Download Guide to Computer Animation: for tv, games, multimedia and by Marcia Kuperberg PDF

By Marcia Kuperberg

Seriously illustrated with colour images, this introductory textbook discusses the fundamentals in the back of laptop animation, spending extra time on technical matters than compositional ones. Kuperberg (School of Media, Arts, and know-how, West Herts university, united kingdom) and collaborators current chapters overlaying instruments and strategies, technical constraints, phases of making 3d animation, animation for multimedia, art for computing device video games, tv animation case reports, and narrative and characterization. the cloth isn't really particular to any specific or software program.

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For television presentation you would probably not be prepared to suffer any quality loss, but for playback via the web you might sacrifice image quality in order to achieve improvements in playback performance. Compression ratio is defined as the ratio of original file size to the compressed file size. The higher the amount of lossy compression applied, the poorer the image quality that results. Fig. 10: The main timeline in Macromedia Director. Image layers are on the vertical axis and frames on the horizontal axis.

Temporal compression aims to save on space by recording only the areas of the image that have changed. For a small object moving against a static background it would be possible to store the entire image in the first frame then subsequently just record the differences from the previous frame. Frames that record only those pixels that have changed since the previous frame are called Delta frames. Fig. 11: A sequence of frames created for the title sequence to the Shell Film & Video Unit CD-ROM Fuel Matters!.

Fig. 19: A 24-bit true colour image for use as a texture map and a 3D object with the texture map applied. This is sufficient to see the shape of the geometry (3D objects) that you have created as a wireframe however, it is more useful to display the 3D objects as solids. This process of calculating what the solid view looks like is called rendering. The most common type is photorealistic rendering which seeks to mimic the real world as closely as possible. Other types of non-photorealistic rendering include cartoon style (¡®toon¡¯ rendering) and various other special effects.

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