TAILIEUCHUNG - 3D Graphics with OpenGL ES and M3G- P13

3D Graphics with OpenGL ES and M3G- P13:Mobile phones are the new vehicle for bringing interactive graphics technologies to consumers. Graphics that in the 1980s was only seen in industrial flight simulators and at the turn of the millennium in desktop PCs and game consoles is now in the hands of billions of people. This book is about the technology underpinnings of mobile threedimensional graphics, the newest and most rapidly advancing area of computer graphics. | This page intentionally left blank 4 cc LU I o ANIMATION Animation is what ultimately breathes life into 3D graphics. While still images can be nice as such most applications involve objects moving and interacting with each other and the user or scenes in some other way changing over time. This chapter introduces basic commonly used animation concepts that we will encounter when we discuss the M3G animation functionality later in the book. KEYFRAME ANIMATION Keyframe animation is perhaps the most common way of describing predefined motions in computer graphics. The term originates from cartoons where the senior animator would first draw the most important key frames describing the main poses within an animation sequence. The in-between frames or tweens could then be filled in to complete the animation based on those defining features. This allowed the valuable time of the senior animator to be focused on the important parts whereas the work of drawing the intermediate frames could be divided among the junior colleagues. In computer animation today a human animator still defines the keyframes but the data in between is interpolated by the computer. An example of keyframe interpolation is shown in Figure . The keyframes are values that the animated property has at specific points in time and the computer applies an interpolation function to these data points to produce the intermediate values. The data itself can be anything from 105 106 ANIMATION CHAPTER 4 Figure Keyframe values points and interpolated data curve . positions and orientations to color and lighting parameters as long as it can be represented numerically to the computer. Expressing this mathematically we have the set of N keyframes K ko ki . kN-i and an interpolation function f. The value of the animated property can then be evaluated at anytime t by evaluating f K t we can also say that we sample the animated value at different times t. Using different functions f we can vary the .

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