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Computer animation


 

Computer animation is the art of creating moving images via the use of computers. It is a subfield of computer graphics and animation. Increasingly it is created by means of 3D computer graphics, though 2D computer graphics are still widely used. Sometimes the target of the animation is the computer itself, sometimes the target is another medium, such as film.

Detailed examples and pseudocode

In 2D computer animation, moving objects are often referred to as “sprites.” A sprite is an image that has a location associated with it. The location of the sprite is changed slightly, between each displayed frame, to make the sprite appear to move. The following pseudocode makes a sprite move from left to right:

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var int x := 0, y := screenHeight ÷ 2;

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while x < screenWidth

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drawBackground()

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drawSpriteAtXY(x, y) // draw on top of the background

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x := x + 5 // move to the right

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Modern (2001) computer animation uses different techniques to produce animations. Most frequently, sophisticated mathematics is used to manipulate complex three dimensional polygons, apply “textures”, lighting and other effects to the polygons and finally rendering the complete image. A sophisticated graphical user interface may be used to create the animation and arrange its choreography. Another technique called constructive solid geometry defines objects by conducting boolean operations on regular shapes, and has the advantage that animations may be accurately produced at any resolution.

Related Topics:
2001 - Mathematics - Polygon - Texture - Rendering - Graphical user interface - Constructive solid geometry

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Let's step through the rendering of a simple image of a room with flat wood walls with a grey pyramid in the center of the room. The pyramid will have a spotlight shining on it. Each wall, the floor and the ceiling is a simple polygon, in this case, a rectangle. Each corner of the rectangles is defined by three values referred to as X, Y and Z. X is how far left and right the point is. Y is how far up and down the point is, and Z is far in and out of the screen the point is. The wall nearest us would be defined by four points: (in the order x, y, z). Below is a representaion of how the wall is defined.

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(0, 10, 0) (10, 10, 0)

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(0,0,0) (10, 0, 0)

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The far wall would be:

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(0, 10, 20) (10, 10, 20)

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(0, 0, 20) (10, 0, 20)

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The pyramid is made up of five polygons: the rectangular base, and four triangular sides. To draw this image the computer uses math to calculate how to project this image, defined by three dimensional data, onto a two dimensional computer screen.

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First we must also define where our view point is, that is, from what vantage point will the scene be drawn. Our view point is inside the room a bit above the floor, directly in front of the pyramid. First the computer will calculate which polygons are visible. The near wall will not be displayed at all, as it is behind our view point. The far side of the pyramid will also not be drawn as it is hidden by the front of the pyramid.

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Next each point is perspective projected onto the screen. The portions of the walls ‘farthest’ from the view point will appear to be shorter than the nearer areas due to perspective. To make the walls look like wood, a wood pattern, called a texture, will be drawn on them. To accomplish this, a technique called “texture mapping” is often used. A small drawing of wood that can be repeatedly drawn in a matching tiled pattern (like wallpaper) is stretched and drawn onto the walls' final shape. The pyramid is solid grey so sp its surfaces can just be rendered as grey. But we also have a spotlight. Where its light falls we lighten colors, where objects blocks the light we darken colors.

Related Topics:
Texture mapping - Wallpaper

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Next we render the complete scene on the computer screen. If the numbers describing the position of the pyramid were changed and this process repeated, the pyramid would appear to move.

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