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Animation Present I On

Animation is the process of creating movement through a series of still images displayed in quick succession. It works due to the optical illusion known as persistence of vision. There are two main types of animation - keyframe animation and procedural animation. Keyframe animation involves specifying key positions for objects at certain frames, then interpolating between them to generate additional frames. Procedural animation algorithmically generates animation in real-time through techniques like physically-based simulation and flocking behavior.

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

Animation Present I On

Animation is the process of creating movement through a series of still images displayed in quick succession. It works due to the optical illusion known as persistence of vision. There are two main types of animation - keyframe animation and procedural animation. Keyframe animation involves specifying key positions for objects at certain frames, then interpolating between them to generate additional frames. Procedural animation algorithmically generates animation in real-time through techniques like physically-based simulation and flocking behavior.

Uploaded by

Nitesh Sahu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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Animation

• Animate = “to give life to”


• Specify, directly or indirectly, how ‘thing’
moves in time and space
Animation
• Animation is about bringing things to life
• Technically:
– Generate a sequence of images that, when played one after the other,
make things move
– One image is called a frame
• 24 frames per second for film, resolution approx 1600x1200
• 30 frames per second for NTSC video, resolution less than 640x480
• 60+ frames per second for “twitch” computer games, 640x480 or
higher resolution
– Interlacing: Display every second row for one frame, every other row
for the next. Used in NTSC TV and older monitors
Animation is the process by which we see still picture
MOVE. Each picture is shot on film one at time and is shown
at the rate of 24 picture per second making the picture appear
to move.

Animation is the process of creating movement on the screen


with a series of still picture with help of persistence of vision.

Persistence of vision refers to the optical illusion whereby


multiple discrete images blend into a single image in the
human mind and believed to be the explanation for motion
perception in cinema and animated films.
Types of Animation:
key frame animation
procedural animation
Keyframe Animation
• A simple yet effective way to animate 3D
objects
• Each frame represents a key position for the
object
• Number of frames are limited, so object may
appear to “jump” when going from one frame
to another
Keyframe Animation
• One solution is to just manually make more
keyframes
• This takes time, and the programmer may not
want to do it
Keyframe Animation
• Instead of making them manually, use
interpolation to create new frames
• Interpolation is creating a new position
between existing positions
Linear Interpolation
• The easiest form of interpolation
• Given the same point in two different
keyframes, a line is drawn between them
• The new point exists somewhere on this line
Linear Interpolation
• Where the point exists depends on three
things:
• Total number of keyframes in animation
• Total time of animation
• Desired time of the new Position
Linear Interpolation
• Done for every point and combined to make a
new keyframe
• Disadvantage: the formula doesn’t always give
a good approximation of the points
• Keyframing Motion
– Interpolates motion from “key” positions
– Perfect control
– Can be tedious
– No realism

Lecture 23 6.837 Fall 2001


Slide 10
Method for generation of Keyframes
animation
• Compute first a small number of key frames

• Interpolate the remaining frames in-between


these key frames (in-betweening)

• Key frames can be computed


– at equal time intervals
– according to some other rules
– for example when the direction of the path changes
rapidly
In-betweening - example

• Given coordinates of a 2D point


– key frame n: (xn,yn)
– key frame n+1: (xn+1,yn+1)
– time interval between the two key frames: 1/10 second

• To get smooth animation, needs at least 30 frames per second

• Solution: insert at least further 2 frames between the given two key
frames
Calculating in-between frames using linear interpolation

x = (xn+1 - xn) / 3
 y = (yn+1 - yn) / 3

for ( i=1; i<3; i++ )


{
xi = xn + i * x
yi = yn + i * y
}
In-betweening
• In-betweening should use interpolation based
on the nature of the path, for example:

– straight path linear interpolation

– circular path angular interpolation

– irregular pathlinear interpolation


spline
Procedural Animations
• Algorithm used to generate animation in real-time
• Can be used for both simple and complex motions
• Most popular method is the Physically Based Simulation.
• Flocking is another example of procedural methods.
• Advantages:
– Easy to generate similar motions.
– Generate interactive behavior that responds to the user by computing
a response in real time.
– Ideal for models like the particle system.
• Disadvantages:
– Can be very expensive to compute during real time scenes
– Cannot control fine detail in animation.

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