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. It is also referred to as CGI (Computer generated imagery) especially when used in movies.
To create the illusion of movement, an image is displayed on the computer screen then quickly replaced by a new image that is similar to the previous image, but shifted slightly. This technique is identical to how the illusion of movement is achieved with television and motion pictures.
3D Computer animation is essentially a digital successor to the art of stop motion animation; the animated figure is built on the computer monitor and rigged with a virtual skeleton. Then the limbs, eyes, mouth, clothes, etc. of the 3D figure are moved by the animator. Finally, the animation is rendered.
The reason no jerkiness is seen at higher speeds is due to “persistence of vision.” From moment to moment, the eye and brain working together actually store whatever you look at for a fraction of a second, and automatically "smooth out" minor jumps. Movie film seen in a theater runs at 24 frames/s which is sufficient to create this illusion of continuous movement.
The character "Woody" in Pixar's movie Toy Story, for example, uses 700 Avars with 100 Avars in his face alone. Successive sets of Avars control all movement of the character from frame to frame. Once the stick model is moving in the desired way, the avars are incorporated into a full Wire frame model or a model built of polygons. Finally surfaces are added, requiring a lengthy process of Rendering to produce the final scene.
There are several ways of generating the Avar values to obtain realistic motion. Motion tracking uses lights or markers on a real person acting out the part, tracked by a video camera. Or the Avars may be set manually using a joystick or other form input control. Toy Story uses no motion tracking, probably because manual control by a skilled animator can produce effects not easily acted out by a real person.
Professional animators of movies, television, and video sequences on computer games make photorealistic animation with high detail. This level of quality for movie animation would take tens to hundreds of years to create on a home computer. Many powerful workstation computers are used instead. Graphics workstation computers use two to four processors, and thus are a lot more powerful than a home computer, and are specialized for rendering. A large number of workstations (known as a render farm) are networked together to effectively act as a giant computer. The result is a computer animated movie that can be completed in about one to five years (this process is not comprised solely of rendering, however). A workstation typically costs $2000 to $16000, with the more expensive stations being able to render much faster, due to the more technologically advanced hardware that they contain. Pixar's Renderman is rendering software which is widely used as the movie animation industry standard, in competition with Mental Ray. It can be bought at the official Pixar website for about $5000 to $8000. It will work on Linux, Mac OS X, and Microsoft Windows based graphics workstations along with an animation program such as Maya and Softimage XSI. Professionals also use digital movie cameras, motion capture or performance capture, bluescreens, film editing software, props, and other tools for movie animation.
When an image is rendered to the screen, it is normally rendered to something called a back buffer. There the computer can draw the image, making any necessary changes to it before it is done. While the computer is rendering, the screen is showing the contents of what is called the primary or active buffer.
When the image is completed, the computer tells the screen to draw from the back buffer. This can be done in one of two ways: the contents of the back buffer can be copied to the primary buffer (or active buffer—the buffer which is currently being shown) or the computer can switch where it is drawing from and make the back buffer the new primary buffer. In this case, the primary buffer becomes the back buffer. This process is usually called double buffering or, informally, "flipping," because the computer is flipping its use of primary and back buffers.
This switching should be carried out when it is imperceptible to the user. Therefore it needs to take place during what is called the "v-sync" or vertical retrace. The v-sync, in CRTs, takes place when the electron guns reach the bottom right of the screen and need to reposition the beam to the top left of the screen. This happens very quickly and the image the guns had just projected remain on the screen as they are moving back to their starting position. While the guns are repositioning themselves, the computer has enough time to flip buffers and the new image will be rendered on the screen on the next pass of the guns. The new image will continued to be displayed until the buffers are flipped once more.
When the computer fails to wait for the v-sync, a condition called sprite breakup or image breakup is perceptible. This is highly undesirable and should always be avoided when possible to maintain the illusion of movement.
Then we have the animation studios who are not interested in photorealistic CGI features, or to be more precise, they want some alternatives to choose from and may prefer one style over another, depending on the movie. For the moment it looks like three dimensional computer animation can be divided into two main directions; photorealistic and non-photorealistic rendering. Photorealistic computer animation can itself be divided into two subcategories; real photorealism (where performance capture is used in the creation of the virtual human characters) and stylized photorealism. Real photorealism is what Final Fantasy tried to achieve and will in the future most likely have the ability to give us live action fantasy features as The Dark Crystal without having to use advanced puppetry and animatronics, while Antz is an example on stylistic photorealism (in the future stylized photorealism will be able to replace traditional stop motion animation as Corpse Bride). None of them are as mentioned perfected yet, but the progress continues. The non-photorealistic/cartoonish direction is more like an extension and improvement of traditional animation, an attempt to make the animation look like a three dimensional version of a cartoon, still using and perfecting the main principles of animation articulated by the Nine Old Men, such as squash and stretch. While a single frame from a photorealistic computer animated feature will look like a photography if done right, a single frame from a cartoonish computer animated feature will look like a painting (not to be confused with cel shading, which produces an ever simpler look).
var int x := 0, y := screenHeight ÷ 2; while x < screenWidth drawBackground() drawSpriteAtXY(x, y) // draw on top of the background x := x + 5 // move to the right
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.
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.
(0, 10, 0) (10, 10, 0)(0,0,0) (10, 0, 0)
The far wall would be:
(0, 10, 20) (10, 10, 20)(0, 0, 20) (10, 0, 20)
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.
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.
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.
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.
Below is a selected list of films that are completely computer animated:
Računarska animacija | Computeranimation | Animazione al computer | אנימציה ממוחשבת | Animasi komputer | Dataanimasjon | Animação digital | Tietokoneanimaatio | คอมพิวเตอร์แอนิเมชัน | 计算机动画
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