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XII - Animation and Kinematics

Published online by Cambridge University Press:  05 June 2012

Samuel R. Buss
Affiliation:
University of California, San Diego
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Summary

Overview

The term animation refers to the process of specifying or controlling the movement of objects. Of particular concern to us in this chapter is the use of mathematical techniques to aid in the programming of animation.

Traditional animation techniques, used notably in movies, substantially predate computerized animation. Traditionally, animation requires drawing a series of pictures, each picture showing an instantaneous snapshot of objects in motion. These are then displayed in rapid succession, giving the visual effect of smooth motion. The same general idea applies to computer animation: a software program repeatedly renders a three-dimensional scene with each scene showing the objects at a particular point in time. These scenes are then displayed at a sufficiently fast frame rate to give the visual illusion of motion.

Nowadays, much of the work of animation is being taken over by computers. An artist will create objects, people, creatures, and so on as three-dimensional models in a CAD program. These models can include information about the formation and permissible motions of the objects. For instance, an object may have a skeleton of rigid links connected by joints, and the joints can be given characteristics that control their motion. The rest of the object can be controlled to move in synchronization with the skeleton. One such technique is called skinning and permits the “skin,” or surface, of a creature to move in conjunction with the movement of the skeleton.

Type
Chapter
Information
3D Computer Graphics
A Mathematical Introduction with OpenGL
, pp. 289 - 318
Publisher: Cambridge University Press
Print publication year: 2003

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  • Animation and Kinematics
  • Samuel R. Buss, University of California, San Diego
  • Book: 3D Computer Graphics
  • Online publication: 05 June 2012
  • Chapter DOI: https://doi.org/10.1017/CBO9780511804991.013
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  • Animation and Kinematics
  • Samuel R. Buss, University of California, San Diego
  • Book: 3D Computer Graphics
  • Online publication: 05 June 2012
  • Chapter DOI: https://doi.org/10.1017/CBO9780511804991.013
Available formats
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Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

  • Animation and Kinematics
  • Samuel R. Buss, University of California, San Diego
  • Book: 3D Computer Graphics
  • Online publication: 05 June 2012
  • Chapter DOI: https://doi.org/10.1017/CBO9780511804991.013
Available formats
×