Научная статья на тему 'COMPUTER ANIMATION IN AUDIOVISUAL ART'

COMPUTER ANIMATION IN AUDIOVISUAL ART Текст научной статьи по специальности «Компьютерные и информационные науки»

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Ключевые слова
ANIMATION / SYSTEMATIZATION OF ANIMATION DEFINITIONS / CLASSIFICATION OF ANIMATED WORKS

Аннотация научной статьи по компьютерным и информационным наукам, автор научной работы — Muhamedov U.S., Kodirov R.R.

This article discusses computer animation in audiovisual art.

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Текст научной работы на тему «COMPUTER ANIMATION IN AUDIOVISUAL ART»

УДК 669

Muhamedov U.S.

National Institute of Art and Design named after Kamoliddin Behzod

Kodirov R.R.

National Institute of Art and Design named after Kamoliddin Behzod COMPUTER ANIMATION IN AUDIOVISUAL ART

Annotation: This article discusses computer animation in audiovisual art.

Key words: animation, animation, systematization of animation definitions, classification of animated works.

Computer animation is the art of creating moving images using computers. It is a subfield of computer graphics and animation. It is increasingly being created with 3D CG, although 2D CG is still widely used for low-bandwidth images with faster real-time rendering. The target of the animation can be the computer itself or some other medium. It is also called CGI (for computer-generated imagery or computer-generated imagery), especially when used for movies. Today, computer animation can be seen in a wide variety of media, from short television commercials to major motion pictures. Stop motion for special effects is now mostly done with computer animation. Recent advances allow you to create more and more realistic animations.

Using computer animation, it is possible to create the seemingly impossible, such as dinosaurs from Jurassic Park or various characters from the Star Wars film series. Modern computer games also make extensive use of animation. Non-entertainment applications include CAD (computer-aided drawing or computer-aided design) programs that engineers can use to create 3D drawings of structures or objects. CAD programs can also be used to check designs for feasibility and deficiencies by creating a design on a computer and running it. Some computer animation can be used for educational purposes as it allows you to visualize things that would otherwise be impossible to see. Future developments in computer animation may allow us to create 3D holograms to interact with a computer.

To create the illusion of movement, an image is displayed on a computer screen and then quickly replaced with a new image that is a slightly shifted version of the previous one. This technique is identical to how the illusion of movement is achieved for television and film.

Consider the example of a goat moving across the screen from right to left. The screen dims to a background color such as black. Then a goat is drawn on the right side of the screen. The screen then goes blank, but the goat is redrawn or duplicated slightly to the left of its original position. This process is repeated, each time moving the goat slightly to the left. If this process is

repeated fast enough, the goat will appear to be moving smoothly to the left. This basic procedure is used for all moving pictures in film and television.

A moving goat is an example of object location displacement. More complex transformations of object properties, such as size, shape, lighting effects, and color, often require calculations and computer rendering instead of simple redrawing or duplication.

To make the eye and brain think they are seeing a smoothly moving object, images must be drawn at about 12 frames per second or faster (a frame is one complete image). Above 70 fps, there is no noticeable improvement in realism or smoothness due to how the eye and brain process images. Below 12 fps, most people will find jerkiness associated with rendering new images, which reduces the illusion of realistic motion. Regular hand-drawn cartoon animation often uses 15 frames per second to save on the number of drawings needed, but this is usually tolerated due to the stylized nature of cartoons. Because computer animation creates more realistic images, higher frame rates are required to enhance that realism.

The reason why jerkiness is not visible at higher speeds has to do with "constancy of vision". From moment to moment, the eyes and brain, working together, actually remember everything you look at in a fraction of a second and automatically "smooth out" minor jumps. A movie viewed in a cinema is played at 24 frames per second, which is enough to give the illusion of continuous motion. People are tricked into seeing movement without any stops because the footage is filmed at such a high speed.

Computer animation is essentially the digital successor to the art of frame-by-frame animation of 3D models and frame-by-frame animation of 2D illustrations. For 3D animation, objects (models) are created (modeled) on a computer monitor, and 3D figures are equipped with a virtual skeleton. For 2D animation of figures, separate objects (illustrations) and separate transparent layers with or without a virtual skeleton are used. The animator then moves the limbs, eyes, mouth, clothing, etc. through keyframes. Differences in appearance between keyframes are automatically calculated by the computer using a process known as animation or transformation. Finally, the rendering process.

For 3D animation, all frames must be rendered after the simulation is complete. For 2D vector animations, the rendering process is the keyframe illustration process, and animated frames are rendered as needed. For prerecorded presentations, the rendered frames are transferred to another format or medium, such as film or digital video. Frames can also be played in real time as they are presented to the end user audience. Low bandwidth animations delivered over the Internet (e.g. 2D Flash, X3D) often rely on software on the end user's computer to render the animation in real time as an alternative to high bandwidth streaming or preloaded animation.

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