TL;DR: The capability offered by key frame techniques has been sufficient to permit Peter Foldes to make the award-winning film "Hunger" and more recently the extension of the system towards the animation of graphs and charts where the dynamics in …
Abstract: motion dynamics and motion tapers. However, interpolation in space is linear. Each in-between frame is determined uniquely by the source key, the destination key, and the time dynamics. Hidden Line Removal and Matting A simple technique for removing transparency in two dimensional images is through the use of hierarchy of parallel 2D planes. The actual image is composed of elements which are placed on different planes. In the computation of the composite image, the elements on higher planes block out elements on lower planes. The image components are drawn as silhouettes, enclosed by connected outlines which are subsequently filled in by a scan conversion program, so as to produce solid areas. This matting process was used in the sequence shown in Fig. 1, taken from "Daphnis et Chloe" by Peter Foldes. In this sequence there are fourteen levels of visibility, (each finger is at a different level). The figure shows the composite-line image with transparency removed. A companion sequence contains the corresponding colour areas, which are derived from the silhouette outlines. The matte technique was also used to remove transparency in overlapping areas. How the two sequences are combined to form the final sequence, depends whether the desired effect is colour areas with black lines or white lines (Fig. 2). Black-line image is closer to conventional animation in appearance. Treating the image material as a hierarchy of parallel planes makes the process of computing the hidden portions of the image suited to mini-computer based systems in that the data are implicitly sorted (by plane). Since only the current level need be kept in high speed memory at any one time, the desired composite image can be conveniently segmented as dictated by the available memory. The capability offered by key frame techniques has been sufficient to permit Peter Foldes to make the award-winning film "Hunger" (Prizes at film festivals at Cannes, Chicago, Barcelona as well as a nomination for an Academy Award). There are, however , limitations imposed by the fact that motion is linear in space and there usually is a discon-Our main interest, at the National Research Council of Canada, has been the development of a system for the professional animator in the traditional film industry. The primary form has been animation with free form drawn images. More recently we have been investigating the extension of our system towards the animation of graphs and charts where the dynamics in …
TL;DR: Although each of the following topics are aspects of a real-time animation environment deserving a detailed explanation, they will be dealt with in a way to introduce to the reader basic requirements and problems.
Abstract: A comprehensive 3-D real-time computer animation system is based upon a broad range of research activities in the field of computer graphics. In many ways the requirements for such a system are more challenging and complex than for other graphics systems. This is particularly true if one builds a language and a system which is truly user oriented and which has viable production capabilities for researchers and film makers. Too often systems which are the result of a research experiment in hardware or software design do not go beyond a beautiful demonstration of potentialities. Such experimentation is essential to advance the state of knowledge but if computer animation is to become a new research and production instrument we must, in addition, provide more examples of useable systems.Although each of the following topics are aspects of a real-time animation environment deserving a detailed explanation, they will be dealt with in a way to introduce to the reader basic requirements and problems. The topics are:I. STATE OF THE ART SYSTEMS, AND LANGUAGES• Used as references and as a basis of comparison.II. AN ANIMATION ENVIRONMENT• Several systems and languages are being implemented to run under RSX-11/D on our PDP-11/45 computer.A. VISIBLE SURFACE SYSTEM• Allan Myers' algorithm• VILAN (VIsual LANguage)B. GRAPHICS SUPPORT SYSTEM• Manfred Knemeyer's system for handling hardware devices, data structures, management of transformations and time, and memory management for the graphics buffer.C. ANIMA• A new graphics programming language has been designed and is being implemented.D. DATA GENERATION SYSTEM• Some approaches to problems are briefly discussed.III. DISPLAY HARDWARE AND GRAPHICS ALGORITHMS• The problems presented by the order of transformations in an algorithm are briefly described.IV. HIGH PERFORMANCE GRAPHICS• some speculations
TL;DR: An important aspect of a real-time animation/graphics system is the definition and management of time and time-dependent relationships: a correlation between "time in the outside world" and the program parameter considered to be "time" by the system must be established.
Abstract: An important aspect of a real-time animation/graphics system is the definition and management of time and time-dependent relationships: a correlation between "time in the outside world" and the program parameter considered to be "time" by the system must be established, and time-dependent relationships between user-defined objects must be fairly easily specified and possibly subsequently changed.
TL;DR: The most popular subdivisions of passive graphics—microfilm recorders and plotters—in detail are described in detail and some of the pit-falls of this powerful computing tool are indicated.
TL;DR: The role of computer animation in visualizing the behavior of simulation models of complex processes and systems is described and plans for extensions and elaborations to provide a comprehensive and responsive environment for transportation systems modeling are outlined.
Abstract: The role of computer animation in visualizing the behavior of simulation models of complex processes and systems is described. The results of a demonstration project applying this technique to transportation planning are reported and analyzed. The study involved the modeling and display of passenger flow in a subway station. It was carried out by using SIMULOGO, a new discrete-event simulation language, and ZAPP, a new computer animation system, which are discussed in the paper. Planned extensions and elaborations of these facilities to provide a comprehensive and responsive environment for transportation systems modeling are outlined.
TL;DR: Computer-generated graphic displays can be used by transportation agencies to inform the public about certain aspects of a project before, during, and after a public hearing.
Abstract: Computer-generated graphic displays can be used by transportation agencies to inform the public about certain aspects of a project before, during, and after a public hearing. These displays may be passive, or they may be generated interactively at a computer graphics display. In addition, some information may be presented as computer-generated animation. The application areas of passive computer graphics include mapping, land use plots, perspective views of facilities, origin and destination study plots, and environmental study plots. Interactive computer graphics may be used in these same areas, but the parameters used to create a plot may be changed to quickly create a new display. Animation has been used to simulate driving along or flying over a project. Current technology allows computer graphics to be used in the public hearing process. Future developments in computer graphics hardware and software should allow displays to be created that are more aesthetically pleasing and cost effective./AUTHOR/
TL;DR: Two models are used to illustrate the concept of parametric polygonal models, where animation is reduced to specifying the parameter values for each frame of a sequence.
TL;DR: A system is described for the generation of real time quasi three-dimensional animated television images using a composite of the "multi-plane" cartoon animation technique and three- dimensional object projection techniques using polygonal patch representations of objects.
Abstract: A system is described for the generation of real time quasi three-dimensional animated television images. The technique utilized is a composite of the "multi-plane" cartoon animation technique and three-dimensional object projection techniques using polygonal patch representations of objects. The hardware environment consists of a hierarchical memory structure utilizing shift register "background" planes and a fast random access main image "foreground" plane. The foreground plane has a variable "depth" with respect to the background planes. Perspective relations in the image structure are maintained in real time with only infrequent updating of the background data.
TL;DR: It is clear that the indirect approach can potentially produce a far superior product and during the optical reduction, it is possible to use the printer for special effects that are not easily programmed.
Abstract: color print film can be used instead of high speed Ektachrome used in most direct color film recorders (described below). There are color print films that have a resolution in excess of 200 line pairs/mm in any color. That contrasts sharply with the 20-50 line pairs/mm obtainable with high speed Ektachrome. This becomes important when we recognize the fact that a high quality film recorder is capable of imaging over 150 line pairs/mm on 16mm film. Thus, it is clear that the indirect approach can potentially produce a far superior product. A second point is that during the optical reduction, it is possible to use the printer for special effects that are not easily programmed. For example, fades and dissolves can be added for essentially no additional effort. A far better control over color can be expected. If the user is unhappy with the choice of colors, the film can be reprinted with different colors. This involves no additional computer runs. There is one special effect we have used at Livermore on a number of occasions that provides a result that is not easily accomplished by programming. As a simple example, consider two distorted grids that overlay one another. Let the one to be in front colored red and the one to be in back colored green. Suppose further that these grids move with respect to one another. At all those points that the grids cross the film will show yellow (red + green = yellow). This array of yellow dots gives an undesirable effect that can distract from the information the programmer was trying to convey. It is, in effect, a type of optical noise. To eliminate this effect by programming means computing all of the intersections of the two grids, breaking the green lines into segments with the proper spaces left for the red lines. This is a very time-consuming process and not a trivial one to be done efficiently. A far simpler solution is to first make a negative copy of the black and white film that is to be colored red. We call this a negative mask. This film is clear except for the black lines. Now the film to be colored red is printed onto color film with the red filter. After the color film is backed up in the printer, the film to be colored green is printed through the negative red mask. This …
TL;DR: A number of ways in which computer-generated animation can be used were examined in relation to the suitability for the engineering task at hand, primarily concerned with attempting to combine two different types of simulation.
Abstract: The development of computer-generated animation techniques was reviewed and some examples of the current state of the art were described. A number of ways in which computer-generated animation can be used were examined in relation to the suitability for the engineering task at hand. The examples described are primarily concerned with attempting to combine two different types of simulation: that of superposition of an engineering design on the surrounding real world, and an evaluation of this simulation both from an engineering design and an aesthetic point of view.