300x250 ComputerGraphics27 Interpolating Values 3.1 Interpolation The foundation of most computer animation is the interpolation of values. The interpolation of the position in space is nontrivial and requires some discussion of issues; the appropriate interpolating function, the parameterization of the function. Keep in mind that any changeable values such as an object's transparency, the camera's focal length, or the color of a light source.. 2022. 10. 31. Quaternion representation 2.2.4 Quaternion representation Fixed angle representation and so far have drawbacks when interpolating intermediate orientations. A better approach is to use quaternions. A quaternion is a four-tuple of real numbers, [s,x,y,z], or [s,v] consisting of a scalar s, and a three-dimensional vector, v. The quaternion contains the same information in a different form that can be interpolated as well a.. 2022. 10. 27. Orientation representation 2.2 Orientation representation The best way to represent the position and orientation of an object and how to interpolate the represented informations over time to produce motion is a common issue in computer animation. A typcial scenario is, in two transformed states, to interpolate intermediate states, thus producing animated key-frame motion. Another scenario is when object is to undergo two .. 2022. 10. 26. Error consideration 2.1.8 Error consideration Accumulated round-off error Once the object space to world space transformation matrix has been formed, the object is transformed into world space by multiplying all of the object's object space points by the transformation matrix. When an object's position and orientation are animated, its point will be repeatedly transformed over time. One way to do this is to repeate.. 2022. 10. 24. 이전 1 2 3 4 5 6 7 다음 300x250