Interpolation (computer Graphics)
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Interpolation (computer Graphics)
In the context of live-action and computer animation, interpolation is inbetweening,{{Cite web, url=https://www.freecodecamp.org/news/understanding-linear-interpolation-in-ui-animations-74701eb9957c/, title=Understanding Linear Interpolation in UI Animation, date=2017-05-14, website=Developer News, language=en, access-date=2019-08-26 or filling in frames between the key frames. It typically calculates the in-between frames through use of (usually) piecewise polynomial interpolation to draw images semi-automatically. For all applications of this type, a set of "key points" is defined by the graphic artist. These are values that are rather widely separated in space or time, and represent the desired result, but only in very coarse steps. The computed interpolation process is then used to insert many new values in between these key points to give a "smoother" result. In its simplest form, this is the drawing of two-dimensional curves. The key points, placed by the artist, are ...
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Live-action
Live action is a form of cinematography or videography that uses photography instead of animation. Some works combine live action with animation to create a live-action animated feature film. Live action is used to define film, video games or similar visual media. Photorealistic animation, particularly modern computer animation, is sometimes erroneously described as "live action", as in the case of some media reports about Disney's remake of the traditionally animated '' The Lion King'' from 1994. According to the Cambridge English Dictionary, live action involves "real people or animals, not models, or images that are drawn, or produced by computer". Overview As the normal process of making visual media involves live action, the term itself is usually superfluous. However, it makes an important distinction in situations in which one might normally expect animation, such as when the work is adapted from a video game, or from an animated cartoon. The phrase "live action" ...
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Computer Animation
Computer animation is the process used for digitally generating Film, moving images. The more general term computer-generated imagery (CGI) encompasses both still images and moving images, while computer animation refers to moving images. Virtual cinematography, Modern computer animation usually uses 3D computer graphics. Computer animation is a digital successor to stop motion and traditional animation. Instead of a physical model or illustration, a digital equivalent is manipulated frame-by-frame. Also, computer-generated animations allow a single graphic artist to produce such content without using actors, expensive set pieces, or Theatrical property, props. To create the illusion of movement, an image is displayed on the computer monitor and repeatedly replaced by a new similar image but advanced slightly in time (usually at a rate of 24, 25, or 30 frames/second). This technique is identical to how the illusion of movement is achieved with television and Film, motion pictur ...
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Inbetweening
Inbetweening, also known as tweening, is a process in animation that involves creating intermediate frames, called inbetweens, between two keyframes. The intended result is to create the illusion of movement by smoothly transitioning one image into another. Traditional animation Traditional inbetweening involves the use of a light table to draw a set of pencil and paper drawings. The process of inbetweening in traditional animation starts with a primary artist, who draws key frames to define movement. After the testing and approval of a rough animation, the scene is passed down to assistants, who perform clean-up and add necessary inbetweening. In large studios, assistants usually add breakdowns, which define the movement in more detail. The scene is then passed down to another assistant, the inbetweener, who completes the animation. In small animation teams, animators will often carry out the full inbetweening process themselves. Dick Huemer developed this system in the 1920s ...
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Polynomial Interpolation
In numerical analysis, polynomial interpolation is the interpolation of a given data set by the polynomial of lowest possible degree that passes through the points in the dataset. Given a set of data points (x_0,y_0), \ldots, (x_n,y_n), with no two x_j the same, a polynomial function p(x)=a_0+a_1x+\cdots+a_nx^n is said to interpolate the data if p(x_j)=y_j for each j\in\. There is always a unique such polynomial, commonly given by two explicit formulas, the Lagrange polynomials and Newton polynomials. Applications The original use of interpolation polynomials was to approximate values of important transcendental functions such as natural logarithm and trigonometric functions. Starting with a few accurately computed data points, the corresponding interpolation polynomial will approximate the function at an arbitrary nearby point. Polynomial interpolation also forms the basis for algorithms in numerical quadrature ( Simpson's rule) and numerical ordinary differential equation ...
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Cardinal Spline
In numerical analysis, a cubic Hermite spline or cubic Hermite interpolator is a spline (mathematics), spline where each piece is a third-degree polynomial specified in Hermite interpolation, Hermite form, that is, by its values and first derivative (mathematics), derivatives at the end points of the corresponding domain of a function, domain interval. Cubic Hermite splines are typically used for interpolation of numeric data specified at given argument values x_1,x_2,\ldots,x_n, to obtain a continuous function. The data should consist of the desired function value and derivative at each x_k. (If only the values are provided, the derivatives must be estimated from them.) The Hermite formula is applied to each interval (x_k, x_) separately. The resulting spline will be continuous and will have continuous first derivative. Cubic polynomial splines can be specified in other ways, the Bezier cubic being the most common. However, these two methods provide the same set of splines, ...
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Nonuniform Rational B-spline
Non-uniform rational basis spline (NURBS) is a mathematical model using basis splines (B-splines) that is commonly used in computer graphics for representing curves and surfaces. It offers great flexibility and precision for handling both analytic (defined by common mathematical formulae) and modeled shapes. It is a type of curve modeling, as opposed to polygonal modeling or digital sculpting. NURBS curves are commonly used in computer-aided design (CAD), manufacturing (CAM), and engineering (CAE). They are part of numerous industry-wide standards, such as IGES, STEP, ACIS, and PHIGS. Tools for creating and editing NURBS surfaces are found in various 3D graphics, rendering, and animation software packages. They can be efficiently handled by computer programs yet allow for easy human interaction. NURBS surfaces are functions of two parameters mapping to a surface in three-dimensional space. The shape of the surface is determined by control points. In a compact form, NURB ...
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Bézier Curve
A Bézier curve ( , ) is a parametric equation, parametric curve used in computer graphics and related fields. A set of discrete "control points" defines a smooth, continuous curve by means of a formula. Usually the curve is intended to approximate a real-world shape that otherwise has no mathematical representation or whose representation is unknown or too complicated. The Bézier curve is named after France, French engineer Pierre Bézier (1910–1999), who used it in the 1960s for designing curves for the bodywork of Renault cars. Other uses include the design of computer fonts and animation. Bézier curves can be combined to form a Composite Bézier curve, Bézier spline, or generalized to higher dimensions to form Bézier surfaces. The Bézier triangle is a special case of the latter. In vector graphics, Bézier curves are used to model smooth curves that can be scaled indefinitely. "Paths", as they are commonly referred to in image manipulation programs, are combinations of ...
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Motion Control
Motion control is a sub-field of automation, encompassing the systems or sub-systems involved in moving parts of machines in a controlled manner. Motion control systems are extensively used in a variety of fields for automation purposes, including precision engineering, micromanufacturing, biotechnology, and nanotechnology. The main components involved typically include a motion controller, an energy amplifier, and one or more prime movers or actuators. Motion control may be open loop or closed loop. In open loop systems, the controller sends a command through the amplifier to the prime mover or actuator, and does not know if the desired motion was actually achieved. Typical systems include stepper motor or fan control. For tighter control with more precision, a measuring device may be added to the system (usually near the end motion). When the measurement is converted to a signal that is sent back to the controller, and the controller compensates for any error, it becomes a C ...
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Key Frame
In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending points of a smooth transition. These are called ''frames'' because their position in time is measured in frames on a strip of film or on a digital video editing timeline. A sequence of key frames defines which movement the viewer will see, whereas the position of the key frames on the film, video, or animation defines the timing of the movement. Because only two or three key frames over the span of a second do not create the illusion of movement, the remaining frames are filled with " inbetweens". Use of key frames as a means to change parameters In software packages that support animation, especially 3D graphics, there are many parameters that can be changed for any one object. One example of such an object is a light. In 3D graphics, lights function similarly to real-world lights. They cause illumination, cast shadows, and create specular highlights. Lights ha ...
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Kochanek–Bartels Spline
In mathematics, a Kochanek–Bartels spline or Kochanek–Bartels curve is a cubic Hermite spline with tension, bias, and continuity parameters defined to change the behavior of the tangents. Given ''n'' + 1 knots, :p0, ..., p''n'', to be interpolated with ''n'' cubic Hermite curve segments, for each curve we have a starting point p''i'' and an ending point p''i''+1 with starting tangent d''i'' and ending tangent d''i''+1 defined by :\mathbf_i = \frac(\mathbf_i-\mathbf_) + \frac(\mathbf_-\mathbf_i) :\mathbf_ = \frac(\mathbf_-\mathbf_) + \frac(\mathbf_-\mathbf_) where... Setting each parameter to zero would give a Catmull–Rom spline. The source code of Steve Noskowicz in 1996 actually describes the impact that each of these values has on the drawn curve: The code includes matrix summary needed to generate these splines in a BASIC Basic or BASIC may refer to: Science and technology * BASIC, a computer programming language * Basic (chemistry), having the properties o ...
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Anisotropic Filtering
In 3D computer graphics, anisotropic filtering (AF) is a technique that improves the appearance of Texture filtering, textures, especially on surfaces viewed at sharp Viewing angle, angles. It helps make textures look sharper and more detailed by reducing blur and aliasing that can occur when surfaces are angled away from the viewer. Anisotropy, Anisotropic filtering works by applying different amounts of filtering in different directions, unlike simpler methods like Bilinear filtering, bilinear and trilinear filtering which filter equally in all directions. While it requires more processing power than these simpler methods, anisotropic filtering became a standard feature in most graphics cards in the late 1990s and is now commonly used in games and other 3D applications, often with user-adjustable settings. Comparison to isotropic algorithms Anisotropic filtering enhances texture sharpness, counteracting the blur introduced by mipmapping, a common Anti-aliasing filter, ...
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Bilinear Interpolation
In mathematics, bilinear interpolation is a method for interpolating functions of two variables (e.g., ''x'' and ''y'') using repeated linear interpolation. It is usually applied to functions sampled on a 2D rectilinear grid, though it can be generalized to functions defined on the vertices of (a mesh of) arbitrary convex quadrilaterals. Bilinear interpolation is performed using linear interpolation first in one direction, and then again in another direction. Although each step is linear in the sampled values and in the position, the interpolation as a whole is not linear but rather quadratic in the sample location. Bilinear interpolation is one of the basic resampling techniques in computer vision and image processing, where it is also called bilinear filtering or bilinear texture mapping. Computation Suppose that we want to find the value of the unknown function ''f'' at the point (''x'', ''y''). It is assumed that we know the value of ''f'' at the four points ''Q''11 = ...
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