions and transformations. There are many entertainment and advertising applications that do require accurate representations for computer-generated scenes. And in some scientific and engineering studies, realism is not a goal. For example, physical quantities are often displayed with pseudo-colors or abstract shapes that change over time to help the researcher understand the nature of the physical process. Animation is not just a series of funny drawings strung together in movement. At its most creative, it is a truly beautiful art form. Yet the tradition of drawn animation is a relatively short one compared with other visual arts. It has only been in this century that the technology to produce any film-let alone animated film- has been available. Indeed, one has often thought that many of the Old Masters, from Leonardo da Vinci to Rembrandt to Hokusai, might well have committed themselves to animation, had the knowledge of film-making been available to them in their time. Computer animation is also a very broad aspect of computer science, just like computer graphics. One could call computer animation an advanced aspect of computer graphics. This is because, 3 unlike graphics, it has the ability of incorporating other things like motion, sound, effects, etc. This is why, most times, computer animation is widely referred to as MOTION GRAPHICS. Animated filmmaking, which will also be discussed in the course of this study, in its widest expression, is not, however, traditionally an art form of individual genius. A large team of dedicated, talented, and cooperative artists is required to complete a high quality animation film. Successful animation demands a collective creative approach, within which each individual, no matter how talented, must harmonize and communicate with others for his or her work to be given its fullest expression on the screen. Problems can arise when the methods and terminologies used by any one individual of the team are not compatible or familiar to the others. No one person can have a perfect understanding of computer animation; this is because of its broadness. This study tends to talk about the very obvious aspect of animation in our day to day living, for example, filmmaking, digital art, flash animations for ATMs, Billboards, etc. At its best, animation is a wonderful varied art form, which potentially has no limitations on imagination or technique. Sadly, exciting ideas are often spoiled by inadequate animation ability and fall into a pit of undisciplined sloppiness. In addition to being an art, animation is also a craft and, as with any craft, it takes time for apprentices to master it. What are then needed are patience, commitment, and effort, to make the basic principles come alive with new life and fresh ideas. In the early days of animation, Walt Disney established a fine tradition of craftsmanship, which we can only look up to, from our more humble position of expertise. What has been achieved once however can theoretically be achieved again if the will, the financial support, and the working knowledge are there. 1.2 AIM AND OBJECTIVES OF THE PROJECT: AIM 4 To illustrate how computer graphics and animation can be used in cartooning. OBJECTIVES The major objective of this project is to give a comprehensive overview of computer graphics and animation especially in the areas of its application. The project will also address the history (timeline), categories, functionalities, benefits and limitations, designs, and advancements of computer graphics and animation. The uses of computer graphics and animation in our everyday lives would be emphasized. The major focus of this project would eventually be in the aspect of COMPUTER ART, which also happens to be an area of application. Cartoon animation would majorly be discussed with a brief prototype done on it. Here are the objectives in summary: • To study the several advancements in computer graphics and animation. • To study