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unit 4 video and animation

The document outlines the syllabus for a unit on Video and Animation, covering key concepts such as video signal representation, computer video formats, and methods of controlling animation. It details the definitions and features of video and animation, along with the processes involved in computer-based animation, including modeling, rigging, and rendering. Additionally, it discusses the transmission of animation, emphasizing the importance of encoding, compressing, and delivering animated content effectively.

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0% found this document useful (0 votes)
6 views

unit 4 video and animation

The document outlines the syllabus for a unit on Video and Animation, covering key concepts such as video signal representation, computer video formats, and methods of controlling animation. It details the definitions and features of video and animation, along with the processes involved in computer-based animation, including modeling, rigging, and rendering. Additionally, it discusses the transmission of animation, emphasizing the importance of encoding, compressing, and delivering animated content effectively.

Uploaded by

Arun shrestha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Unit 4

Video and Animation


Syllabus
Video signal representation, computer video format, computer based
animation, animation language, methods of controlling animation,
display of animation, transmission of animation.
Video
•Definition: A video is a sequence of moving images captured by cameras or generated digitally,
often accompanied by audio, to represent a visual narrative or information.
•Key Features:
• Captured in real-time or rendered digitally.
• Composed of multiple frames played in rapid succession to create the illusion of motion.
• Can include live-action, computer-generated graphics, or a mix of both.
Animation
•Definition: Animation is the process of creating the illusion of movement by displaying a
sequence of still images, known as frames, which are drawn, modeled, or programmed.
•Key Features:
• Frames are created individually and played in sequence.
• Techniques include 2D animation, 3D animation, stop motion, and motion graphics.
• Often used to create characters, objects, or environments that do not exist in reality.
Video signal representation

In Conventional TV sets, the video signal is displayed using a cathode ray tube. An electron beam
carries corresponding pattern information such as intensity in a viewed scene.

Video signal representation includes three aspects:

• The visual representation

• transmission

• digitization

Visual Representation:

The objective is to offer the viewer a sense of presence in the scene and of participation in the
events portrayed. To meet the objective, the televised images should convey spatial and temporal
content of the scene.
Transmission of Video Signals
•Analog Transmission:
• Uses mediums like coaxial cables or radio waves.
• Formats: Composite (combined luminance and chrominance) and
Component (separated).
• Challenges: Noise, signal degradation, and higher bandwidth
requirements.
•Digital Transmission:
• Mediums: Wired (HDMI, Ethernet) and wireless (Wi-Fi, satellite).
• Advantages: Higher quality, less degradation, and encryption support.
• Protocols: RTP, RTSP, MPEG-DASH, HLS.
•Compression:
• Lossy (e.g., H.264, HEVC) for reduced size with acceptable quality loss.
• Lossless (e.g., JPEG-LS) for full-quality preservation.
Digitization of Video Signals
•Steps:
• Sampling: Captures analog signals at discrete intervals (quality depends on
sampling rate).
• Quantization: Converts samples into numeric values (e.g., 8-bit, 10-bit
depth).
• Encoding: Converts data into usable digital formats (e.g., RGB, YCbCr).
•Advantages:
• Enables software-based processing (e.g., editing, AI enhancement).
• Compatible with digital storage and transmission.
• Resistant to degradation and transmission errors.
•Formats:
• Raw: RGB for uncompressed data.
• Compressed: YCbCr for efficient storage and transmission.
Computer Video Formats
Computer video formats define how video data is stored, compressed, and played back. They
consist of container formats, which encapsulate the video, audio, and metadata, and video
codecs, which define how the video is encoded and decoded.
Specialized Video Formats
• GIF (.gif): Short, looping animations without sound; widely
used on the web.
• VOB (.vob): Video format used for DVDs, storing video, audio,
and subtitles.
• ASF (.asf): A Microsoft streaming format often paired with
WMV codec.
• MTS/M2TS (.mts/.m2ts): Used for AVCHD (Advanced Video
Coding High Definition) camcorders.
• CineForm: A high-quality intermediate format used for video
editing.
Computer-Based Animation
Computer-based animation refers to the use of computer technology to create, design, and
render animations. This technique has revolutionized animation by allowing creators to
generate complex motion, visual effects, and realistic or abstract imagery with precision and
efficiency.
Types of Computer-Based Animation
1. 2D Animation:
1. Creates two-dimensional characters, scenes, and movements.
2. Involves techniques like frame-by-frame animation, tweening, and vector-
based graphics.
3. Tools: Adobe Animate, Toon Boom Harmony, Krita.
4. Applications: Traditional cartoons, explainer videos, advertising.
2. 3D Animation:
1. Generates three-dimensional models and environments.
2. Includes processes like modeling, rigging, texturing, and rendering.
3. Tools: Blender, Autodesk Maya, 3ds Max, Cinema 4D.
4. Applications: Movies, video games, architectural visualization, VR/AR.
2D 3D
Key Processes in Computer-Based Animation
1.Concept Development:
1. Storyboarding and planning to outline the animation's visuals and flow.
2.Modeling and Design:
1. 2D: Sketching or vector graphics creation.
2. 3D: Building 3D objects, characters, or environments.
3.Rigging and Animation:
1. Rigging: Creating a skeleton for characters or objects to allow movement.
2. Animation: Defining movements using keyframes, motion paths, or physics-based
systems.
4.Texturing and Shading:
1. Adding details like colors, patterns, and surface properties to models.
5.Lighting and Rendering:
1. Setting up virtual lights and cameras.
2. Rendering generates the final output as images or video.
6.Post-Production:
1. Editing, compositing, adding effects, and final adjustments.
Future Trends in Computer-Based Animation
• AI-Assisted Animation: Automates repetitive tasks like lip-syncing or motion
generation.
• Real-Time Rendering: Tools like Unreal Engine enable faster workflows for
movies and games.
• VR and AR Integration: Expanding possibilities for interactive storytelling.
• Cloud-Based Animation: Collaborative tools allowing remote teams to work
efficiently.
• Procedural Animation: Using algorithms to create natural movements like
walking or crowd behaviors.
Computer-based animation continues to evolve, blending art and technology
to redefine how we create and experience motion graphics and storytelling.
Computer Based Animation
Animation is the processes of making something look and feel live. Animation can broadly be
categorized into two categories:
Motion Dynamics
Introduction of life by changing the position of the object
Example: animation of a bouncing ball
Update Dynamics
Introduction of life by changing the shape, size and /or structure of the object
Example: animation of flower blooming from bud
Computer based animation used computer based graphical tools to provide visual effects.
Advantage of computer based animation includes efficiency, time and simplicity.
In several applications the video can be generated by a computer program rather than a video
camera. This type of video content is normally referred to as computer animation or sometimes,
because the way it is generated, animated graphics.
A range of special programming languages is available for creating computer animation. To
animate something means to bring it life. An animation covers all changes that have a visual
effect. Visual effect can be of different nature. They might include time varying positions
(motion dynamics), shape, color, transparency, structure and texture of an object (update
dynamics), and changes is lighting camera position, orientation and focus. Computer based
animation is an animation performed by a computer using graphical tools to provide visual
effects. Animation covers all changes that have a visual effect. Visual effect can be of
different nature, They might include:
• Time-varying position (motion dynamics),
• Shape, color, transparency, structure and texture of an animation of an object (update
dynamics) and
• Changes in lighting, camera position, orientation and focus.
Animation languages:
Animation languages fall into three categories:
Linear list Notations:
Each event in the animation is described by a starting and ending frame number and an action that is to take place
(event). The actions typically take parameters, such as degree of rotation, axis of rotation, etc.
General purpose languages:
Another way to describe animation is to embed an animation capability within a general purpose programming
language. The values of variables in the language can be used as parameters to the routines actually generate
animations, So the high-level language can actually be used to generate simulations that then generate animation
as a side effect, which perform the animation.
Graphical languages:
Graphical animation languages describe animation in a more visual way than textual animation languages. These
languages are used for expressing, editing and comprehending the simultaneous changes taking place in an
animation. Rather than writing out description of actions, the animator provides a picture of the action.
Graphical languages provide user the ability to visualize the action clearly. Graphical language describes
animation in a more visual way. It can be used for expressing, editing and comprehending simultaneous changes.
Methods of Controlling Animation:

Controlling animation is independent of the language used for describing it. Animation control
mechanisms can employ different techniques.

Full Explicit Control:

It is a simplest type of animation control. Animation provides a description of everything that


occurs in the animation, either by specifying simple changes, such as scaling, translation, and
rotation, or by providing key frame information and interpolation methods to use between key
frames.

This interpolation may be given explicitly or by direct manipulation with a mouse, joystick, data
glove or other input device (in an interactive system).
Procedural Control:

It is based on communication between various objects to determine their properties. It is a


significant part of several other control mechanisms. In physically-based systems, the position
of one object may influence the motion of another (eg. Balls cannot pass through walls). In
actor-based systems, the individual actors may pass their positions to other actors to affect the
other actors' behaviors.

Constraint-based systems:

Many objects move in a manner determined by other objects with which they are in contact, and
this compound motion may not be linear at all. Such motion can be modeled by constraints.
Specifying an animation sequence using constraints is often easier to do than using explicit
control.
Tracking Live Action:

Trajectories of objects in the course of an animation can be generated by tracking live


action. Traditional animation uses rot scoping. A film is made in which people/ animals act
out the parts of the characters in the animation. Then animators draw over the film,
enhancing the background and replacing the human actors with animated equivalents.

Another live-action technique is to attach some sort of indictor to key points on a person's
body. By tracking positions of the indicators, one can get location for corresponding key
points in an animated model.

Eg. Data glove, which measures the positional and orientation of the wear's hand as well
as the flexion and hyperextension of each finger point.
Display Animation
• Animated objects (which may consist of graphical primitives such as lines, polygons, and so on) must be
scan-converted into their pixmap in frame buffer. To show a rotating object, we can scan-convert into the
pixmap successive views from slightly different locations, one after another.
• This scan-conversion must be done at least 10 (preferably 15 to 20) times per sec to give a reasonably smooth
effect. Hence, a new image must be created in no more than 100 milliseconds.
• To remove distracting effect (due to slow scan-conversion), double buffering is used. To display animations
with raster systems, animated objects must be scan-convert into the pixmap successive views from slightly
different locations, one after another. This scan conversion must be done at least 10 times per second to give
reasonably smooth effect. Hence, a new image must be created in no more than 100ms.
• Display animation refers to animating objects, elements, or scenes on a screen, where motion or
transformation is visually displayed to convey information, enhance user experience, or create engaging
visual effects. It is widely used in areas like multimedia applications, user interfaces, entertainment, and
gaming.
Key Concepts of Display Animation
1.Frame-by-Frame Animation:
1. Animation is created by displaying a sequence of individual frames in rapid succession.
2. Common in traditional 2D animations.
2.Tweening (In-Betweening):
1. Interpolates intermediate frames between two keyframes to create smooth transitions.
2. Example: Moving an object from one position to another.
3.Transformations:
1. Animating changes in position, scale, rotation, and opacity of objects over time.
4.Physics-Based Animation:
1. Simulates real-world physics like gravity, collisions, or fluid dynamics.
2. Example: A bouncing ball that decelerates after each bounce.
5.Interactive Animation:
1. Responds to user inputs like clicks, swipes, or gestures.
2. Example: Expanding a menu when clicked.
Technologies for Display Animation
1.For 2D Animation:
1. CSS Animations and Transitions: For web-based animations.
2. JavaScript Libraries: GSAP, Anime.js, or D3.js.
3. Adobe Animate: For creating complex vector animations.
2.For 3D Animation:
1. WebGL and Three.js: For interactive 3D animations on the web.
2. Blender, Maya, Cinema 4D: For professional 3D animations.
3.Game Engines:
1. Unity and Unreal Engine: Real-time display animations for games and simulations.
4.Motion Graphics Tools:
1. Adobe After Effects: For creating animated graphics and visual effects.
Transmission of Animation
Transmission over computer networks may be performed using one of two approaches:

The symbolic representation

The symbolic representation of animation objects is transmitted together with the operation commands
performed on the object, and at the receiver side the animation is displayed. The transmission time is short
because animated object is smaller in byte size than its pixmap representation, but the display time at the
receiver takes longer because the scan- converting operation has to be performed at the receiver side.

The pixmap representation

The pixmap representation of the animated objects is transmitted and displayed on the receiver side. The
transmission time is longer than the symbolic representation but the display time is shorter because the scan-
conversion of the animated objects is avoided at the receiver side.
Transmission of Animation:
• The transmission of animation refers to the process of delivering animated content from a
source (e.g., a server or cloud platform) to an end-user device (e.g., computer, smartphone,
or smart TV) via a communication network.
• This process is integral to modern applications like streaming services, online gaming,
virtual reality (VR), augmented reality (AR), and interactive web applications.
• The transmission involves techniques to encode, compress, and send animation data while
maintaining its quality and ensuring smooth playback, often in real-time.
Process of Transmission of Animation
The transmission of animation involves a series of steps to ensure that animated content is
delivered efficiently and effectively from a source to the end user. This process covers data
preparation, transmission over networks, and rendering for display. Below is a step-by-step
breakdown:
1.Content Creation: Design and prepare the animation, compressing and encoding it for
efficient transmission.
2.Packaging: Segment the data and add metadata for streaming or downloading.
3.Network Transmission: Send the data using protocols like HTTP, WebSockets, or RTSP.
4.Reception and Decoding: Reconstruct and decode the animation on the client device.
5.Rendering and Playback: Render the animation for viewing, ensuring smooth playback.
6.Interactivity (if needed): Process user inputs and update animations dynamically

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