- •Initial 1960s developments
- •Interval Analysis For Computer Graphics
- •2 Inclusion Functions
- •3.1.1 The Problem of Indeterminacy
- •1Would like to thartk At Barr for his support and encouragement of the publication
- •Inrez’vd.
- •Imaginary temple in its nighttime array of blues
- •Variety of different angles during the course of
- •Is ready for interpolation.
Is ready for interpolation.
Since the display processing operates faster
than the interpolations, the critical path includes
all of the interpolations, but no other
processes, as the diagram indicates. If by chance
the work required to display a single frame is
completed ahead of schedule, an internal clock
delays the program for the proper interval of
time. The work will never fall behind schedule,
since before the playback process begins, each
sketch has been subdivided only into a number of
points that can be handled at 12 frames per second.
For our present equipment configuration, this
limit has been measured at about 2800 points,
which allows sketches of far greater complexity
than can be previewed using the pre-calculation
method, due to disk-to-core transfer speed limitations.
Of course, sketches of considerable
complexity take on a slightly coarser appearance
due to this filtering/subdivision algorithm, but
the results so far have been very satisfactory.
For sketches containing an initial point count
of under 5000, the filter-down is almost impossible
to detect. Very seldom has any sketch produced
by the artists working on the Cornell system
exceeded 7000 points, which makes the technique
viable for use in a production environment.
In addition to the real-time playback capability,
individual frames in the animated sequence
can be transferred to the color display
for stop-frame examination. The image thus presented
to the artist looks exactly as will the
final film, including multiple-cel opaquing and
full color shading.
IV. CONCLUSION
This paper has presented an overview of the
key-frame computer animation system currently
under development at the Cornell Program of
Computer Graphics.
The basic algorithm employed is a linear interpolation
between successive pairs of key frames.
These key frames are composed of artwork input by
the animator on a graphic tablet and displayed on
either a black and white vector scope or a color
halftone CRT. The attributes of this animation
package are:
1) The initial working environment is twodimensional,
and any of the following
graphic media may be used:
a. Free-form line sketches.
b. Line sketches with color infilling.
c. Color paintings.
d. Two-dimensional projections of complex
three-dimensional scenes.
2) These two-dimensional images are combined
using a multiplane cel animation technique
to produce depth and motion illusions.
3) Real-time film previewing, utilizing an
on-the-fly interpolation algorithm, provides
the artist with instant playback
of animated sequences.
4) All interaction with the program is pictorial
in order to facilitate the use of
this system by the non-programming artist.
It is evident that numerous approaches have
been taken to computer animation. This can be
ascribed,to a large extent, to variations in artistic
taste. There are, however, problems common to
all animation systems which must be solved before
they can be viably used for production work. These
involve increasing the resolution, allowing for
real time playback at this increased resolution,
and providing a more efficient input system.
Future research in computer animation must address
these issues, as described below:
1) Most currently available color frame buffers
are designed for the 512 x 512 nominal
resolution of a video monitor. In
order to obtain a satisfactory image for
theater projection, a resolution of at
least 2000 x 2000 is required. The enormous
data storage problems this implies,
and the lack of any viable device for
previewing such images, pose formidable
problems for computer animation systems.
2) The complex pixel-by-pixel computations
required to generate a single frame of
color animation make real-time color previewing
very difficult to achieve. The
only viable solution yet evolved for this
limitation is to compute each frame beforehand
and store it on a video disk or stopframe
video tape-recorder for subsequent
playback in real-time.
3) Most animation systems currently require
that the artist input his sketches manually,
using a graphic tablet and pen. This
time-consuming extra step can be eliminated
through the use of a high-precision
optical scanner. The edge-finding and
stroke identification algorithms necessary
for such a procedure pose complex problems
in themselves, but if solved, promise to
further ease the labor burden on the
animator.
V. REFERENCES
1. Catmull, Edward, (Personal conference at New
York Institute of Technology), New York,(1976).
2. Defanti, Thomas, "The Graphics Symbiosis System",
Real-Time Film Animation, annual report
to the NSF, submitted by the Computer Graphics
Research Group at Ohio State University,
(1973), pp. 5-116.
3. Finch, Christopher, The Art of Walt Disney,
Walt Disney Productions, (1975).
4. Gracer and Blasgen, "Karma: A System for Storyboard
Animation", UAIDE,(1970), pp.210-224.
5. Greenberg, Donald P., "An Interdisciplinary
Laboratory for Graphics Research and Applications",
Proceedings of the Fourth Annual
Conference on Computer Graphics, Interactive
Techniques, and Image Processing (July, 1977).
6. Shoup, Richard, (Presentation of the SHAZAM
animation system at the Third Annual SIGGRAPH
Conference), Phila. Pa., (1976).
7. Wein, Marceli, "Interactive Skeleton Techniques
for Enhanced Motion Dynamics in Key-Frame
Animation", Communications of the ACM,
Oct. 1976).
8. Wein, Marceli, and Lestor Burtnyk, "Computer
Generated Key-frame Animation", Journal SMPTE,
(March 1971), pp. 149-153.
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