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Texture Mapping: Components of Animation

Texture mapping is a rendering technique that allows predefined textures or patterns to be applied to smooth surfaces, making them appear rougher or more detailed. This is done by mapping texture coordinate values to surface coordinate values using a linear mapping function. Key frames define the position and movement of objects over time in an animation sequence. In-between frames are generated between key frames to smooth out the motion. Morphing transforms the shape of objects from one form to another through interpolation between key frames where the number of vertices and edges are equalized.

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0% found this document useful (0 votes)
47 views

Texture Mapping: Components of Animation

Texture mapping is a rendering technique that allows predefined textures or patterns to be applied to smooth surfaces, making them appear rougher or more detailed. This is done by mapping texture coordinate values to surface coordinate values using a linear mapping function. Key frames define the position and movement of objects over time in an animation sequence. In-between frames are generated between key frames to smooth out the motion. Morphing transforms the shape of objects from one form to another through interpolation between key frames where the number of vertices and edges are equalized.

Uploaded by

Avni Sharma
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Texture mapping

The rendering technique discussed so far can only yield display of objects having smooth and
featured surface appearance. It cannot emulate surface texture or surface pattern details that are
characteristics of most real-life objects. For example, brick walls, wooden furniture etc.
We can add predefined texture to a smooth surface in two senses:
1. Add specified pattern but the surface still appears smooth; the process is known as texture
mapping. Basically mapping function is used that maps texture space into object space.
2. Add characteristics roughness; the process is known as bump mapping.

Usually the texture is defined with a rectangular grid of intensity values in the texture space
referred with orthogonal coordinate values, say(s,t). Surface position in the object space or scene
is referred with orthogonal coordinate’s values, say (u, v). A linear texture mapping may then be
defined as

U=f(s, t) = Aus + But + Cu


V=φ(s, t) = Avs + Bvt + Cv

After mapping from texture space to object space, the final object-to-image space mapping is
accomplished using standard projection transformation.

Animation

Computer animation generally refers to any time sequence of visual changes in a scene.
A computer generated animation could display time variations in object, size, color,
transparency, or surface texture. Advertising animations offer transition from one object shape
into another; for example a car turning into a tiger. Computer animation can also be generated by
changing the camera parameters, such as position, orientation and focal length. It can also
produce computer animations by changing lighting effects or other parameters and procedures
associated with illumination and rendering.

Components of animation
An animation sequence is designed with the help of the following steps
1. Story board
It is the outline of the action. It defines the motion sequence as asset of basic events that
are to take place. Depending on the type of animation to be produced, the story board
would consist of a set of rough sketches or it could be the list of basic ideas for the
motion.
2. Object definition
An object definition is given to each participant in the action. Object can be defined in
terms of basic shapes such as polygons, circles, arc, spheres etc. In addition, the
associated movements of each object are specified along with the shape.
3. Key-frame specification
A key frame is a detailed drawing of a scene at a certain time in the animation sequence.
Within each key frame, each object is positioned according to time for that frame. More
key frames are specified for complex than simple, slowly varying motion.
4. Generation of in-between frames
In-between frames are file intermediate frames between the key frames. The number of in
between frames needed is determined by the media to be used to display the animation.
Film requires 24-frames per second and graphic sequences are refreshed at the rate of 30
to 60 frames per second. Typically, time intervals for motion are set up so that there are
from 3 to 5 in between frames for each pair of key frames.

Depending on the speed specified for the motion, some key frames can be duplicated. For
a 1-minute film sequence with no duplication, we would need 1440 key frames. With 5
in-betweens for each pair of key frames, we would need 288 key frames. If the motion is
not too complicated, we could space the key frames a little farther apart.

MORPHING:

A transformation of object shapes from one form to another is called morphing which is a
shortened form of metamorphosis. Morphing methods could be applied to any motion or
transition involving change of shape.
Given the key frames of an object transformation, we first adjust the object specification
in one of the frames so that the number of polygon edges(or the number of vertices) is
same for both frames.

1 1

2 2

An edge with vertex positions 1 & 2 in key frame K evolves into two connected edges in
key frame K+1.

Added point

1 2
Key frame Halfway Key frame
K frame k+1

For manufacturing a line segment in key frame k into two connected line segment in key
frame K+1.
Linear interpolation for transforming a triangle into a quadrilateral.
A straight line segment in key frame k is transformed into two segments in key frame
k+1. Since key frame k+1 have an extra vertex, we added a vertex between vertices 1 & 2
in key frame k to balance the No. of vertices (& edges) in the two key frames.
We can state general processing rules for equalizing key frames in terms of either the No.
of edges or the No. of vertices to be added to a key frame.

RULES OF EDGES:

Let Lk & Lk+1 denote line segments in consecutive frames.


(1) Lmax(Lk,Lk+1)
Lmin=min (Lk, Lk+1)
(2)Ne=Lmax mod Lmin
(3)Ns=int(Lmax/Lmin)

Where Ne denotes the No. of edges to be divided.


Ns denote the No. of sections.
(4) The preprocessing is accomplished by dividing Ne(No of edges) to Ns+1 sections.

RULES FOR VERTICES:

Let Vk and Vk+1 denote the no. of vertices in the two consecutive frames.
(1)Vmax=max(Vk,Vk+1)
Vmin=min(Vk,Vk+1)
(2)Nes=(Vmax-1) mod (Vmin-1)
Nes---No. of line sections
(3)Np=int(Vmax/Vmin-1)
Np---No. of points to be added.
(4)Processing using vertex count is performed by adding the number of points to the
number of line sections.

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