An Overview of Similarity Query Processing 2014. 2. 26. 김종익 전북대학교 컴퓨터공학부.
History Of Computer Animation 한신대학교 컴퓨터공학부 류승택 2011 년 2 학기.
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Transcript of History Of Computer Animation 한신대학교 컴퓨터공학부 류승택 2011 년 2 학기.
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History Of Computer Animation
한신대학교 컴퓨터공학부류승택
2011 년 2 학기
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What is Animation ?
an ・ i ・ ma ・ tion (n) a motion picture made from a series of drawings
simulating motion by means of slight progressive changes in the drawings
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History of animation
The Egyptians used a forerunner to comic strips in their wall decoration.
This sequential depiction of wrestlers actions is dated at 2000 BC.
At the same time the Chinese were using flick books.
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History of animation: Persistence of vision
Thaumatrope - 1825 Round board with a cage on one side and a bird on the
other. A piece of string is attached to each edge. When the disc is spun the bird appears to be inside the cage
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History of animation: Persistence of vision
Phenakistiscope – 1832 Disc with images drawn in sequential order around its
surface. Above each image is a slit. The user spins the disc and look through the slit at the
image in the mirror.
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History of animation: Persistence of vision
Zoetrope - 1834 Band of pictures placed on the inside edge of a rotating
cylinder. Above the images there are slits. The viewers look down through the slits at the image on the
opposite side while the cylinder is spinning giving the pictures the illusion of motion.
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History of animation: Persistence of vision
Kineograph (flipbook (=flick book)) - 1868 Set of sequential drawings bound together as a book. User
looks at the pages while flipping through them
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History of animation: Persistence of vision
Praxinoscope - 1877 Band of pictures is placed inside an outer cylinder. Each
picture is reflected by a set of flat mirrors on the inner cylinder.
When the cylinder rotates, the reflected pictures gives the illusion of motion.
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History of animation: Photography
Zoopraxiscope - 1877 Eadward Muybridge's solution: set up 12 cameras
connected by wires. As the horse runs by each camera the wire is broken and the camera takes a picture.
Can take these images, put them in a projected version of a Phenakistiscope using glass discs with the images around the edge of the discs
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History of animation: Photography
Kinetoscope – 1888 an early motion picture exhibition device developed by Thomas Edison & his employee
William Kennedy Laurie Dickson
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History of animation: Photography
THE ENCHANTED DRAWING - 1900, Edison Live action films + replacement technique
HUMOROUS PHASES OF FUNNY FACES -1906, Vitagraph The first animation recorded frame by frame
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History of animation: Photography
Gertie, The Trained Dinosaur - 1914 Amazingly consisted of 10,000 drawings by Winsor McCay
Krazy Kat - 1916 widely popular in American animation only in the 1920s
FELIX THE CAT -1920s The most popular character and series of this period, started as the
Feline Follies from Sullivan's studio. merchandising of animated characters.
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History of animation: Photography
1930s Mickey Mouse(1928), Pluto, Fleischer(1930), Donald
Duck(1934), Porky Pig(1935), Porky Duck(1937)
1940s~ Woody Woodpecker(1941), Tom & Jerry, Droopy(1943),
Tweetie(1947), Flinstons(1960), Simpsons(1987)
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Computer Animation in Films
1977: Star Wars 1982 : Star Trek II: The Wrath of Khan
Lucasfilm's Pixar group (Particle System)
1982: Tron, 1st feature film by CG the first time that computer-generated imagery (CGI) had been
extensively used in a feature film 1986: Luxo Jr. nominated for Oscar 1989: ILM creates the Abyss
produced the first organic and highly believable water-creature 1995: Toy Story, 1st full CG feature film (Pixar)
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Animation Heritage
ILM: Jurassic Park (1993), Jumangi (1995), Mars Attacks (1996), Flubber (1997), Titanic (1999)
Angel Studios: Lawnmower Man (1992) PDI: Batman Returns (1995) Tippett Studio: Dragonheart (1996), Starship Troopers
(1997) Disney: Beauty and the Beast (1991), Lion King (1994),
Tarzan (1999) Dreamworks: Antz, Prince of Egypt Pixar: Toy Story, A Bug’s Life, Monster’s Inc.
CGI Animation
Computer-generated imagery changed animated films forever
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Animation Heritage
2000s Photorealistic humans (Final Fantasy, Beowolf) Real-time complex worlds on consoles (PS3,Xbox360) Today - what’s left?
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Animation techniques
Traditional animation Stop motion Computer animation Experimental Animation Techniques
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Traditional animation
Traditional animation (=cel animation) Full animation
• The most widely-known style in animation, known for its realistic and often very detailed art.
• Ex) All Disney feature length animations, Pinocchio, The Iron Giant (1999) Limited animation
• A cheaper process of making animated cartoons that does not follow a "realistic" approach. (reduces the number of inbetweens 12fps)
• Ex) The Flintstones, Yellow Submarine (Flash/PowerPoint Animation) Rubber hose animation
• The characters are usually very "cartoony", and the animators have a lot of artistic freedom as rubber hose doesn't have to follow the laws of physics and anatomy
• Ex) Early Mickey Mouse cartoons, Popeye, Ren and Stimpy Rotoscoping
• A technique where animators trace live-action movement, frame by frame, – directly copying an actors outlines into an animated drawing – use rotoscoped material as a basis and inspiration for a more fluid and expressive
animation (e.g. Disney). • Ex) Snow White and the Seven Dwarfs, Gulliver's Travels, American Pop
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Stop motion
Stop motion Clay animation (=Claymation)
• Using figures made of clay or a similar malleable material. • The figures may have an wire frame inside of them , similar to puppet animation Ex) Wallace and Gromit; The Amazing Mr. Bickford; The Trap Door
Cutout animation • Formed by moving 2-dimensional pieces of material such as paper or cloth. Ex) Fantastic Planet; Tale of Tales; pilot episode of South Park
Silhouette animation • A monochrome variant of cutout animation in which the characters are only visible as black
silhouettes. Ex) The Adventures of Prince Achmed; Princes et princesses
Model animation • Model animated characters interact with, and are a part of, the live-action world. Ex) King Kong
Object animation • involves the animated movements of any non-drawn objects such as toys, blocks, dolls, etc.
which are not fully malleable, such as clay or wax (Ex: Brickfilm) Puppet animation
• involves puppet figures interacting with each other in a constructed environment, in contrast to the real-world interaction in model animation (above).
Ex) The Nightmare Before Christmas
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Computer animation
2D animation • Figures are created and/or edited on the computer using
2D bitmap graphics or created and edited using 2D vector graphics.
• This includes automated computerized versions of traditional animation techniques such as of tweening, morphing, onion skinning and interpolated rotoscoping.
• Analog computer animation
• Flash animationEx) Romeo & Juliet: Sealed with a Kiss
• PowerPoint animation
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Computer animation
3D animation Digital models manipulated by an animator. In order to
manipulate a mesh, it is given a digital armature (sculpture). This process is called rigging.
Various other techniques can be applied, such as mathematical functions (ex. gravity, particle simulations), simulated fur or hair, effects such as fire and water and the use of Motion capture.
Examples: The Incredibles, Shrek, Finding Nemo 3D animation Terms
• Cel-shaded animation • Morph target animation • Skeletal animation • Motion capture • Crowd simulation
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Experimental Animation Techniques
Drawn on film animation Also known as "direct animation", or "animation without camera" A technique where footage is produced by creating the images directly on
film stock, for example by Norman McLaren. Paint-on-glass animation
A technique for making animated films by manipulating slow drying oil paints on sheets of glass.
Ex) The Old Man and the Sea (1999) Pinscreen animation
Makes use of a screen filled with movable pins, which can be moved in or out by pressing an object onto the screen. The screen is lit from the side so that the pins cast shadows.
Sand animation Sand is moved around on a backlighted or frontlighted piece of glass to
create each frame for an animated film.
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Animation from CGI
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Applications
Special Effects (Movies, TV) Video Games Virtual Reality Simulation, Training, Military Medical Robotics, Animatronics Visualization Communication
Animatronics
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Resolution & Frame Rates
Video: NTSC: 720 x 480 @ 30 Hz (interlaced) PAL: 720 x 576 @ 25 Hz (interlaced)
HDTV: 720p: 1280 x 720 @ 60 Hz 1080i: 1920 x 1080 @ 30 Hz (interlaced) 1080p: 1920 x 1080 @ 60 Hz
Film: 35mm: ~2000 x ~1500 @ 24 Hz 70mm: ~4000 x ~2000 @ 24 Hz IMAX: ~5000 x ~4000 @ 24-48 Hz
Note: Hz (Hertz) = frames per second (fps) Note: Video standards with an i (such as 1080i) are interlaced, while
standards with a p (1080p) are progressive scan
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Programming Animation: Batch
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Programming Animation: Renderers
Renderman Created by Pixar…Used in Pixar films.
• Pixar’s prman (ICL6)
• BMRT Renderer
Persistance of Vision (POV-RAY) Radiance
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Programming Animation: Realtime
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Programming Animation: Application
3D APIs C/C++
• OpenGL
• G3D (http://g3d-cpp.sourceforge.net/)
• DirectX / Direct 3D
Java• Java3D
• JOGL
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Programming Animation: Web
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Programming Animation: Web Based
Several proprietary formats Viewpoint, MM Shockwave, Abobe Atmosphere
VRML/X3D ISO Standard for Web Based 3D Worlds
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Cel vs Computer Animation
Snow White vs. Toy Story Not much has changed in 70 years! Technology not process.
1937 1995
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Animation Pipeline
Story
Shading Model Layout
Animation
Lighting
Camera
Postprocess
Voice Foley
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Animation Pipeline
Story
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Animation Pipeline
Story The story drives the process Storyboard – rough drawings that tell the story Tools for you
• Paper
• Pencil
• Napkins
• Palm of hands
• Etc.
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Animation Pipeline
Story
Shading Model Layout
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Animation Pipeline
Setting the stage Models –characters objects in story Layout – staging / blocking Shading – defines look of your model
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Animation Pipeline
Story
Shading Model Layout
Animation
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Animation Pipeline
Animation aka Motion Control This is the crux of what you will be doing
Degrees of Freedom problem• Your job is to make the number of degrees of freedom
manageable to an animator
• Animator decides what is managable and what parameters should be under his/her control.
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Animation Pipeline
Story
Shading Model Layout
Animation
Lighting
Camera
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Animation Pipeline
Lighting Set up virtual lighting to achieve visual goals.
Camera Render frames and assemble
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Animation Pipeline
Story
Shading Model Layout
Animation
Lighting
Camera
Postprocess
Voice Foley
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Animation Pipeline
If you wish to add sound Voice drives animation (lip sync) Animation drive sound effects (foley) Background music.
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Reference http://homepages.inf.ed.ac.uk/tkomura/cav/index.html http://www.cs.ucr.edu/~vbz/cs231.html http://www.evl.uic.edu/aej/527/