Per-vertex Animation
Morph target animation, per-vertex animation, shape interpolation, shape keys, or blend shapes is a method of 3D computer animation used together with techniques such as skeletal animation. In a morph target animation, a "deformed" version of a mesh is stored as a series of vertex positions. In each key frame of an animation, the vertices are then interpolated between these stored positions. Technique The "morph target" is a deformed version of a shape. When applied to a human face, for example, the head is first modelled with a neutral expression and a "target deformation" is then created for each other expression. When the face is being animated, the animator can then smoothly morph (or "blend") between the base shape and one or several morph targets. Typical examples of morph targets used in facial animation is a smiling mouth, a closed eye, and a raised eyebrow, but the technique can also be used to morph between, for example, Dr Jekyll and Mr Hyde. Early 3D videogames, su ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Computer Facial Animation
Computer facial animation is primarily an area of computer graphics that encapsulates methods and techniques for generating and animating images or models of a character face. The character can be a human, a humanoid, an animal, a legendary creature or character, etc. Due to its subject and output type, it is also related to many other scientific and artistic fields from psychology to traditional animation. The importance of face, human faces in communication, verbal and non-verbal communication and advances in Graphics processing unit, computer graphics hardware and software have caused considerable scientific, technological, and artistic interests in computer facial animation. Although development of computer graphics methods for facial animation started in the early-1970s, major achievements in this field are more recent and happened since the late 1980s. The body of work around computer facial animation can be divided into two main areas: techniques to generate animation data, ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Computer Graphic Techniques
A computer is a machine that can be programmed to carry out sequences of arithmetic or logical operations (computation) automatically. Modern digital electronic computers can perform generic sets of operations known as programs. These programs enable computers to perform a wide range of tasks. A computer system is a nominally complete computer that includes the hardware, operating system (main software), and peripheral equipment needed and used for full operation. This term may also refer to a group of computers that are linked and function together, such as a computer network or computer cluster. A broad range of industrial and consumer products use computers as control systems. Simple special-purpose devices like microwave ovens and remote controls are included, as are factory devices like industrial robots and computer-aided design, as well as general-purpose devices like personal computers and mobile devices like smartphones. Computers power the Internet, which links bill ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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3D Graphics Software
3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems. 3D graphics stand in contrast to 2D computer graphics which typically use completely different methods and formats for creation and rendering. 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Visual Effects
Visual effects (sometimes abbreviated VFX) is the process by which imagery is created or manipulated outside the context of a live-action shot in filmmaking and video production. The integration of live-action footage and other live-action footage or CGI elements to create realistic imagery is called VFX. VFX involves the integration of live-action footage (which may include in-camera special effects) and generated-imagery (digital or optics, animals or creatures) which look realistic, but would be dangerous, expensive, impractical, time-consuming or impossible to capture on film. Visual effects using computer-generated imagery (CGI) have more recently become accessible to the independent filmmaker with the introduction of affordable and relatively easy-to-use animation and compositing software. History Early developments In 1857, Oscar Rejlander created the world's first "special effects" image by combining different sections of 32 negatives into a single image, making a mon ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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3D Imaging
In computer vision and computer graphics, 3D reconstruction is the process of capturing the shape and appearance of real objects. This process can be accomplished either by active or passive methods. If the model is allowed to change its shape in time, this is referred to as non-rigid or spatio-temporal reconstruction. Motivation and applications The research of 3D reconstruction has always been a difficult goal. By Using 3D reconstruction one can determine any object's 3D profile, as well as knowing the 3D coordinate of any point on the profile. The 3D reconstruction of objects is a generally scientific problem and core technology of a wide variety of fields, such as Computer Aided Geometric Design (CAGD), computer graphics, computer animation, computer vision, medical imaging, computational science, virtual reality, digital media, etc. For instance, the lesion information of the patients can be presented in 3D on the computer, which offers a new and accurate approach in diagno ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Machinima
Machinima, originally machinema () is the use of real-time computer graphics engines to create a cinematic production. Most often, video games are used to generate the computer animation. The word "machinima" is a portmanteau of the words ''machine'' and ''cinema''. Machinima-based artists, sometimes called machinimists or machinimators, are often fan laborers, by virtue of their re-use of copyrighted materials (see below). Machinima offers to provide an archive of gaming performance and access to the look and feel of software and hardware that may already have become obsolete or even unavailable. For game studies, "Machinima's gestures grant access to gaming's historical conditions of possibility and how machinima offers links to a comparative horizon that informs, changes, and fully participates in videogame culture." The practice of using graphics engines from video games arose from the animated software introductions of the 1980s demoscene, Disney Interactive Studios' 199 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Skeletal Animation
Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a surface representation used to draw the character (called the ''mesh'' or ''skin'') and a hierarchical set of interconnected parts (called ''bones'', and collectively forming the ''skeleton'' or ''rig''), a virtual armature used to animate (''pose'' and ''keyframe'') the mesh. While this technique is often used to animate humans and other organic figures, it only serves to make the animation process more intuitive, and the same technique can be used to control the deformation of any object—such as a door, a spoon, a building, or a galaxy. When the animated object is more general than, for example, a humanoid character, the set of "bones" may not be hierarchical or interconnected, but simply represent a higher-level description of the motion of the part of mesh it is influencing. The technique was introduced in 1988 by Nadia Magnen ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Morphing
Morphing is a special effect in motion pictures and animations that changes (or morphs) one image or shape into another through a seamless transition. Traditionally such a depiction would be achieved through dissolving techniques on film. Since the early 1990s, this has been replaced by computer software to create more realistic transitions. A similar method is applied to audio recordings, for example, by changing voices or vocal lines. Early transformation techniques Long before digital morphing, several techniques were used for similar image transformations. Some of those techniques are closer to a matched dissolve - a gradual change between two pictures without warping the shapes in the images - while others did change the shapes in between the start and end phases of the transformation. Tabula scalata Known since at least the end of the 16th century, Tabula scalata is a type of painting with two images divided over a corrugated surface. Each image is only correctly visible ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Inbetweening
Inbetweening, also known as tweening, is a process in animation that involves creating intermediate Film frame, frames, called inbetweens, between two key frame, 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 Cleanup (animation), 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 H ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Crash Bandicoot
''Crash Bandicoot'' is a video game franchise originally developed by Naughty Dog as an exclusive for Sony's PlayStation console. It has seen numerous installments created by various developers and published on multiple platforms. The series consists predominantly of platform games, but also includes spin-offs in the kart racing and party game genres. The series was originally produced by Universal Interactive, which later became known as Vivendi Games; in 2007, Vivendi merged with Activision, which currently owns and publishes the franchise. The games are mostly set on the fictitious Wumpa Islands, an archipelago situated to the south of Australia where humans and mutant animals co-exist, although other locations are common. The protagonist of the series is a genetically enhanced bandicoot named Crash, whose quiet life on the Wumpa Islands is often interrupted by the games' main antagonist, Doctor Neo Cortex, who created Crash and wants him dead as he is a failed experiment. In ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |