Computer Animation
Displaying animation sequences
raster animation
Creating animation sequences
object definition
path specification
key frames
in-betweening
Parametric equations
Steps of a simple computer animation
1. Creating animation sequences
object definition
path specification (for an object or a camera)
key frames
in-betweening
2. Displaying the sequences
raster animation
colour-table animation
Displaying animation sequences
Movies work by fooling our eyes
A sequence of static images presented in a quick
succession appears as continuous flow
Why animation works
The eye cannot register images faster than
approximately 50 frames per second
(30 is just about adequate)
If a gap in the projection occurs, the eye seems to
perform spatial interpolation over the gap
Displaying animation sequences
To achieve smooth animation, a sequence of images
(frames) have to be presented on a screen with the
speed of at least 30 per second
Animations frames can be
pre-computed in advance and pre-loaded in memory
computed in real time (e.g. movement of the cursor)
Raster animation
This is the most common animation technique
Frames are copied very fast from off-screen memory
to the frame buffer
Copying usually done with bitBLT-type operations
Copying can be applied to
complete frames
only parts of the frame which contain some movement
Examples
Ship is redrawn in background colour
Step 1 (erase)
(x,y)
Step 2 (move)
(x,y)
(x+Dx,y+Dy)
x = x + Dx
y = y + Dy
Move ship
Step 3 (draw)
(x,y)
Raster animation - procedures
A part of the frame in the frame buffer needs to be
erased
The static part of the frame is re-projected as a
whole, and the animated part is over-projected.
Double buffering
Used to achieve smooth animation
The next frame of animation is computed to an offscreen buffer at the same time when the current
frame is transferred to the frame buffer.
Create
Frame
Load to the
frame buffer
Create
Frame
Load to the
frame buffer
Create
Frame
Load to the
frame buffer
Time
CREATING ANIMATION SEQUENCES
Object definition
In simple manual systems, the objects can be simply
the artist drawings
In computer-generated animations, models are used
Examples of models:
a "flying logo" in a TV advert
a walking stick-man
a dinosaur attacking its prey in Jurassic Park
Models can be
Rigid (i.e. they have no moving parts)
Articulated (subparts are rigid, but movement is
allowed between the sub-parts)
Dynamic (using physical laws to simulate the motion)
Particle based (animating individual particles using
the statistics of behaviour)
Behaviour based (e.g. based on behaviour of real
animals)
Simple rigid objects can be defined in terms of
polygon tables (3D)
basic shapes such as line segments, circles, splines etc.
(2D)
Rigid body animation is an extension of the threedimensional viewing
Path specification
Impression of movement can be created for two
basic situations, or for their combination:
static object, moving camera
static camera, moving object
The path defines the sequence of locations (for either
the camera or the object) for the consecutive time
frames
Static object, moving camera
Time
F1
F5
F2
F4
F3
Static camera, moving object
F1
F2
F3
F4
Static object, moving camera
The path specifies the spatial coordinates along
which the camera moves
The path is usually specified for a single point, e.g.
the VRP
Static object, moving camera
During movement, the target point in the World
coordinate system can
remain the same (e.g. when walking or flying around the
object to see it from all directions);
change (e.g. standing in one location and looking round, or
moving along a given path and showing the view seen by
the observer while moving).
Static camera, moving object
Path specifying the object movement has to be
defined
The path is defined as the spatial coordinates along
which the object moves
Static camera, moving object
Objects and their parts are defined in a local
coordinate system
Animation path is defined in the World coordinate
system
The path is specified for a single point, e.g. the centre
of the object's local coordinate system
Coordinates of the actual points describing the object
are calculated afterwards
It is important to remember that when the object
moves along the path, not only its position changes,
but also its orientation
KEY FRAMES AND IN-BETWEENING
Rigid body animation
Rigid body animation uses standard 3D
transformations
At least 30 frames per second to achieve smooth
animation
Computing each frame would take too long
Key frames
Compute first a small number of key frames
Interpolate the remaining frames in-between these
key frames (in-betweening)
Key frames can be computed
at equal time intervals
according to some other rules
for example when the direction of the path changes rapidly
In-betweening
The simplest method of in-betweening is linear
interpolation
Interpolation is normally applied to the projected
object points
3
added point
2
2
Key frame k
Halfway frame
Key frame k+1