Computer animation production
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ComputerGraphics

Computer animation production

by Midfall 2022. 10. 17.
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1.4 Computer animation production 

Many aspects of rendering can be selectively turned on or off to provide great flexibility wihtout committing to the full computations. Often the resulting animation can be computed in real time for very effective motion testing. Wire frame rendering of objects can be used in testing. 

It is common practice to take computational shortcuts when they do not affect the quality of the final product. The animator can select which objects can shadow which other objects in the scene. Selective shadowing saves time over a more robust approach. In animation, environmental mapping is commonly used instead of ray tracing; photorealistic rendering is typically avoided.

Computer animation has the equivalent of test shots and pencil tests. Because separate stages of computer animation can be independently controlled, it is even better suited for these evaluation techniques than conventional animation.

 

1.4.1 Computer animation production tasks

Motion control is only one aspect of the effort. The other tasks should not be overlooked. Producing quality animation is a trial-and-error iterative process. Here is the system used to produce Pixar's Toy Story.

 

The Story Department translates the verbal into the visual. The screenplay enters the Story Department, the storyboard is developed.

 

The Art Department creates the designs and color studies including detailed model description and lighting scenarios. The Art Department develops a consistent look which guides Modeling, Layout and Shading Department.

 

The Modeling Department creates the characters and the world. Every brick and stick must be handcrafted. Often, figures with jointed appendages are created as parameterized models. Parameters control standard movements of the figure. This facilitates the ability of animators ensuring that the animation remains consistent with the concept of the model.

 

The Shading Department lies between the Modeling and Lighting Department. Shading must translate the visual appearance into texture maps, displacement shaders, and lighting models. The visual qualities of its surface are determined from shading. 

 

On the other path between Modling and Lighting lies the Layout Department. Layout takes the film from two dimensions to three dimensions. It implements proper staging(designing the space) and blocking(planning general movements of the actors and camera)

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