CGMUNIT Animation
CGMUNIT Animation
CGMUNIT Animation
Animation refers to the movement on the screen of the display device created by
displaying a sequence of still images. Animation is the technique of designing,
drawing, making layouts and preparation of photographic series which are
integrated into the multimedia and gaming products. Animation connects the
exploitation and management of still images to generate the illusion of movement. A
person who creates animations is called animator. He/she use various computer
technologies to capture the pictures and then to animate these in the desired
sequence.
Animation includes all the visual changes on the screen of display devices. These
are:
Animation Functions
1. Morphing: Morphing is an animation function which is used to transform object
shape from one form to another is called Morphing. It is one of the most
complicated transformations. This function is commonly used in movies, cartoons,
advertisement, and computer games.
The process of Morphing involves three steps:
In the first step, one initial image and other final image are added to morphing
application as shown in fig: Ist & 4th object consider as key frames.
The second step involves the selection of key points on both the images for a
smooth transition between two images as shown in 2nd object.
3. In the third step, the key point of the first image transforms to a corresponding
key point of the second image as shown in 3rd object of the figure.
2. Wrapping: Wrapping function is similar to morphing function. It distorts only the
initial images so that it matches with final images and no fade occurs in this
function.
3. Tweening: Tweening is the short form of 'inbetweening.' Tweening is the process
of generating intermediate frames between the initial & last final images. This
function is popular in the film industry.
If the window moves in a backward direction, then the object appear to move in the
forward direction and the window moves in forward direction then the object appear
to move in a backward direction.
5. Zooming: In zooming, the window is fixed an object and change its size, the
object also appear to change in size. When the window is made smaller about a
fixed center, the object comes inside the window appear more enlarged. This
feature is known as Zooming In.
When we increase the size of the window about the fixed center, the object comes
inside the window appear small. This feature is known as Zooming Out.
6. Fractals: Fractal Function is used to generate a complex picture by using
Iteration. Iteration means the repetition of a single formula again & again with
slightly different value based on the previous iteration result. These results are
displayed on the screen in the form of the display picture.
Keyframe Characteristics:
Important individual frames from within a shot
Keyframes exist in animation and live-action
Sets a start/stop point for a transition
BASICS OF ANIMATION
In computer graphics all transformations are related to space and not to time.
Here, lies the basic difference between Animation and graphics. The difference is
that animation adds to graphics, the dimension of time, which vastly increases
the amount of information to be transmitted, so some methods are used to
handle this vast information and these methods are known as animation
methods the Figure 1 gives a broad description of methods of animation
First method: Here, artist creates a succession of cartoon frames, which are then
combined into a film.
Second method: Here, the physical models are positioned to the image to be
recorded. On completion the model moves to the next image for recording and
this process is continued. Thus, the historical approach of animation has
classified computer animation into two main categories:
Low level techniques (motion specific) Techniques used to fully control the
motion of any graphic object in any animation scene, such techniques are also
referred as motion specific techniques because we can specify the motion of any
graphic object in scene, techniques like interpolation, approximation etc., are
used in motion specification of any graphic object. Low level 7 Computer
Animation techniques are used when animator usually has a fairly specific idea
of the exact motion that he or she wants.
Morphing
For example: Suppose we want to transform one face into another face. So, the
first step would be to select the corresponding features like eyes, nose, and
mouth in both images. Then, we would create a smooth transition between these
features to create a morphing effect. This is similar to an age filter.
Pixel
Pixel is the smallest unit of an image. Each pixel is a single point in the image
and has attributes like color and intensity.
Transformation Matrix
TWEENING
What is tweening?
Tweening is the process of creating the inbetweens, which are the images that go
between keyframes. Also known as 'inbetweeing,' the result in a smooth
transition between two keyframes that depict different points in an action.
Tweening is necessary to convey a sense of fluid movement with still images.
Inbetweens are typically considered less imperative than keyframes. Lead artists
draw keyframes while inbetweens are often handled by junior artists or
assistants.
Tweening Characteristics:
Light Source :
Light source is the light emitting source. There are three types of light
sources:
Point Sources – The source that emit rays in all directions (A bulb in a
room).
Surface :
When light falls on a surface part of it is reflected and part of it is
absorbed. Now the surface structure decides the amount of reflection
and absorption of light. The position of the surface and positions of all
the nearby surfaces also determine the lightning effect.
Observer :
The observer’s position and sensor spectrum sensitivities also affect the
lightning effect.
1. Ambient Illumination :
Assume you are standing on a road, facing a building with glass exterior
and sun rays are falling on that building reflecting back from it and the
falling on the object under observation. This would be Ambient
Illumination. In simple words, Ambient Illumination is the one where
source of light is indirect.
2. Diffuse Reflection :
Diffuse reflection occurs on the surfaces which are rough or grainy. In
this reflection the brightness of a point depends upon the angle made
by the light source and the surface.
Dithering technique:
The matrix is laid like a tile over the entire image and each
pixel value is compared with the corresponding threshold
from the matrix.
The pixel becomes white if its value exceeds the threshold or
black otherwise.
The RGB color model is one of the most widely used color representation method in
computer graphics. It use a color coordinate system with three primary colors:
R(red), G(green), B(blue)
Each primary color can take an intensity value ranging from 0(lowest) to 1(highest).
Mixing these three primary colors at different intensity levels produces a variety of
colors. The collection of all the colors obtained by such a linear combination of red,
green and blue forms the cube shaped RGB color space.
The corner of RGB color cube that is at the origin of the coordinate system corresponds
to black, whereas the corner of the cube that is diagonally opposite to the origin
represents white. The diagonal line connecting black and white corresponds to all the
gray colors between black and white, which is also known as gray axis.
In the RGB color model, an arbitrary color within the cubic color space can be specified
by its color coordinates: (r, g.b).
Example:
(0, 0, 0) for black, (1, 1, 1) for white,
(1, 1, 0) for yellow, (0.7, 0.7, 0.7) for gray
Color specification using the RGB model is an additive process. We begin with black
and add on the appropriate primary components to yield a desired color. The concept
RGB color model is used in Display monitor. On the other hand, there is a
complementary color model known as CMY color model. The CMY color model use
a subtraction process and this concept is used in the printer.
In CMY model, we begin with white and take away the appropriate primary components
to yield a desired color.
Example:
If we subtract red from white, what remains consists of green and blue which is cyan.
The coordinate system of CMY model use the three primaries’ complementary colors:
C(cray), M(magenta) and Y(yellow)
The corner of the CMY color cube that is at (0, 0, 0) corresponds to white, whereas the
corner of the cube that is at (1, 1, 1) represents black. The following formulas summarize
the conversion between the two color models:
Advantages:
The advantage of this model is that more width can be assigned to the Y-
component (Luminance) because the human visual system is more
sensitive to changes in luminance than to changes in hue or saturation.
For display on a screen, color television sets map these channels Y, I, and
Q to R, G, and B.
Disadvantage:
Due to the high implementation costs for true I and Q decoding, few
television sets do it.
To accommodate the bandwidth variances between I and Q, each of I and
Q needs a distinct filter.
Due to different bandwidths, the “I” filter has a time delay to match the “Q”
filter’s long delay.
In black-and-white TV only Only Y can be noticed.
RGB and HSV, two commonly used color models are discussed in the
articles: RGB, HSV. In this article, we introduce the CMY and CMYK
color models.
Cyan, magenta and yellow are the secondary colors of light and the
primary colors of pigments. This means, if white light is shined on a
surface coated with cyan pigment, no red light is reflected from it. Cyan
subtracts red light from white light. Unlike the RGB color model, CMY
is subtractive, meaning higher values are associated with darker colors
rather than lighter ones.
Devices that deploy pigments to color paper or other surfaces use the
CMY color model, e.g. printers and copiers. The conversion from RGB
to CKY is a simple operation, as is illustrated in the Python program
below. It is important that all color values be normalized to [0, 1] before
converting.
C=1-R
M=1-G
Y=1-B
Below is the code to convert RGB to CMY color model.
c = 1 - r / 255
m = 1 - g / 255
y = 1 - b / 255
return (c, m, y)
r=0
g = 169
b = 86
print(rgb_to_cmy(r, g, b))
Output:
HSV:
An HSV color model is the most accurate color model as long as the
way humans perceive colors. How humans perceive colors is not like
how RGB or CMYK make colors. They are just primary colors fused to
create the spectrum. The H stands for Hue, S stands for Saturation, and
the V stand for value. Imagine a cone with a spectrum of red to blue
from left to right, and from the centre to the edge, the color intensity
increases. From bottom to up, the brightness increases. Hence resulting
white at the center up layer. A pictographic representation is also
shown below.
Hue: Hue tells the angle to look at the cylindrical disk. The hue
represents the color. The hue value ranges from o to 360 degrees.
0-60 Red
Angle (in degree) Color
60-120 Yellow
120-180 Green
180-240 Cyan
240-300 Blue
Magent
300-360
a
Advantages:
Applications: