Computer Animation Computer Animation




Animation has historically been produced in two ways.The first is by artists creating a succession of cartoon frames, which are then combined into a film. A second method is by using physical models, e.g. King Kong, which are positioned, the image recorded, then the model is moved, the next image is recorded, and this process is continued.
Computer animation can be produced by using a rendering machine to produce successive frames wherein some aspect of the image is varied. For a simple animation this might be just moving the camera or the relative motion of rigid bodies in the scene. This is analogous to the second technique described above, i.e., using physical models. More sophisticated computer animation can move the camera and/or the objects in more interesting ways, e.g. along computed curved paths, and can even use the laws of Physics to determine the behavior of objects.

Animation is used in Visualization to show the time dependent behavior of complex systems.
A major part of animation is motion control. Early systems did not have the computational power to allow for animation preview and interactive control. Also, many early animators were computer scientists rather than artists. Thus, scripting systems were developed. These systems were used as a computer high level language where the animator wrote a script (program) to control the animation. Whereas a high level programming language allows for the definition of complex data types, the scripting languages allowed for the definition of "actors", objects with their own animation rules.

Later systems have allowed for different types of motion control. One way to classify animation techniques is by the level of abstraction in the motion control techniques. A low-level system requires the animator to precisely specify each detail of motion, whereas a high-level system would allow them to use more general or abstract methods. For example, to move a simple rigid object such as a cube, requires six degrees of freedom (numbers) per frame. A more complex object will have more degrees of freedom, for example a bird might have over twenty degrees of freedom. Now think about animating an entire flock of birds.


Therefore, a Control Hierarchy is required, so that high level control constructs can be specified which are then mapped into more detailed control constructs. This is analogous to high level computer languages with complex control structures or data types which are translated at runtime into low level constructs.

Scripting Systems
Scripting Systems were the earliest type of motion control systems. The animator writes a script in the animation language. Thus, the user must learn this language and the system is not interactive. One scripting system is ASAS (Actor Script Animation Language), which has a syntax similar to LISP. ASAS introduced the concept of an actor, i.e., a complex object which has its own animation rules. For example, in animating a bicycle, the wheels will rotate in their own coordinate system and the animator doesn't have to worry about this detail. Actors can communicate with other actors be sending messages and so can synchronize their movements. This is similar to the behavior of objects in object-oriented languages.

Procedural Animation
Procedures are used that define movement over time. These might be procedures that use the laws of physics (Physically - based modeling) or animator generated methods. An example is a motion that is the result of some other action (this is called a "secondary action"), for example throwing a ball which hits another object and causes the second object to move.

Representational Animation
This technique allows an object to change its shape during the animation There are three subcategories to this. The first is the animation of articulated objects, i.e., complex objects composed of connected rigid segments. The second is soft object animation used for deforming and animating the deformation of objects, e.g. skin over a body or facial muscles. The third is morphing which is the changing of one shape into another quite different shape. This can be done in two or three dimensions,font color = green>.

Stochastic Animation
This uses stochastic processes to control groups of objects, such as in particle systems. Examples are fireworks, fire, water falls, etc.


Behavioral Animation

Objects or "actors" are given rules about how they react to their environment. Examples are schools of fish or flocks of birds where each individual behaves according to a set of rules defined by the animator.


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