By Alan Watt, M. Watt
Facing state of the art suggestions in rendering and animation, this article presents a different synthesis of complex strategies now not formerly to be had in a single coherent resource.
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Extra resources for Advanced animation and rendering techniques
This complete process is very intuitive for the animator as she does not have to worry about the camera and the character separately, once the view space has been 22 2 A Framework for View-Dependent Animation Fig. 9. The left image shows the path traced on the envelope of the view space. The right image shows a close-up view of the path. The larger green sphere at the end of the path shows the position of the (current) camera when this snapshot was captured (see colour insert). Current Pose (blend of pose at #1 and #2) Pose at selected Key viewpoint #1 Current Viewpoint Selected /"-closest Key viewpoints ( r = 2) Pose at selected Key viewpoint #2 Fig.
Hence, we capture all the different variations possible while defining a camera in the framework. The view direction, viewpoint, and focal length of the camera are the parameters that constitute a camera matrix. Note that the view space is an abstract representation and can be easily used with the view parameters encoded in the form of a camera matrix. In Chapters. 3 and 4 we present techniques used to extract the various view parameters from the camera matrix, which are recovered from the given inputs.
The animation is generated using normal keyframing. It can be seamlessly blended with a moving-camera animation by simply maintaining the desired continuity among the cameras in successive frames. Hence, the framework can easily fit into a conventional animation work flow. 3. 5 Chapter Summary In this chapter, we first start by examined the prior work done toward developing different representations of character poses and rendering cameras. Animations are 30 2 A Framework for View-Dependent Animation created using abstract representations for a space of character poses, like simplicial complexes and spatial key framing.