animation, & computer




Ever since the first hand-drawn cartoon features entertained 
moviegoers in the 1930s, animation has been an important 
part of the popular culture. Traditional animation uses a 
series of hand-drawn frames that, when shown in rapid 
succession, create the illusion of lifelike movement.

Computer Animation Techniques
The simplest form of computer animation (illustrated in 
games such as Pong) involves drawing an object, then eras-
ing it and redrawing it in a different location. A somewhat 
more sophisticated approach can create motion in a scene 
by displaying a series of pre-drawn images called sprites—
for example, there could be a series of sprites showing a 
sword-wielding troll in different positions.
Since there are only a few intermediate images, the use 
of sprites doesn’t convey truly lifelike motion. Modern 
animation uses a modern version of the traditional drawn 
animation technique. The drawings are “keyframes” that 
capture significant movements by the characters. The key-
frames are later filled in with transitional frames in a pro-
cess called tweening. Since it is possible to create algorithms 
that describe the optimal in-between frames, the advent of 
sufficiently powerful computers has made computer anima-
tion both possible and desirable. Today computer animation 
is used not only for cartoons but also for video games and 
movies. The most striking use of this technique is morph-
ing, where the creation of plausible intermediate images 
between two strikingly different faces creates the illusion of 
one face being transformed into the other.
Algorithms that can realistically animate people, ani-
mals, and other complex objects require the ability to create 
a model that includes the parts of the object that can move 
separately (such as a person’s arms and legs). Because the 
movement of one part of the model often affects the posi-
tions of other parts, a treelike structure is often used to 
describe these relationships. (For example, an elbow moves 
an arm, the arm in turn moves the hand, which in turn 
moves the fingers). Alternatively, live actors performing a 
repertoire of actions or poses can be digitized using wear-
able sensors and then combined to portray situations, such 
as in a video game.
Less complex objects (such as clouds or rainfall) can be 
treated in a simpler way, as a collection of “particles” that 
move together following basic laws of motion and gravity. 

Of course when different models come into contact (for 
example, a person walking in the rain), the interaction 
between the two must also be taken into consideration.
While realism is always desirable, there is inevitably 
a tradeoff between the resources available. Computation-
ally intensive physics models might portray a very realistic 
spray of water using a high-end graphics workstation, but 
simplified models have to be used for a program that runs 
on a game console or desktop PC. The key variables are the 
frame rate (higher is smoother) and the display resolution. 

The amount of available video memory is also a consider-
ation: many desktop PCs sold today have 256MB or more of 
video memory.

Applications
Computer animation is used extensively in many fea-
ture films, such as for creating realistic dinosaurs (Juras-
sic Park) or buglike aliens (Starship Troopers). Computer 
games combine animation techniques with other tech-
niques  to provide smooth 
action within a vivid 3D landscape. Simpler forms of ani-
mation are now a staple of Web site design, often written 
in Java or with the aid of animation scripting programs 
such as Adobe Flash.

The intensive effort that goes into contemporary com-
puter animation suggests that the ability to fascinate the 
human eye that allowed Walt Disney to build an empire is 
just as compelling today.

See also


what-is-analog-and-digital
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