Animation-Multimedia Applications-Lecture Slides, Slides of Multimedia Applications

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

2011/2012

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©R. Steinmetz, M. Mühlhäuser
Scope
Contents
Lecture 36: Animation
Contents
1. 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)
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Download Animation-Multimedia Applications-Lecture Slides and more Slides Multimedia Applications in PDF only on Docsity!

Lecture

Animation

Contents1.

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)

Scope

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

1. Terminology •^

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

2. Generation of (Computer) Animation 1. to describe primitives

-^

by means of computer-generated images

-^

digitalization of photos or drawings

-^

generation of „body models“ by scanning characteristic points

  1. to combine them (picture composition) to produce single independent frames3. to describe the dynamics of the scene -^

depending on the characteristics of the objects(constant changes, or even „alive“ and changing?)

-^

translations, rotations, growth, zoom ...

  1. to change and to combine the primitives according to the dynamics -^

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

Control of Animations •^

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“)

4. Displaying Animationsbasic knowledge •^

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

6. Storing/Transmitting/Accessing AnimationsMPEG •^

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

7. Virtual Reality Modeling Language (VRML)Standard for description of 3-dimensional interactive worlds •^

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 1.

-^

VRML 2.

-^

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)

Using VRMLsee VRML Repository at the WWW •^

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

Using VRML (cont.)#VRML V1.0 asciiSeparator {

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

ALL

bottomRadius

height 2 } Translation { translation 3 0 0 }Cylinder {

parts

ALL

radius 1height 2 }

}

ComicActors (CA)In the past: animation used for

-^

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!!!!

Comic Actors (Cont.)Idea: Building blocks •^

reusable

-^

3 classes of relations

-^

hierarchy, e.g.,

-^

designer: frames

-^

sysOp: elementary blocks

-^

user: higher-level blocks / language

walk

talk

shake-hands

push button

temporallrelations

spatial relations

interaction relations

point ...

...

pass object

walk

talk

shake-hands

push button

temporallrelations

spatial relations

interaction relations

point ...

...

pass object

ComicActors: "Behavior Vocabulary"

basicmovementsstandwalkfly climb... userdef

additionalactionsappeartalk, pointsynctakepush... userdef

directionnoneleft, rightup downbackwards... userdef

examples:

“talk_point _stand” “walk ”, “push_walk

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 _stand” “walk ”, “push_walk

examples:

“talk_point _stand” “walk ”, “push_walk

typefemale(adult)male(adult)animal... userdef

characterseriousfunnycool... userdef

typefemale(adult)male(adult)animal... userdef

characterseriousfunnycool... userdef

Summary: Avatars & Agent-VisualizationAvatars: represent users in Internet(e.g., viz. receptionist, viz. answering machine)Agents: autonomous behavior <--> human control / confidence / observ.?cf. VRML-based SW (V) <<>> MS agent (M) <<>> ComicActors (C)coupling with application? •^

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)