A Projective Drawing System

Total Page:16

File Type:pdf, Size:1020Kb

A Projective Drawing System A Projective Drawing System Osama Tolba Julie Dorsey Leonard McMillan Laboratory for Computer Science Massachusetts Institute of Technology, Cambridge, MA 02139 E-mail: tolba,dorsey,mcmillan @graphics.lcs.mit.edu f g Abstract Traditional perspective drawings are difficult to construct [3]. Only a skilled illustrator can make a drawing with correct propor- We present a novel drawing system for composing and rendering tions. Furthermore, many construction lines are required to achieve perspective scenes. Our approach uses a projective 2D representa- this proportionality, making the process laborious. In addition, the tion for primitives rather than a conventional 3D description. This views they depict are static, which reduces their 3D impression. allows drawings to be composed with the same ease as traditional il- Proper shadow construction and shading are also time-consuming. lustrations, while providing many of the advantages of a 3D model. Finally, like all drawings on paper, they are difficult to edit or reuse. We describe a range of user-interface tools and interaction tech- Our goal is to provide interactive techniques to support perspec- niques that give our system its 3D-like capabilities. We provide tive drawing. This problem has been largely neglected in 2D com- vanishing point guides and perspective grids to aid in drawing free- puter graphics. Almost all current 2D graphics systems use drawing hand strokes and composing perspective scenes. Our system also primitives that are represented with Euclidean 2D points. The pro- has tools for intuitive navigation of a virtual camera, as well as cess of constructing a perspective drawing with these systems is methods for manipulating drawn primitives so that they appear to nearly as tedious as with traditional media. undergo 3D translations and rotations. We also support automatic We have developed a perspective drawing system that overcomes shading of primitives using either realistic or non-photorealistic many of the limitations of traditional perspective drawing and cur- styles. Our system supports drawing and shading of extrusion sur- rent 2D computer graphics systems. Our system retains the ease- faces with automatic hidden surface removal and highlighted sil- of-use of a 2D drawing systems, but its projective representation houettes. Casting shadows from an infinite light source is also pos- provides additional 3D-like functionality. We intend this tool for sible with minimal user intervention. applications that often do not require actual 3D modeling, such as conceptual design, technical illustration, graphic design, and archi- CR Categories: I.3.3 [Computer Graphics]: Graphics Utilities— tectural rendering. In many cases, these applications strive to gen- Graphics Editors; I.3.6 [Computer Graphics]: Methodologies and erate a single perspective view, or a set of views sharing a common Techniques—Interaction Techniques viewpoint. Keywords: Image-based Modeling and Rendering, Misc. 2D We use projective 2D points to compose various renderings of a graphics, Non-Euclidean Spaces, Non-Photorealistic Rendering scene and provide capabilities that are generally thought to require 3D models. For example, our system supports perspective drawing guides, dynamic 3D-like viewing and object manipulation, scene illumination and shading, and automatic shadow construction. In 1 Introduction addition, shape modeling operations, such as the simulation of 3D extrusion, can also be performed using projective 2D points. The advent of computer graphics has greatly influenced many as- Our 2D representation does not allow us to simulate walk- pects of architectural drafting. Construction drawings, in the form throughs. While we are able to simulate single-object motion, it is of plans, sections, elevations, and details, are seldom drawn by not possible to correctly simulate the motion of a group of objects hand today. In addition, hand-crafted physical models, tradition- (or the viewer). We use transformations of the image of a planar ally used for client presentations, have been largely replaced with object that are independent of its actual distance from the viewer. three-dimensional computer models and walk-throughs. Perspec- In order to transform images of multiple objects, however, we need tive drawing, which was once an important technique for exploring relative depth information, which our system does not support. and presenting designs, is virtually obsolete due to the speed and flexibility of today’s CAD systems. However, 3D modeling sys- tems are generally cumbersome to use, and ill-suited for the early 1.1 Related Work stages of design where freehand sketching is often more appealing. In [12] we introduced a projective 2D point representation and demonstrated that perspective scenes, drawn with freehand strokes, can be properly re-projected into new viewing directions with a Permission to make digital or hard copies of part or all of this variable field of view, thereby giving the drawing an immersive 3D- work or personal or classroom use is granted without fee like effect. In this work, we extend the projective 2D point repre- provided that copies are not made or distributed for profit or sentation to provide sophisticated tools for constructing perspective commercial advantage and that copies bear this notice and the geometric shapes. The shapes can be shaded and made to cast shad- full citation on the first page. To copy otherwise, to republish, ows. We also provide tools to simulate the apparent 3D motion of to post on servers, or to redistribute to lists, requires prior these shapes within a scene. specific permission and/or a fee. Projective representations underly all panoramic image-based rendering (IBR) systems. For example, “QuickTime VR” rep- I3D '2001, Research Triangle Park, NC USA resents environments with cylindrical panoramas and synthesizes © ACM 2001 1-58113-292-1/01/01 ...$5.00 novel perspective views by providing an interface for panning, tilt- 25 Viewing Plane Implied Geometry (x, y, w) Unit Sphere Figure 1: Two-dimensional drawing points are stored on the surface of the unit sphere centered about the viewer. They are displayed by projecting them onto a user-specified viewing plane. ing, and zooming [1]. IBR systems typically facilitate navigation and visualization of a static scene. In our approach, we provide controls for composing and editing illustrations. An active area of research is the development of sketching inter- faces for 3D modeling [2, 6, 13]. These approaches acknowledge the difficulty of using standard interfaces to build 3D models. Their main premise is that 3D shape can be inferred from freehand strokes that follow a certain syntax, thereby allowing models to be gener- ated very quickly. In our work, we do not infer 3D geometry, rather Figure 2: A drawing of an outdoor plaza design shown as points we make 2D drawings that are 3D-like. on the unit sphere centered about the viewer, and an array of views Non-photorealistic rendering (NPR) techniques apply a “hand- generated with our system from the same drawing. The bottom row drawn” look to photographs and 3D renderings by simulating many views look in the same directions as the top row but tilt up. conventional artistic methods. For example, when mimicking pen- and-ink styles, NPR uses hatching or stippling (a collection of short strokes) as a means to convey tonal variation [8, 10]. Another NPR technique is the use of silhouettes to emphasize shape [9]. Our work adopts silhouetting and selected pen-and-ink styles for render- ing them to be composed with other matrix products, such as scal- ing shaded perspective drawings automatically, although the actual ing and rotation. Projective points also permit re-projection to be rendering style is not the focus of our work. described as a simple matrix product. Another advantage is that points at infinity are treated as regular points. For example, in a Eu- clidean system the intersection of two parallel lines must be treated 2 Projective 2D points as a special case, while using projective points it is treated as a regular vanishing point. These properties of projective point repre- In traditional drawing programs, primitives are specified via a col- sentations give unique capabilities to our two-dimensional drawing lection of 2D points. Generally, these points are described by two system. coordinates, which can be imagined to lie on a plane. The coordi- Each stroke (or shape) in our system is stored as a list of such nates specify the position of a point relative to a specified origin and projective points obtained by back-projecting drawn image points two perpendicular basis vectors. In mathematical parlance, such to lie on the surface of a unit sphere centered about a viewpoint, points are considered Euclidean 2D points. while assuming that the drawing window subtends some solid an- This Euclidean representation of points is practically universal gle viewing port. The stroke also supports auxiliary attributes such to all 2D drawing systems. There are, however, alternative rep- as pen color and thickness. A drawing is a collection of strokes resentations of 2D points, which are not only more powerful than and shape primitives. Our projective representation allows us to Euclidean points, but also contain them as a subset. In particular, generate novel re-projections of the drawing (see Figure 1). These the set of projective 2D points can be represented using three co- re-projections can be interpreted as rotating and zooming a camera ordinates in conjunction with the following rules: the origin is ex- about a single point in a three-dimensional space. However, re- cluded, and all points of the form (a; b; c) and λ(a; b; c),whereλis projections of projective 2D points do not exhibit parallax changes non-zero, are equivalent. The subset of projective points for which resulting from changes in viewing position. a value of λ can be chosen, such that λ(a; b; c)=(λa, λb; 1),is We also use projective points to represent directions such as van- the Euclidean subset.
Recommended publications
  • 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.
    [Show full text]
  • Generating ASCII-Art: a Nifty Assignment from a Computer Graphics Programming Course
    EUROGRAPHICS 2017/ J. J. Bourdin and A. Shesh Education Paper Generating ASCII-Art: A Nifty Assignment from a Computer Graphics Programming Course Eike Falk Anderson1 1The National Centre for Computer Animation, Bournemouth University, UK Figure 1: Photo to coloured ASCII Art – image conversion by a successful student submission. Abstract We present a graphics application programming assignment from an introductory programming course with a computer graph- ics focus. This assignment involves simple image-processing, asking students to write a conversion program that turns images into ASCII Art. Assessment of the assignment is simplified through the use of an interactive grading tool. 1. Educational Context ically takes the form of a short (4-week) project at the end of the course. This assignment requires the design and implementation of The assignment is used in the introductory computing and program- a computer graphics application supported by a report discussing ming course "Computing for Graphics" (worth 20 credits, which its design and implementation to assess the students’ programming translate into 10 ECTS credits in the European Credit Transfer and competence at the end of the introductory programming sequence. Accumulation System). The course runs in the first year of one of the programmes of our undergraduate framework for computer an- imation, games and effects [CMA09] at the National Centre for 3. Coursework Assignment Computer Animation (NCCA). Students of this BA programme The assignment assesses software development practice, knowl- aim for employment as a TD (Technical Director) for visual effects edge of procedural programming concepts as well as understand- and animation or as a technical artist in the games industry.
    [Show full text]
  • PROGRAMME SPECIFICATION Educational Aims of the Programme
    PROGRAMME SPECIFICATION Master of Computing in Computer Games Development Awarding institution Liverpool John Moores University Teaching institution Liverpool John Moores University UCAS Code C468 JACS Code I160 Programme Duration Full-Time: 4 Years, Sandwich Thick: 5 Years Language of Programme All LJMU programmes are delivered and assessed in English Subject benchmark statement Computing (2007) Master's degrees in computing (2011) Programme accredited by Description of accreditation Validated target and alternative exit awards Master of Computing in Computer Games Development Master of Computing (SW) in Computer Games Development Bachelor of Science with Honours in Computer Games Development Bachelor of Science with Honours (SW) in Computer Games Development Bachelor of Science in Computer Games Development Bachelor of Science (SW) in Computer Games Development Diploma of Higher Education in Computer Games Development Certificate of Higher Education in Computer Games Development Programme Leader Abdennour El-Rhalibi Educational aims of the programme The specific aims of the programme are as follows: -To provide students with a comprehensive understanding of current and developing computer games technologies and research issues. -To provide students with relevant technical skill and experience in computer games development. -To provide a platform for career development, innovation and/or further postgraduate study. -To develop students' analytical, creative, problem-solving and evaluation skills -To help our students to develop the skills to become autonomous learners. -To encourage students to fully engage with the World of Work programme, including World of Work Skills Certificate and, as a first step towards this, to complete Bronze (Self Awareness) Statement. -To develop students' skill in researching, analysing and implementing innovative and revolutionary game development technologies.
    [Show full text]
  • Web 2D Graphics: State-Of-The-Art
    Web 2D Graphics: State-of-the-Art © David Duce, Ivan Herman, Bob Hopgood 2001 Contents l 1. Introduction ¡ 1.1 Images on the Web ¡ 1.2 Supported Image Formats ¡ 1.3 Images are not Computer Graphics l 2. Early Vector Graphics on the Web ¡ 2.1 CGM ¡ 2.2 CGM on the Web ¡ 2.3 WebCGM Profile ¡ 2.4 WebCGM Viewers l 3. SVG: an Introduction ¡ 3.1 Arrival of XML ¡ 3.2 Submissions to W3C ¡ 3.3 SVG: an XML Application ¡ 3.4 An introduction to SVG ¡ 3.5 Coordinate Systems ¡ 3.6 Path Expressions ¡ 3.7 Other Drawing Elements l 4. Rendering the SVG Drawing ¡ 4.1 Visual Aspects ¡ 4.2 Text ¡ 4.3 Styling l 5. Filter Effects l 6. Animation ¡ 6.1 Introduction ¡ 6.2 What is Animated ¡ 6.3 How the Animation Takes Place ¡ 6.4 When the Animation Take Place l 7. Scripting and the DOM l 8. Current State and the Future ¡ 8.1 Implementations ¡ 8.2 Metadata ¡ 8.3 Extensions to SVG l A. Filter Primitives in SVG l References -- 1 -- © David Duce, Ivan Herman, Bob Hopgood 2001 1. Introduction l 1.1 Images on the Web l 1.2 Supported Image Formats l 1.3 Images are not Computer Graphics 1.1 Images on the Web The early browsers for the Web were predominantly aimed at retrieval of textual information. Tim Berners-Lee's original browser for the NeXT computer did allow images to be viewed but they popped up in a separate window and were not an integral part of the Web page.
    [Show full text]
  • Computer Graphics & Image Processing
    Computer Graphics & Image Processing Computer Laboratory Computer Science Tripos Part IB Neil Dodgson & Peter Robinson Lent 2012 William Gates Building 15 JJ Thomson Avenue Cambridge CB3 0FD http://www.cl.cam.ac.uk/ This handout includes copies of the slides that will be used in lectures together with some suggested exercises for supervisions. These notes do not constitute a complete transcript of all the lectures and they are not a substitute for text books. They are intended to give a reasonable synopsis of the subjects discussed, but they give neither complete descriptions nor all the background material. Material is copyright © Neil A Dodgson, 1996-2012, except where otherwise noted. All other copyright material is made available under the University’s licence. All rights reserved. Computer Graphics & Image Processing Lent Term 2012 1 2 What are Computer Graphics & Computer Graphics & Image Processing Image Processing? Sixteen lectures for Part IB CST Neil Dodgson Scene description Introduction Colour and displays Computer Image analysis & graphics computer vision Image processing Digital Peter Robinson image Image Image 2D computer graphics capture display 3D computer graphics Image processing Two exam questions on Paper 4 ©1996–2012 Neil A. Dodgson http://www.cl.cam.ac.uk/~nad/ 3 4 Why bother with CG & IP? What are CG & IP used for? All visual computer output depends on CG 2D computer graphics printed output (laser/ink jet/phototypesetter) graphical user interfaces: Mac, Windows, X,… graphic design: posters, cereal packets,…
    [Show full text]
  • CHAPTER ONE 1.0 INTRODUCTION 1.1 PROJECT BACKGROUND 1.1.1 Computer Graphics
    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.
    [Show full text]
  • 2D COMPUTER GRAPHICS 2D Computer Graphics Is the Computer-Based Generation of Digital Images—Mostly from Two-Dimensional Model
    2D COMPUTER GRAPHICS 2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. The word may stand for the branch of computer science that comprises such techniques, or for the models themselves. 2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two- dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics (whose approach is more akin to photography than to typography). In many domains, such as desktop publishing, engineering, and business, a description of a document based on 2D computer graphics techniques can be much smaller than the corresponding digital image—often by a factor of 1/1000 or more. This representation is also more flexible since it can be rendered at different resolutions to suit different output devices. For these reasons, documents and illustrations are often stored or transmitted as 2D graphic files. 2D computer graphics started in the 1950s, based on vector graphics devices. These were largely supplanted by raster-based devices in the following decades. The PostScript language and the X Window System protocol were landmark developments in the field. 2D graphics hardware Modern computer graphics card displays almost overwhelmingly use raster techniques, dividing the screen into a rectangular grid of pixels, due to the relatively low cost of raster-based video hardware as compared with vector graphic hardware.
    [Show full text]
  • Table of Contents
    A Comprehensive Introduction to Vista Operating System Table of Contents Chapter 1 - Windows Vista Chapter 2 - Development of Windows Vista Chapter 3 - Features New to Windows Vista Chapter 4 - Technical Features New to Windows Vista Chapter 5 - Security and Safety Features New to Windows Vista Chapter 6 - Windows Vista Editions Chapter 7 - Criticism of Windows Vista Chapter 8 - Windows Vista Networking Technologies Chapter 9 -WT Vista Transformation Pack _____________________ WORLD TECHNOLOGIES _____________________ Abstraction and Closure in Computer Science Table of Contents Chapter 1 - Abstraction (Computer Science) Chapter 2 - Closure (Computer Science) Chapter 3 - Control Flow and Structured Programming Chapter 4 - Abstract Data Type and Object (Computer Science) Chapter 5 - Levels of Abstraction Chapter 6 - Anonymous Function WT _____________________ WORLD TECHNOLOGIES _____________________ Advanced Linux Operating Systems Table of Contents Chapter 1 - Introduction to Linux Chapter 2 - Linux Kernel Chapter 3 - History of Linux Chapter 4 - Linux Adoption Chapter 5 - Linux Distribution Chapter 6 - SCO-Linux Controversies Chapter 7 - GNU/Linux Naming Controversy Chapter 8 -WT Criticism of Desktop Linux _____________________ WORLD TECHNOLOGIES _____________________ Advanced Software Testing Table of Contents Chapter 1 - Software Testing Chapter 2 - Application Programming Interface and Code Coverage Chapter 3 - Fault Injection and Mutation Testing Chapter 4 - Exploratory Testing, Fuzz Testing and Equivalence Partitioning Chapter 5
    [Show full text]
  • Why We Should Standardize 2D Graphics for C++
    Document No.: P0669R0 Date: 2017-06-19 Revises: (None) Reply to: Guy Davidson <[email protected]> Michael B. McLaughlin <[email protected]> Audience: LEWG Why We Should Standardize 2D Graphics for C++ Table of Contents Introduction 3 Summary of the History of 2D Computer Graphics 3 A Tour of P0267 5 Colors 5 Linear algebra 5 Geometry 6 Paths 6 Brushes 6 Surfaces 7 Concerns and Replies 8 “Game developers will never use it” 8 “2D graphics is already available in various other hardware accelerated libraries that everyone uses” 8 “No one will ever use it” 8 “It's just a toy and not worth spending time standardizing it” 9 “It will never be performant enough to be useful in the real world” 9 Future Plans and Goals 9 A. Text rendering 9 B. Input 9 C. Goals of a TS 9 Acknowledgements 10 I. Introduction P0267 “A Proposal to Add 2D Graphics Rendering and Display to C++” (including its N number predecessors) has been reviewed and revised since 2014; first by SG13 and subsequently by LEWG. The proposal is likely to be forwarded from LEWG to LWG in Toronto. This paper is meant to: 1. Provide an overview of 2D computer graphics and of P0267; 2. Explain why C++ should have a standardized 2D graphics API; 3. Lay out concerns that have been raised and provide the authors’ replies to them; and, 4. Set forth the roadmap and goals envisioned by the authors. II. Summary of the History of 2D Computer Graphics Computer graphics first appeared in the 1950s.
    [Show full text]
  • Computer Graphics – Overview
    Gymnázium, Brno, Slovanské nám. 7 WORKBOOK http://agb.gymnaslo.cz Subject: Computer science Student: ………………………………………….. School year: …………../………… Topic: Computer graphics – overview Computer graphics are graphics created using computers and, more generally, the representation and manipulation of image data by a computer with help from specialized software and hardware. Pixel art Pixel art is a form of digital art, created through the use of raster graphics software, where images are edited on the pixel level. Graphics in most old (or relatively limited) computer and video games, graphing calculator games, and many mobile phone games are mostly pixel art. INVESTICE DO ROZVOJE VZDĚLÁVÁNÍ ¨¨ Gymnázium, Brno, Slovanské nám. 7 Graphics file formats - raster: .bmp, .gif, .png, .tiff, .jpg, .jpeg Vector graphics Vector graphics formats are complementary to raster graphics, which is the representation of images as an array of pixels, as it is typically used for the representation of photographic images. Vector graphics consists in encoding information about shapes and colors that comprise the image, which can allow for more flexibility in rendering. There are instances when working with vector tools and formats is best practice, and instances when working with raster tools and formats is best practice. There are times when both formats come together. An understanding of the advantages and limitations of each technology and the relationship between them is most likely to result in efficient and effective use of tools. Graphics file formats - vector: .cdr, .ai, .svg, .zmf INVESTICE DO ROZVOJE VZDĚLÁVÁNÍ ¨¨ Gymnázium, Brno, Slovanské nám. 7 Three-dimensional 3D computer graphics in contrast to 2D computer graphics are graphics that use a three- dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images.
    [Show full text]
  • Addendum to GFWC-Helen Farnsworth Mears Art Contest (1/11/2021)
    Addendum to GFWC-Helen Farnsworth Mears Art Contest (1/11/2021) DIGITAL ART The Helen Farnsworth Mears Art Contest began in 1927 as a memorial to the eminent Wisconsin sculptor, which was “simple, workable, practical and entirely within the means of the federation”. Today we face a new challenge! The Helen Farnsworth Mears Art Contest for 7th and 8th grade students has had had two categories: painting & drawing (2D) and sculpture (3D). The COVID-19 pandemic presents challenges & opportunities for art teachers and students whose classes are operating in a variety of situations: in-person, virtually, online, and hybrid. Some art teachers have introduced Digital Art using computers. Now may be the time to add Digital Art as a 3rd category to the Mears Art Contest. “Digital art can be purely computer-generated…or taken from other sources, such as a scanned photograph or an image drawn using vector graphics software using a mouse or graphics tablet. (Wikipedia) The world of Digital Art is new territory for the Mears Art Contest, for club members, contest chairmen, teachers & judges. Art teachers will decide which of the many types of Digital Art they will use with their students. Technology keeps developing and the types of Digital Art keep increasing. Most Popular Types of Digital Art: • Fractal/Algorithmic Art. • Data-Moshing. • Dynamic Painting. • 2D Computer Graphics. • 3D Computer Graphics. • Pixel Art. • Digital Photography. • Photo-painting. • Digital Collage. • 2D Digital Painting. • 3D Digital Painting. • Manual Vector Drawing. • Integrated Art/Mixed Media and Hybrid Painting. • Raster Painting. • Computer-Generated Painting. If the Mears Art Contest is judged in-person, with 2D and 3D artworks, the Digital Art will be viewed in a digital format.
    [Show full text]
  • 3-D Computer Animation Production Process On
    Contents 1. What Is Animation 2. Terms in Animation 3. Evolution Of Animation 4. Traditional Animation 5. Computer Animation 6. Five Useful Presentation Techniques 7. Traditional & Computer Animation 8. Computer Assisted traditional animation 9. Career in Animation 10. India's animation industry 11. Prerequisites to start career in animation 12. Future of animation in India 13. Bibliography Meaning Animation is the filming a sequence of drawings or positions of models to create an illusion of movement. It is an optical illusion of motion due to the phenomenon of persistence of vision. History The Earliest form of Animation The first examples of trying to capture motion into a drawing can already be found in paleolithic cave paintings, where animals are depicted with multiple legs in superimposed positions, clearly attempting to depict a sense of motion. Shadow Puppetry was also an animation ancestor, e.g. the Indonesian animated shadow puppet called Wayang around 900 a.d. Film animation In the early 1890s, Thomas Edison's Kinetoscope was invented. The history of film animation begins with the earliest days of silent films and continues through the present day. The first animated film was created by frenchman Charles-Émile Reynaud, inventor of the praxinoscope, an animation system using loops of 12 pictures. On October 28, 1892 at Musée Grévin in Paris, France he exhibited animations consisting of loops of about 500 frames, using his théatre optique system - similar in principle to a modern film projector. The first animation on standard picture film was Humorous Phases of Funny Faces by J. Stuart Blackton in the year 1906.
    [Show full text]