1 Üç Boyutlu Bilgisayar Grafiklerinin Sinema Filmleri Içinde Kullanimi

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1 Üç Boyutlu Bilgisayar Grafiklerinin Sinema Filmleri Içinde Kullanimi TC İSTANBUL KÜLTÜR ÜNİVERSİTESİ SOSYAL BİLİMLER ENSTİTÜSÜ ÜÇ BOYUTLU BİLGİSAYAR GRAFİKLERİNİN SİNEMA FİLMLERİ İÇİNDE KULLANIMI: “MUMYA” “KÜÇÜK KARDEŞİM” ve “MATRIX” İNCELEMESİ YÜKSEK LİSANS TEZİ YÜKSEL BALABAN Anabilim Dalı: İletişim Tasarımı Programı: İletişim Tasarımı Tez Danışmanı: Yrd. Doç. Dr. Safiye Kırlar Barokas ŞUBAT 2007 1 ÖNSÖZ Üç Boyutlu Bilgisayar Grafiklerinin Sinema Filmleri İçinde Kullanımı: “Mumya” “Küçük Kardeşim” ve “Matrix” İncelemesi adlı tez çalışmamda bana destek olan Prof. Dr. Simten Gündeş’e, danışman hocam Yrd. Doç. Dr. Safiye Kırlar Barokas’a ve gerekli kaynaklara ulaşmamda yardımcı olan Doç. Dr. Selçuk Hünerli’ye teşekkür ederim. Ayrıca çalışmama katkıda bulunan Berat İlk’e, Gökhan Sönmez’e, Ziya Mutafoğlu’na, Kerem Kurdoğlu’na, Lamia Karaali’ye, Başar Muluk’a, Sezgi Yıldırım’a ve yardımda bulunan herkese çok teşekkür ederim. Yüksel Balaban 2 İÇİNDEKİLER RESİM LİSTESİ......................................................................................................................vi ÖZET…………………………………………………………………………….……...…...vii ABSTRACT…………………………………………………………………………………..ix GİRİŞ.........................................................................................................................................1 1.TARİHSEL SÜREÇ İÇİNDE CANLANDIRMA......................................................5 1.1.Canlandırma Kavramının Genel Değerlendirilmesi..................................................5 1.2.Canlandırmaya İlişkin İlk Örnekler...........................................................................9 1.3.Canlandırmanın Gelişim Sürecinde Alandaki Yenilikler........................................12 1.4.Canlandırma Alanının Gelişimini Etkileyen Kişiler ve Kurumlar..........................23 1.4.1.Emile Colh.....................................................................................................23 1.4.2.Winsor McCay..............................................................................................25 1.4.3. Fleischer Kardeşler......................................................................................28 1.4.4. Walt Disney................................................................................................30 1.4.5. Norman McLaren........................................................................................41 1.4.6.Diğer ABD Yapımevleri(UPA, Terrytoons, WP)....................................... 43 1.5. Dünyada ve Türkiye’de Canlandırmanın Gelişim Süreci......................................46 1.5.1. Dünyada Canlandırmanın Gelişimi...............................................................46 1.5.1.1. Avrupa’da Canlandırmanın Gelişimi................................................46 1.5.1.1.1. İngiltere.............................................................................46 1.5.1.1.2. Fransa................................................................................48 1.5.1.1.3. Belçika..............................................................................50 1.5.1.1.4. İtalya.................................................................................52 1.5.1.1.5. Almanya...........................................................................54 1.5.1.2. Eski Doğu Bloğu Ülkelerinde Canlandırmanın Gelişimi...................55 1.5.1.2.1 Çek ve Slovak Cumhuriyetleri............................................55 1.5.1.2.2 Polonya................................................................................57 1.5.1.2.3. Macaristan..........................................................................58 1.5.1.2.4. Yugoslavya.........................................................................58 1.5.1.3. Eski Sovyetler Birliği’nde Canlandırmanın Gelişimi.........................60 3 1.5.1.4. Uzakdoğu Ülkelerinde Canlandırmanın Gelişimi....................61 1.5.1.4.1. Çin.............................................................................61 1.5.1.4.2. Japonya......................................................................61 1.5.2. Türkiye’de Canlandırmanın Gelişimi....................................................63 1.6. Üç Boyutlu Bilgisayar Grafiğinin Dünyadaki ve Türkiye’deki Gelişimi.........73 1.6.1. Dünyadaki Gelişimi...............................................................................73 1.6.2. Türkiye’deki Gelişimi............................................................................95 2. CANLANDIRMA TEKNİKLERİ VE ÜÇ BOYUTLU BİLGİSAYAR GRAFİĞİNİN KULLANIM ALANLARI.............................................................98 2.1.Canlandırma Teknikleri.......................................................................................98 2.1.1. Çizgi Film..................................................................................................98 2.1.2. Kukla Filmi................................................................................................99 2.1.3. Nesne Canlandırma..................................................................................100 2.1.4. Kesim ve Siluet Tekniği ile Canlandırma................................................101 2.1.5. Kum ve Cam Üstüne Boyama Tekniği....................................................101 2.1.6. Bilgisayarla Canlandırma........................................................................102 2.1.7. Diğer Canlandırma Teknikleri.................................................................104 2.2. Üç Boyutlu Bilgisayar Grafiğinin Kullanım Alanları......................................106 2.2.1. Televizyonda Kullanımı.........................................................................106 2.2.2. Sinemada Kullanımı...............................................................................107 2.2.3. Reklamcılıkta Kullanımı........................................................................109 2.2.4. Bilgisayar Oyunlarında Kullanımı.........................................................112 2.2.5. Tanıtımlarda ve Multimedya Alanında Kullanımı.................................113 2.2.6. Mimari ile İlgili Animasyonlarda Kullanımı..........................................113 2.2.7. Hukuk Alanında Kullanımı.....................................................................114 2.2.8. Endüstriyel Tasarım Alanında Kullanımı...............................................114 2.2.9. Eğitim Alanında Kullanımı.....................................................................115 2.2.10. Bilimsel Canlandırma Alanında Kullanımı...........................................116 2.2.10.1. Arkeoloji Alanında Kullanımı...............................................116 2.2.10.2. Tıp Alanında Kullanımı.........................................................117 2.2.10.3. Astronomi ve Uzay Bilimleri Alanında Kullanımı................117 2.2.10.4. Kimya Alanında Kullanımı....................................................118 2.2.11. Milli Savunma Alanında Kullanımı......................................................118 4 2.2.12. Uçuş Simülasyonlarında Kullanımı......................................................119 2.2.13. Öngörselleştirme Amacıyla Kullanımı.................................................119 3. ÜÇ BOYUTLU BİLGİSAYAR GRAFİĞİNİN ÜRETİM AŞAMALARI..........120 3.1. Modelleme...........................................................................................................123 3.1.1. Poligon Modelleme...................................................................................124 3.1.2. Nurbs Modelleme......................................................................................126 3.1.3. Subdivision Surfaces.................................................................................129 3.2. Nesnelerin Kaplama Özellikleri..........................................................................129 3.3. Kameralar............................................................................................................133 3.4. Işıklar...................................................................................................................135 3.4.1. Üç Boyutlu Ortamlarda Kullanılan Işık Türleri..........................................137 3.4.1.1. Doğrultulu Işıklar...........................................................................137 3.4.1.2. Spot Işıklar.....................................................................................137 3.4.1.3. Noktasal Işıklar..............................................................................138 3.4.1.4. Alan Işıkları....................................................................................138 3.4.2. Temel Aydınlatma Modeli...........................................................................139 3.4.2.1. Anahtar Işık (Key Light).................................................................139 3.4.2.2. Dolgu Işığı (Fill Light)....................................................................139 3.4.2.3. Arka Işık (Back Light)....................................................................140 3.5. Canlandırma...........................................................................................................140 3.5.1. Canlandırma Türleri.....................................................................................141 3.5.1.1. Yol (Path) Canlandırması................................................................141 3.5.1.2. Lineer Olmayan Canlandırma.........................................................142 3.5.1.3. Anahtar Kare Canlandırması...........................................................142 3.5.2. Karakter Canlandırma..................................................................................145
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