Animation: Computer Graphics
Animation: Computer Graphics
The subfield of geometry studies the representation of three-dimensional objects in a discrete digital
setting. Because the appearance of an object depends largely on its exterior, boundary
representations are most commonly used. Two dimensional surfaces are a good representation for
most objects, though they may be non-manifold. Since surfaces are not finite, discrete digital
approximations are used. Polygonal meshes (and to a lesser extent subdivision surfaces) are by far
the most common representation, although point-based representations have become more popular
recently (see for instance the Symposium on Point-Based Graphics).[8] These representations
are Lagrangian, meaning the spatial locations of the samples are independent.
Recently, Eulerian surface descriptions (i.e., where spatial samples are fixed) such as level
sets have been developed into a useful representation for deforming surfaces which undergo many
topological changes (with fluids being the most notable example).[9]
Geometry Subfields
• Implicit surface modeling – an older subfield which examines the use of algebraic
surfaces, constructive solid geometry, etc., for surface representation.
• Digital geometry processing – surface reconstruction, simplification, fairing, mesh
repair, parameterization, remeshing, mesh generation, surface compression, and surface editing
all fall under this heading.[10][11][12]
• Discrete differential geometry – a nascent field which defines geometric quantities for the
discrete surfaces used in computer graphics.[13]
• Point-based graphics – a recent field which focuses on points as the fundamental representation
of surfaces.
• Subdivision surfaces
• Out-of-core mesh processing – another recent field which focuses on mesh datasets that do not
fit in main memory.
Animation[edit]
The subfield of animation studies descriptions for surfaces (and other phenomena) that move or
deform over time. Historically, most work in this field has focused on parametric and data-driven
models, but recently physical simulation has become more popular as computers have become
more powerful computationally.
Subfields
• Performance capture
• Character animation
• Physical simulation (e.g. cloth modeling, animation of fluid dynamics, etc.)
Rendering[edit]
Indirect diffuse scattering simulated using path tracing and irradiance caching.
Rendering generates images from a model. Rendering may simulate light transport to create realistic
images or it may create images that have a particular artistic style in non-photorealistic rendering.
The two basic operations in realistic rendering are transport (how much light passes from one place
to another) and scattering (how surfaces interact with light). See Rendering (computer graphics) for
more information.
Transport
Transport describes how illumination in a scene gets from one place to another. Visibility is a major
component of light transport.
Scattering
Models of scattering and shading are used to describe the appearance of a surface. In graphics
these problems are often studied within the context of rendering since they can substantially affect
the design of rendering algorithms. Shading can be broken down into two orthogonal issues, which
are often studied independently:
• Non-photorealistic rendering
• Physically based rendering – concerned with generating images according to the laws
of geometric optics
• Real-time rendering – focuses on rendering for interactive applications, typically using
specialized hardware like GPUs
• Relighting – recent area concerned with quickly re-rendering scenes