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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. -
An Advanced Path Tracing Architecture for Movie Rendering
RenderMan: An Advanced Path Tracing Architecture for Movie Rendering PER CHRISTENSEN, JULIAN FONG, JONATHAN SHADE, WAYNE WOOTEN, BRENDEN SCHUBERT, ANDREW KENSLER, STEPHEN FRIEDMAN, CHARLIE KILPATRICK, CLIFF RAMSHAW, MARC BAN- NISTER, BRENTON RAYNER, JONATHAN BROUILLAT, and MAX LIANI, Pixar Animation Studios Fig. 1. Path-traced images rendered with RenderMan: Dory and Hank from Finding Dory (© 2016 Disney•Pixar). McQueen’s crash in Cars 3 (© 2017 Disney•Pixar). Shere Khan from Disney’s The Jungle Book (© 2016 Disney). A destroyer and the Death Star from Lucasfilm’s Rogue One: A Star Wars Story (© & ™ 2016 Lucasfilm Ltd. All rights reserved. Used under authorization.) Pixar’s RenderMan renderer is used to render all of Pixar’s films, and by many 1 INTRODUCTION film studios to render visual effects for live-action movies. RenderMan started Pixar’s movies and short films are all rendered with RenderMan. as a scanline renderer based on the Reyes algorithm, and was extended over The first computer-generated (CG) animated feature film, Toy Story, the years with ray tracing and several global illumination algorithms. was rendered with an early version of RenderMan in 1995. The most This paper describes the modern version of RenderMan, a new architec- ture for an extensible and programmable path tracer with many features recent Pixar movies – Finding Dory, Cars 3, and Coco – were rendered that are essential to handle the fiercely complex scenes in movie production. using RenderMan’s modern path tracing architecture. The two left Users can write their own materials using a bxdf interface, and their own images in Figure 1 show high-quality rendering of two challenging light transport algorithms using an integrator interface – or they can use the CG movie scenes with many bounces of specular reflections and materials and light transport algorithms provided with RenderMan. -
Sistema GRID Para El Render De Escenas 3D Distribuido: YAFRID
UNIVERSIDAD DE CASTILLA-LA MANCHA ESCUELA SUPERIOR DE INFORMATICA´ INGENIERIA´ EN INFORMATICA´ PROYECTO FIN DE CARRERA Sistema GRID para el Render de Escenas 3D Distribuido: YAFRID Jose´ Antonio Fernandez´ Sorribes Julio, 2006 UNIVERSIDAD DE CASTILLA-LA MANCHA ESCUELA SUPERIOR DE INFORMATICA´ Departamento de Informatica´ PROYECTO FIN DE CARRERA Sistema GRID para el Render de Escenas 3D Distribuido: YAFRID Autor: Jose´ Antonio Fernandez´ Sorribes Director: Carlos Gonzalez´ Morcillo Julio, 2006 c Jose´ Antonio Fernandez´ Sorribes. Se permite la copia, distribucion´ y/o modificacion´ de este documento bajo los terminos´ de la licencia de documentacion´ libre GNU, version´ 1.1 o cualquier version´ posterior publicada por la Free Software Foundation, sin secciones invariantes. Puede consultar esta licencia en http://www.gnu.org. Este documento ha sido compuesto con LATEX. Las figuras que contiene han sido en su mayor´ıa creadas con OpenOffice y El GIMP y los diagramas UML con ArgoUML y Umbrello. Las figuras que aparecen en la introduccion´ a sistemas distribuidos (Apartado 3.5) han sido sacadas de [Moy05]. Las imagenes´ de los dragones de la Figura 3.5 han sido cedidas por Carlos Gonzalez.´ Los derechos de la imagen de Toy Story que aparece en la Introduccion´ pertenecen a Pixar Animation Studios (TM y c 1986 - 2006). TRIBUNAL: Presidente: Vocal: Secretario: FECHA DE DEFENSA: CALIFICACION:´ PRESIDENTE VOCAL SECRETARIO Fdo.: Fdo.: Fdo.: Resumen El ultimo´ paso en el proceso para la generacion´ de imagenes´ y animaciones 3D por ordenador es el llamado render. En esta fase se genera una imagen bidimensional (o un conjunto de imagenes´ en el caso de las animaciones) a partir de la descripcion´ de una escena 3D. -
SMEDGE Administrator Manual
smedgesmedge Administrator Manual Smedge 2020 © 2004 - 2020 Überware™ Table of Contents ABOUT IDS 4 PARAMETER COMMANDS 26 SMEDGE ENVIRONMENT VARIABLES 5 COMMON PARAMETERS 32 VARIABLES THAT CONTROL SMEDGE FUNCTIONALITY 5 JOB 33 VARIABLES SET FOR WORK PROCESSES 9 PROCESSJOB 39 RENDERJOB 43 REPEATMERGEDISTRIBUTOR 45 LICENSING 10 R M D 45 SEQUENCEDISTRIBUTOR 47 SLICEDISTRIBUTOR 49 RESTRICTIONS 11 DEFAULT RESTRICTIONS 12 DYNAMIC PRODUCTS 50 PRODUCT EDITOR GUI 50 AUTOMATIC SYSTEMS 13 COMMAND LINE PRODUCT CONTROL 54 CLASSES 55 AUTOMATIC REDUNDANT MASTER 13 AUTOMATIC MASTER LOCATION 15 AUTOMATIC ENGINE MODE 16 LEGACY DYNAMIC PRODUCTS 57 AUTOMATIC ENGINE SETTINGS 17 AUTOMATIC EXECUTABLE PATHS 18 A E P 18 LEGACY MAYA PRODUCTS 58 AUTOMATIC GUI PRESET 19 LEGACY VIRTUAL MODULES 60 RLIB INI FILE SYNTAX 20 PARAMETER TYPES 61 ALTERNATE FILE LOCATIONS 21 COMMON PARAMETERS 63 OVERLOADABLE OPTIONS FILES 22 REFERENCE 65 EXAMPLE FILE 76 .SJ JOB FILES 23 PRODUCT REFERENCE 82 VARIABLE SUBSTITUTION 24 3D STUDIO MAX 83 SYNTAX 25 3D STUDIO MAX (SINGLE FRAME) 85 Smedge 2020 Administrator Manual © 2004 - 2020 Überware™ 2 3DELIGHT 86 MISTIKA VR 139 3DELIGHT FOR MAYA 87 MODO 140 3DELIGHT FOR MAYA (SINGLE FRAME) 89 MODO (SINGLE FRAME) 141 AFTER EFFECTS 92 NUKE 143 AIR 93 PIXAR RENDERMAN 144 AQSIS 94 REDLINE 145 ALIAS 95 REDSHIFT FOR MAYA 146 ARNOLD FOR MAYA 96 RENDERMAN FOR MAYA 147 ARNOLD FOR MAYA (SINGLE FRAME) 98 RENDERMAN FOR MAYA (SINGLE FRAME) 149 ARNOLD STANDALONE 101 RENDITION 152 BLENDER 102 THEA 153 CINEMA 4D 103 TURTLE 154 FINALRENDER FOR MAYA 104 VIZ 155 -
Deep Compositing Using Lie Algebras
Deep Compositing Using Lie Algebras TOM DUFF Pixar Animation Studios Deep compositing is an important practical tool in creating digital imagery, Deep images extend Porter-Duff compositing by storing multiple but there has been little theoretical analysis of the underlying mathematical values at each pixel with depth information to determine composit- operators. Motivated by finding a simple formulation of the merging oper- ing order. The OpenEXR deep image representation stores, for each ation on OpenEXR-style deep images, we show that the Porter-Duff over pixel, a list of nonoverlapping depth intervals, each containing a function is the operator of a Lie group. In its corresponding Lie algebra, the single pixel value [Kainz 2013]. An interval in a deep pixel can splitting and mixing functions that OpenEXR deep merging requires have a represent contributions either by hard surfaces if the interval has particularly simple form. Working in the Lie algebra, we present a novel, zero extent or by volumetric objects when the interval has nonzero simple proof of the uniqueness of the mixing function. extent. Displaying a single deep image requires compositing all the The Lie group structure has many more applications, including new, values in each deep pixel in depth order. When two deep images correct resampling algorithms for volumetric images with alpha channels, are merged, splitting and mixing of these intervals are necessary, as and a deep image compression technique that outperforms that of OpenEXR. described in the following paragraphs. 26 r Merging the pixels of two deep images requires that correspond- CCS Concepts: Computing methodologies → Antialiasing; Visibility; ing pixels of the two images be reconciled so that all overlapping Image processing; intervals are identical in extent. -
Deadline User Manual Release 7.1.2.1
Deadline User Manual Release 7.1.2.1 Thinkbox Software June 11, 2015 CONTENTS 1 Introduction 1 1.1 Overview.................................................1 1.2 Feature Set................................................5 1.3 Supported Software...........................................8 1.4 Render Farm Considerations....................................... 28 1.5 FAQ.................................................... 34 2 Installation 45 2.1 System Requirements.......................................... 45 2.2 Licensing................................................. 48 2.3 Database and Repository Installation.................................. 49 2.4 Client Installation............................................ 75 2.5 Submitter Installation.......................................... 91 2.6 Upgrading or Downgrading Deadline.................................. 95 2.7 Relocating the Database or Repository................................. 97 2.8 Importing Repository Settings...................................... 98 3 Getting Started 101 3.1 Application Configuration........................................ 101 3.2 Submitting Jobs............................................. 105 3.3 Monitoring Jobs............................................. 112 3.4 Controlling Jobs............................................. 121 3.5 Archiving Jobs.............................................. 152 3.6 Monitor and User Settings........................................ 156 3.7 Local Slave Controls........................................... 164 4 Client Applications -
Loren Carpenter, Inventor and President of Cinematrix, Is a Pioneer in the Field of Computer Graphics
Loren Carpenter BIO February 1994 Loren Carpenter, inventor and President of Cinematrix, is a pioneer in the field of computer graphics. He received his formal education in computer science at the University of Washington in Seattle. From 1966 to 1980 he was employed by The Boeing Company in a variety of capacities, primarily software engineering and research. While there, he advanced the state of the art in image synthesis with now standard algorithms for synthesizing images of sculpted surfaces and fractal geometry. His 1980 film Vol Libre, the world’s first fractal movie, received much acclaim along with employment possibilities countrywide. He chose Lucasfilm. His fractal technique and others were usedGenesis in the sequence Starin Trek II: The Wrath of Khan. It was such a popular sequence that Paramount used it in most of the other Star Trek movies. The Lucasfilm computer division produced sequences for several movies:Star Trek II: The Wrath of Khan, Young Sherlock Holmes, andReturn of the Jedl, plus several animated short films. In 1986, the group spun off to form its own business, Pixar. Loren continues to be Senior Scientist for the company, solving interesting problems and generally improving the state of the art. Pixar is now producing the first completely computer animated feature length motion picture with the support of Disney, a logical step after winning the Academy Award for best animatedTin short Toy for in 1989. In 1993, Loren received a Scientific and Technical Academy Award for his fundamental contributions to the motion picture industry through the invention and development of the RenderMan image synthesis software system. -
3Delight 11.0 User's Manual
3Delight 11.0 User’s Manual A fast, high quality, RenderMan-compliant renderer Copyright c 2000-2013 The 3Delight Team. i Short Contents .................................................................. 1 1 Welcome to 3Delight! ......................................... 2 2 Installation................................................... 4 3 Using 3Delight ............................................... 7 4 Integration with Third Party Software ....................... 27 5 3Delight and RenderMan .................................... 28 6 The Shading Language ...................................... 65 7 Rendering Guidelines....................................... 126 8 Display Drivers ............................................ 174 9 Error Messages............................................. 183 10 Developer’s Corner ......................................... 200 11 Acknowledgements ......................................... 258 12 Copyrights and Trademarks ................................ 259 Concept Index .................................................. 263 Function Index ................................................. 270 List of Figures .................................................. 273 ii Table of Contents .................................................................. 1 1 Welcome to 3Delight! ...................................... 2 1.1 What Is In This Manual ?............................................. 2 1.2 Features .............................................................. 2 2 Installation ................................................ -
The World of Interactive Media Systems and Applications Mobile, Cloud-Based Analytics, and User Engagement Are a Must
The world of interactive media systems and applications Mobile, cloud-based analytics, and user engagement are a must Sam B. Siewert December 10, 2013 Digital media is rapidly integrating with interactive systems and social networking. For example, television is now an experience that includes social networking for many viewers, who either use their smartphones on an ad-hoc basis or by using a device or social-networking tool provided by the cable or telecommunications network or content provider. Cable TV master facilities (headends) and digital artists need to evolve quickly to meet this growing demand to keep their content and services relevant. This article describes tools and methods for Linux® servers for digital media and interactive systems. Digital video and data-in-motion analytics have evolved quickly as cable systems have gone digital (nationwide and globally), as digital cinema has become ubiquitous with new features such as 3D, and as mobile digital media access has become available for smartphones and tablets. Just over a decade ago, most cable providers offered digital cable as well as high-definition and on-demand programming. The trend continues with social networking integration with digital cable and with Data Over Cable Service Interface Specification (DOCSIS), which provides Internet service over a cable modem. At the same time, Netflix, Hulu, Gaikai (a Sony subsidiary), NVIDIA Cloud, Gamasutra, and many other purely Internet-based content and interactive on-demand services or development networks have emerged (see Related topics for more). Cinema has evolved so that globally and in the United States, with the 3D Digital Cinema Initiative, most cinema is now entirely digital, and film is truly a thing of the past, along with vinyl records and tape. -
Deadline User Manual Release 5.2.49424
Deadline User Manual Release 5.2.49424 Thinkbox Software November 25, 2014 CONTENTS 1 Setup and Installation 3 1.1 Supported Software...........................................3 1.2 System Requirements.......................................... 13 1.3 Render Farm Considerations....................................... 16 1.4 Installation Guide............................................ 18 1.5 Licensing Guide............................................. 30 1.6 Upgrading or Downgrading....................................... 30 1.7 Sharing The Repository......................................... 31 1.8 Migrating The Repository........................................ 39 2 Getting Started 41 2.1 How Deadline Works........................................... 41 2.2 Job Submission.............................................. 46 2.3 Job Monitoring.............................................. 57 2.4 Modifying Job Properties........................................ 60 2.5 Monitor Customization.......................................... 66 2.6 Deadline FAQ.............................................. 72 3 Client Applications 79 3.1 Deadline Launcher............................................ 79 3.2 Deadline Monitor............................................. 83 3.3 Deadline Job Monitor.......................................... 98 3.4 Deadline Slave.............................................. 100 3.5 Deadline Pulse.............................................. 103 3.6 Deadline Command........................................... 109 3.7 Deadline Screen -
Optimalisasi Animasi Menggunakan Blankon
Optimalisasi Animasi Menggunakan Blankon oleh: MTI-UGM Cluster Team T.B.A DEDY HARIYADI DIAN PRAWIRA FREDDY KURNIA ADITYA PRADANA Animasi di Indonesia (2004) Janus prajurit terakhir (2003) Meraih Mimpi (2009) Hebring Open source animation SINTEL Seruling Big Buck Bunny Dagelan Bakoel Optimalisasi Animasi? Sumber gambar: catchwordbranding.com Renderfarm Blendercloud.net Weta Digital, New Zealand DrQueue? Pirates of carribean Elephant dream DrQueue? Drqueue Support: 3Delight, 3DSMax, After Effects, Aqsis, Blender, BMRT, Cinema 4D, Lightwave, Luxrender, Mantra, Maya, Mental Ray, Nuke, Pixie, Shake, Terragen, Turtle, V-Ray and XSI Arsitektur Yang Kami Digunakan 4 buah pc dengan spesifikasi: Intel Pentium 4, Memory 1 gb hdd 80 GB, OS : BlankOn, Middleware Drqueue, Rendering: Blender Animasi Yang Diujikan Hasil penelitian kami menggunakan DrQueue (1) Grafik Kenaikan Waktu Rendering Jumlah Node 1 2 3 0 200 400 505 ) k i t e 600 d ( 758 e m i T 800 r e d n e R 1000 1200 1400 1522 1600 Hasil penelitian kami menggunakan DrQueue (2) • Terjadi penambahan kecepatan seiring dengan penambahan jumlah node • Persentase kenaikan kecepatan tidak linier dan cenderung semakin berkurang karena adanya komunikasi jaringan • 4 core dalam sistem renderfarm memakan waktu lebih lama jika dibandingkan dengan pc quadcore Software yang harus disiapkan 1.Software Pendukung o tcsh o scons o g++ o gcc o python – Software Rendering – Blender – Middleware – DrQueue How to use it?? 1. Instalasi Jaringan • IP Address • hostname • hosts.allow • hosts.deny 2. Instalasi Software Pendukung • tcsh • scons • g++ • gcc • python 3. Instalasi Jaringan + Blender 4.a. Instalasi DrQueue (pada master) dari paket drqueue_0.64.3_i386.deb $ sudo dpkg -i drqueue_0.64.3_i386.deb 4.b. -
Press Release
Press release CaixaForum Madrid From 21 March to 22 June 2014 Press release CaixaForum Madrid hosts the first presentation in Spain of a show devoted to the history of a studio that revolutionised the world of animated film “The art challenges the technology. Technology inspires the art.” That is how John Lasseter, Chief Creative Officer at Pixar Animation Studios, sums up the spirit of the US company that marked a turning-point in the film world with its innovations in computer animation. This is a medium that is at once extraordinarily liberating and extraordinarily challenging, since everything, down to the smallest detail, must be created from nothing. Pixar: 25 Years of Animation casts its spotlight on the challenges posed by computer animation, based on some of the most memorable films created by the studio. Taking three key elements in the creation of animated films –the characters, the stories and the worlds that are created– the exhibition reveals the entire production process, from initial idea to the creation of worlds full of sounds, textures, music and light. Pixar: 25 Years of Animation traces the company’s most outstanding technical and artistic achievements since its first shorts in the 1980s, whilst also enabling visitors to discover more about the production process behind the first 12 Pixar feature films through 402 pieces, including drawings, “colorscripts”, models, videos and installations. Pixar: 25 Years of Animation . Organised and produced by : Pixar Animation Studios in cooperation with ”la Caixa” Foundation. Curator : Elyse Klaidman, Director, Pixar University and Archive at Pixar Animation Studios. Place : CaixaForum Madrid (Paseo del Prado, 36).