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This lecture was delivered by Dr. Paresh Sapan at Biju Patnaik University of Technology, Rourkela. This lecture is part of lecture series on Multimedia Applications course. It includes: Animation, Terminology, Generation, Computer, Storing, Transmitting, Accessing, Comic, Actors
Typology: Slides
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Terminology
2.
Generation of (Computer) Animation
3.
Specification and Control of an Animation
4.
Displaying Animations
5.
Transmitting Animations
6.
Storing/Transmitting/Accessing Animations
7.
Virtual Reality Modeling Language (VRML)
8.
Comic Actors (Visualizing Agents & Avatars)
Usage
Multimedia
Applications
Learning & Teaching
Design
User Interfaces
Services
ContentProcess-
ing
Docu-ments
Security
...
Synchro-nization
Group Communi-
cations
Systems
Databases
Programming
Media-Server
Operating Systems
Communications
Opt. Memories
Quality of Service
Networks
Basics
Computer
Archi- tectures
Compression
Image &Graphics
Animation
Video
Audio
to animate =
“to get things alive”i.e., to make them change
-^
visual effects: varying
-^
position
-^
shape
-^
color
-^
transparency
-^
structure
-^
pattern
-^
-^
caused by:
-^
activity of objects themselves (e.g. translation, rotation, growth, ...)
-^
varying environmental conditions (e.g. illumination)
-^
activity of the viewer (e.g. „walking“ through an artifical world)
-^
related to
-^
producing, storing, transmitting, displaying animationswith computer support
-^
i.e.
-^
many similarities / overlaps / combinations with conventional animation
-^
by means of computer-generated images
-^
digitalization of photos or drawings
-^
generation of „body models“ by scanning characteristic points
depending on the characteristics of the objects(constant changes, or even „alive“ and changing?)
-^
translations, rotations, growth, zoom ...
inter-frames of moving pictures could be interpolated,e.g. by means of Linear Interpolation (
Lerping
) or
-^
(more realistically): to use splines to describe a movement
explicit / open
-^
simplest way with explicit description of
dynamics for each object
-^
procedural
-^
objects interact by forwarding information
-^
to use knowledge about their characteristics
-^
dependencies (are 2 objects at the same place at the same time?) may betested
-^
behaviour of active participants (in „actor-based“ systems) may vary due tothe activities of others
-^
according to varying conditions
-^
basic idea:
systems
are more or less
coupled
-^
models of dynamics of real objects and their material characteristics asbasis for motion according to changing conditions
-^
by analyseing real motions
-^
e.g.
Rotoscoping
: a real person takes the role during the production, its
body will later replaced by the the animation (e.g. by partial recolouring)
-^
use sensors / indicators to get a model of specific points of the actor
-^
kinematics and dynamics
-^
objects and their movement described by kinematics and dynamics ofcharacteristic points („mass points“)
frame rate, etc.
-^
already known from lecture „Video“ often support by means of special hardware usage: •^
„Sprites“:
-^
hardware support for the animation of small objects
-^
Double Buffering:
-^
write a frame to a buffer that is currently not read by the display adapter
-^
switch buffers with frame change frequency
-^
allows for slower access to the video memorywhile still having a dynamic impression without hard transitions
see “Compression” QuickTime •^
see “Programming” AVI •^
pseudo standard for animations, integrates a number of dedicatedcodecs Animated Gifs •^
a sequence of pictures in one file Server Side Pushes •^
so picture gets reloaded every x seconds Java •^
see “Programming” VRML
export and exchange format for all major modelling systems
-^
e.g., CAD systems for describing single objects History •^
development started in Mai 1994
-^
to be used in the WWW
-^
versions:
-^
-^
-^
VRML 97(outcome of VRML 2.0 ISO/IEC standardization with few minor extensions)
„Worlds“ are described in
-^
ASCII Files
-^
(File extension .wrl, or .wrz for compressed represantation)
-^
combining primitives and describing their dynamics and interactions
-^
MIME type: model/vrml or x-world/x-vrml (outdated)
http://www.sdsc.edu/vrml/ tools •^
VRML viewers
-^
standalone or as plugins for WWW browsers
-^
e.g.CosmoPlayer (Win) orVRWeb (many Unix dialects, Linux)
-^
„World builders“ for editing
Material {
ambientColor 1 0 0diffuseColor 1 0 0 } Cube {
width
height 1depth
} Translation { translation 2 0 0 }Material {
ambientColor
diffuseColor
} Sphere {
radius 1 }
Translation { translation 2 0 0 }Material {
ambientColor
diffuseColor
} Cone {
parts
bottomRadius
height 2 } Translation { translation 3 0 0 }Cylinder {
parts
radius 1height 2 }
}
-^
Multimedia presentations
-^
"closed-shop" animations
Here: for cooperation of humans w/ •^
Agents (represent SW)
-^
Avatars (represent users) Importance? "autonomous" --> visualize!Requirements: •^
cooperation (among CA)
-^
triple interaction (CA/CA, CA/human, CA/GUI&SW)
-^
re-usability!!!!
reusable
-^
3 classes of relations
-^
hierarchy, e.g.,
-^
designer: frames
-^
sysOp: elementary blocks
-^
user: higher-level blocks / language
walk
talk
shake-hands
push button
point ...
...
pass object
walk
talk
shake-hands
push button
point ...
...
pass object
basicmovementsstandwalkfly climb... userdef
additionalactionsappeartalk, pointsynctakepush... userdef
directionnoneleft, rightup downbackwards... userdef
examples:
“talk_point
typefemale(adult)male(adult)animal... userdef
characterseriousfunnycool... userdef
basicmovementsstandwalkfly climb... userdef
additionalactionsappeartalk, pointsynctakepush... userdef
directionnoneleft, rightup downbackwards... userdef
basicmovementsstandwalkfly climb... userdef
additionalactionsappeartalk, pointsynctakepush... userdef
directionnoneleft, rightup downbackwards... userdef
examples:
“talk_point
examples:
“talk_point
typefemale(adult)male(adult)animal... userdef
characterseriousfunnycool... userdef
typefemale(adult)male(adult)animal... userdef
characterseriousfunnycool... userdef
own window, own application (V)
-^
close interaction w/ application (M)
-^
no separate window, access to application GUI (C) command language •^
graphics based
-^
behavior based, dependent on viz.agents (move, point, talk...)
-^
behavior based, adapts to viz.agents (move -->> fly, walk, ...) dynamics / openness: •^
"compiled" i.e. a priori defined (V,M)
-^
defined --> created at runtime (C)
-^
Internet-wide access via TCP (C)