Monday 25 June 2012

Animated Desktop Wallpapers

Animated Desktop Wallpapers Biography:
Some of the earliest animation done using a digital computer was done at Bell Telephone Laboratories in the first half of the 1960s by Edward E. Zajac, Frank W. Sinden, Kenneth C. Knowlton, and A. Michael Noll. Early digital animation was also done at Lawrence Livermore Laboratory.

Another early step in the history of computer animation was the 1973 movie Westworld, a science-fiction film about a society in which robots live and work among humans, though the first use of 3D Wireframe imagery was in its sequel, Futureworld (1976), which featured a computer-generated hand and face created by then University of Utah graduate students Edwin Catmull and Fred Parke.

Developments in CGI technologies are reported each year at SIGGRAPH, an annual conference on computer graphics and interactive techniques, attended each year by tens of thousands of computer professionals. Developers of computer games and 3D video cards strive to achieve the same visual quality on personal computers in real-time as is possible for CGI films and animation. With the rapid advancement of real-time rendering quality, artists began to use game engines to render non-interactive movies. This art form is called machinima.

The first feature-length computer animated film was the 1995 movie Toy Story by Pixar[citation needed]. It followed an adventure centered around some toys and their owners. The groundbreaking film was the first of many fully computer animated films.

Computer animation helped make blockbuster films such as Toy Story 3 (2010), Avatar (2009), Shrek 2 (2004), and Cars 2(2011)
[edit] Methods of animating virtual characters
In this .gif of a 2D Flash animation, each 'stick' of the figure is keyframed over time to create motion.

In most 3D computer animation systems, an animator creates a simplified representation of a character's anatomy, analogous to a skeleton or stick figure. The position of each segment of the skeletal model is defined by animation variables, or Avars. In human and animal characters, many parts of the skeletal model correspond to actual bones, but skeletal animation is also used to animate other things, such as facial features (though other methods for facial animation exist). The character "Woody" in Toy Story, for example, uses 700 Avars, including 100 Avars in the face. The computer does not usually render the skeletal model directly (it is invisible), but uses the skeletal model to compute the exact position and orientation of the character, which is eventually rendered into an image. Thus by changing the values of Avars over time, the animator creates motion by making the character move from frame to frame.

There are several methods for generating the Avar values to obtain realistic motion. Traditionally, animators manipulate the Avars directly. Rather than set Avars for every frame, they usually set Avars at strategic points (frames) in time and let the computer interpolate or 'tween' between them, a process called keyframing. Keyframing puts control in the hands of the animator, and has roots in hand-drawn traditional animation.

In contrast, a newer method called motion capture makes use of live action. When computer animation is driven by motion capture, a real performer acts out the scene as if they were the character to be animated. His or her motion is recorded to a computer using video cameras and markers, and that performance is then applied to the animated character.

Each method has its advantages, and as of 2007, games and films are using either or both of these methods in productions. Keyframe animation can produce motions that would be difficult or impossible to act out, while motion capture can reproduce the subtleties of a particular actor. For example, in the 2006 film Pirates of the Caribbean: Dead Man's Chest, actor Bill Nighy provided the performance for the character Davy Jones. Even though Nighy himself doesn't appear in the film, the movie benefited from his performance by recording the nuances of his body language, posture, facial expressions, etc. Thus motion capture is appropriate in situations where believable, realistic behavior and action is required, but the types of characters required exceed what can be done through conventional costuming.

Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers
Animated Desktop Wallpapers

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