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IAT 241

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Rules of reality need not apply. History of Animation ... Zoetrope. Flip Book and other mechanisms. Film. Drawn (flat artwork) Stop Motion (real objects) ... – PowerPoint PPT presentation

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Title: IAT 241


1
IAT 241
  • Jay C. Page

2
What is Animation?
  • Series of still images
  • Perception of continuous motion
  • Persistence of vision
  • Suspension of disbelief
  • Rules of reality need not apply

3
History of Animation
  • Ancient wall carvings
  • Roman paintings with pillars
  • Zoetrope
  • Flip Book and other mechanisms
  • Film
  • Drawn (flat artwork)
  • Stop Motion (real objects)
  • Computer Generated (no objects)

4
Frame Rate
  • Time as uniform discrete chunks
  • Frames per Second (FPS)
  • Important Frame rates 8 , 24, 30, 60
  • Stroboscopic effects
  • Strobe appearing to stop rotation
  • Wheels seem to spin backwards

5
What is 3D ?
  • What is 2D ?
  • What is 1D ?
  • What is D ?

6
Cartesian Coordinates Review
  • 1D is a number line
  • Counting can be absolute or relative
  • 2D is 2 perpendicular axes (x, y)
  • 3D is 3 perpendicular axes (x, y, z)

7
3D Planes
  • 3 unique planes exits between axes
  • XY Plane between X and Y axes
  • XZ Plane between X and Z axes
  • YZ Plane between Y and Z axes

8
3D Polygonal Object
  • Vertices (plural form of vertex)
  • Edge(s)
  • Face(s)
  • Normal(s)

9
Anatomy of a 3D object
  • Vertex list
  • Face List
  • Extra data for vertices or faces
  • Transformation Matrix

10
Transformations
  • Translation (movement)
  • Rotation (spinning)
  • Scale (size)

11
Translation
  • All parts of an object move together specified by
    X, Y, Z values

12
Rotation
  • All parts of an object spin together around a
    common center.
  • Rot. center is described as an axis.
  • ie Rotating around X, Y or Z axis by a certain
    number of degrees.
  • These are known as Euler angles.

13
Scale
  • All parts of an object move towards or away from
    a common center.
  • Scale is a multiple. ie 0.5 is ½ size
  • Scale is applied independently along each axis

14
Coordinate systemsGlobal
  • Global coordinate system axes are absolute and
    universally oriented the same.
  • The global axes can be configured in different
    ways. ie Z up or Y up

15
Coordinate SystemsLocal
  • Local coordinate systems are relative to their
    reference system.
  • Their 3 perpendicular axes may be oriented in any
    direction.

16
Projecting 3D onto 2D
  • Perspective and Orthographic projections are
    used.
  • Cameras are used to define perspective
    projections and associated parameters.

17
Orthographic Projections
  • In Orthographic projections, parallel lines
    remain parallel.
  • No matter how far away an object is it will
    remain the same size.
  • Multiple orthographic projections are needed to
    properly locate objects.

18
Perspective Projections
  • Parallel lines converge in the distance.
  • The farther away an object is, the smaller is
    appears.
  • Field of View (FOV) is the angle which describes
    the edges of the projection plane and perspective
    amount.

19
Clipping Distance
  • Objects farther from the camera than the clipping
    distance will not be projected.

20
End of Slides
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