CompAnimPrimer

49
A COMPUTER.ANIMATION PRIMER by Larry Cuba

Transcript of CompAnimPrimer

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A COMPUTER.ANIMATION PRIMER

by Larry Cuba

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A COMPUTER ANIMATION PRIMER

As theconclis

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0 .1 APPROACH

iew in Filmmakers Newsletter"What is needed now, however,

ebook to these processes thatgraphic in its explanations---an artist who wishes to employ

a means of expressionuch ease as one wouldoverview book which

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ontext . A book writtenr, a textbook, if youintroduces and explains

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The basic problem is that the term'computer animation' is being applied toso many things . `And a digital computeris so general that it can be used at anystage of film production for a varietyof purposes . To use music as ananalogy, a program can be written tocompose a piece of music by generating ascore which is realized by any number ofconventional acoustic and studiotechniques . Or a computer might controlsome sound producing instrument like anorgan (or a loudspeaker) . In this casethe program may be used to do nothing

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A COMPUTER ANIMATION PRIMER

more than read a previously writtenscore and 'perform' it . The differencebetween the function of these twocomputer programs is vast, but thedistinction is usually ignored bycalling both 'computer music' .

And so it is with graphics . So thefirst step is to distinguish exactlywhich functions are being performed bythe computer, which by some otherdevice, which by a computer programmerand which by a film artist (if not thesame person) .

To begin, we can divide up any systeminto two parts : the controlling systemand the drawing system . The contollingsystem is the computer itself and comesin two basic varieties : analog anddigital . The drawing system (ordisplay) can be either electronic ormechanical, and the electronic displaysare either raster scan or vector scan .As distinctions like this continue, thenumber of possible systems grows .

The system types can be charted on asquare grid by putting the controllingsystems down the side and the displaysystems across the top . Then each box,the intersection of a controller and adisplay, represents a generic type ofsystem .

The structure of this book is derivedfrom starting with one system (chapter1) and then progressing through thechart adding new concepts anddistinctions in a linear fashion .

Thediscussion of each system type usuallyincludes th6 following :a) a film or videotape example,b) a description of the process used tocreate the example, includingc) the hardware and software features ofthe system type in general and theparticular installation of the example,d) a brief comparison with otherinstallations and systems of the sametype possibly with

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A COMPUTER ANIMATION PRIMER

e) film and videotape examples andf) variations on the basic approach .

An extra chapter is devoted tointroducing basic concepts of digitalcomputers (chapter 3) . In chapter 9,systems are discussed which use morethan one of the basic techniques incombination . This entire outline coversonly computer-aided image synthesis . Asimilar approach (as Part II) couldfollow on image processing .

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A COMPUTER ANIMATION PRIMER

1 .0 COMPUTER-MEDIATED DRAWINGa . the drawing deviceb . the control system

1 .1 SYSTEM #1 - COMPUTER : ANALOG ; DISPLAY : ELECTRONICa . Around is Around - Norman McLarenb . Oscillon - Ben Lapofskyc . Who Ho Rays - Stan Vanderbeekd .

?

- Mary Ellen Bute

1 .2 A CRT - The oscilliscopea . structure : deflection plates et alb . response to electronic signal : drawing capability

1 .3 AN ANALOG COMPUTER - the music synthesizera . structure : analog modules generate & manipulate electronic

signalsb . programming process : the patch (& knobs)c . patch examples : basic vocabulary of analog signals

(sin waves, sawtooths, etc .)d . combinations : family of lissajous figures

1 .4 RECORDING - Three Ways to Capture Imagea . time exposureb . animation (storage tubes)c . direct (continuous : either just the movement of the beam

or the line created when motion is sped up---persistenceof vision and phosphor decay)

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l .l .a . Around is Around - Norman McLaren

l .l .b . Oscillon - Ben Lapofsky

l .l .c . Who Ho Rays - Stan Vanderbeek

l .l .d . Mary Ellen Bute

Mary Ellen Bute, around 1954. (Photo by Ted Nemeth .)

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GlGyTNI~IGIN A 9077MITO CA1(OX-/«Y VISE

A cathode-ray tube is actually a bottle filledwith a vacuum and some funny electrical equip-ment . The equipment in the neck of the bottleshoots a beam of electrons toward the bottom ofthe bottle .

This beam of electrons is called . more or lass forhistorical reasons . a cathode rte. Think of it asa straw that can be wiggled in the bottle .

Actually the bottle is shaped so as to havea large viewing area at the bottom (the screen),and this screen is coated with something that glowswhen electrons hit it . Such a chemical is calleda phosphor .

Now, two useful things can be done with thisbeam .

1) It can be made brighter by increasingthe voltage . which increases thenumber of electrons in the beam .

2) The beam can be moved ! That is . itcan be made to play around the faceof the tube the way you can sloshthe stream of a garden hose backand forth on the lawn : or wiggle astraw in a coke bottle . The beamcan be moved with either magnetismor static electricity . This is appliedin the neck of the bottle-- or evenfrom outside the neck-- by deflection2!!Let, whose electrical pulsationsdetermine the pattern the beamtraces on the screen . (Note that thebeam can be moved on the screen atgreat speed .)

The vertical deflection plates can pull thebeam up or down on the screen . controlled bya signal to them:

the horizontal deflection plates can pull the beamsideways on the screen . controlled by a signalto them .

By sending combined signals to both hori-zontal and vertical deflection plates, we can makethe and of the beam-- a bright dot on . the screen,sometimes called a flying !22j7- jump around inany pattern on the screen . A repeated patternof the beam on the face of the CRT is called araster .

From these two capabilities-- brighteningand moving the beam-- a number of very specialtechnologies emerge:

TELEVISION uses a zig-zag scanning pat-tern which repeats over and over .This zigzag pattern is always thesame, night and day .

' 'You can usually see the lines clearlya black-and-white set . The pic-

ture consists of the changing patternof brightness of this beam, whichcomes in over the airwaves as thetelevision signal .

focusing andFIGURE 1-12

accelerating structure

1 .2 A CRT - The Oscilliscope

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1 .3 An Analog Computer - The Music Synthesizer

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orbitalcurve of the electron beam on the luminous disk

alternating voltage

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Formation of a luminous screenpicture through the cooperationof the X- and Y-steering. Numbersare to be taken as arbitrary timemeasures . Superimposition of twosinusoid alternating voltages ofequal wave-length : the result isa circle.

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1 .3 .c . Basic Vocabulary ofAnalog Signals

1 .3 .d . Family of Lissajous Curves

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18 12 Superimposition of two sinusoidWw 19 alternating voltages of differentdx 21 wave-lengths : the result is aaw simple Lissajous figure.

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2 .0 SYSTEM #2 - COMPUTER : ANALOG ; DISPLAY : MECHANICALa . Terminal Self - John Whitney,Jr .b . Catalog - John Whitney, Sr .

2 .1 THE STREAKING PROCESSa . Kodalith artworkb . structure of Whitney Cam machinec . artwork motion and camera control

2 .2 MULTIPLE EXPOSUREa . film : Lapis - James Whitneyb . intermittent light sourcec . artwork motion : rotation upon revolution

2 .3 THE MOTION-CONTROLLED OPTICAL PRINTERa . film : Yin Hsien - Michael Whitneyb . film : Futureworld (dream effect) - M .W .c . modification to produce new machine

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.2 .0 .a . Terminal Self - John Whitney,Jr .

John Whitney : Catalogue . 1961 . 16mm.Color. 7 Min . "Floral patterns curl asthough they were actually organicgrowths . . ."

2 . 0 .b . Catalog - John Whitney,Sr .

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John Whitney, shown at work with his mechanical analog computer .

The animation equipment used in CATALOG. Two analogcomputers (one shown in foreground, the other behindcontrols at left) moves the animation field in a predeter-mined pattern . A drawing placed on the field is pho-tographed frame by frame ; each frame showsit in a differentposition . Above the animation,field -an be~seerrJhe'trmw=-hood, and at the top of the picture, the camera tens .

2 .1 .b . The Whitney Cam Machine

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2 .2 .a . Lapis - James Whitney

YIN HSIEN

(1976)By Michael Whitney

2 .3 .a . Yin Hsien - Michael Whitney

Lapis : 11 . . . they manifest as thoughout of the air Itself, gathering andconverging around a central sphere. . . revolving with implacable graceagainst the eerie drone of thetamboura."

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3 .0 INTRODUCTION TO DIGITAL COMPUTERS

3 .1 THE PAPER PLOTTERa . structure (etch-a-sketch analogy)b . servo-motors driven by x & y signals (like oscilliscope)c . digital computers (& related devices) use display commands

encoded in signals (which themselves can be ignoredin favor of command sequence)

d . X & Y Cartesian Coordinatese . command sequence example (vector list programs :2D figures)

3 .2 DIGITAL PROGRAMMINGa . analog vs . digital (signal processing vs . display command

sequence)[problem now : create vector list vs . signal]b . use of system doesn't necessarily imply programming

many ways to create images w/o programming (later)c . physical structure : terminals for I/0 ; rest invisibled . setup example : A/N terminal, computer, plottere . programming lesson :

1 . flow charts and the "program follower"2 . example : 2D figure, vector list3 . variables and subroutines4 . transfer of control : loops, flow charts5 . 2D transforms : Translation, Scaling ;

algebraic transformation of coordinates=>graphic transformation of figure

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drawing paper

drawing pencil

4 Diagram showing the organization of a mechanical plotter .Two servomotors guide the pencil in the direction of the X- andY-axis across the drawing plate . Any desired configurationcan be obtained through the superimposition of the motioncomponents . A mechanism (not shown here) raises the pencilso that single, interrupted lines can also be drawn .

3 .1 . The Paper Plotter

SECOND AVE.

THE HOUSE ON THE CORNERThis map demonstrates how the intersectionof two streets can locate adwelling . Without chance of confusion, theowner could direct visitors to hishome by saying simply that he lived at thecorner of Second Avenue and Third Street.

sliding rail

3 . 1 .d . X & Y Cartesian Coordinates

GETTING TO THE POINTA grid of lines similar to the streetarrangement above locates points on a surface.Mathematicians say the point shown hereis at 2 . 3 . The first number is the distancealong the horizontal, or x, axis and thesecond the distance along the vertical . or y, axis .

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T~ DtEP DAMYd~cT

THE MAGIC OF THE COMPUTER PROGRAM

Thebasic, central magfoal interior deviceof the computer we shall call a program follower .A program follower is an electronic device (usually)which reads symbols specifying operations . carriesout the step each specifies and goes on to the nod.

The program follower reads down the Ratof Instructions in the program, told,g each instructionin turn and carrying it out before it goes an tothe not.

Now, there are program followers that justdo that and nothing more : they have to stop whenthey get to the end of the list of Instructions .

It can perform team on symbols fnthe memory_- for instance, to see if a loophas been done enough times. or 1f come otherpart of thejob has beenfinished-- and jumpm sane otter program

on themesymbols. This is called a b

ooh.

Finally. the computer can chancethe information stored in memory . For instance .it can place an answer 1n a specific partof memory .

WHAT, THEN . ISA (Digital) COMPUTER!

A device holding stated symbolsin a changeable memory .

performing operations onSome atflow symbolsin the memory,

in a sequence specifiedby other symbols10 the MQMbry .

able to change the tequenoebased on tents of symbols in the memory .

and able to change symbols in the memory .(For ecamplm 1¢o arithmetic andstore the result in the memory .)

Rather than try to slip itmyou or proveit in some fancy way . let's just state baldly: thepower of such a machine to do almost anythingsurpasses all previous technical tricks in humanhistory.

3 . 2 .e . Programming Lesson

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RowCANACOMPUTER CONTROL90 MANY DIFFERENTT~?

Answer . Different as they may seam . alldevices are controlled in the same MM. Ever,device has an interface, thatL. ifs own specialconnection @stop, and in this Interface are thedevice registers

The" device registers look the same to thecomputer : the computer program simply moveslnibrmstion patterns into them or moves informationpatterns from than to ow who they contain.

i particular symbolic signals

coil rreefinerytthe device needs

fmusical instrument

The computer . being a machine, doem'thone or care that devke register 17 (say) controlaa hog feeder . ordevice register 33 (say) receivesInformation from smog detectors . But what youeboose . In your program . to put into device register17, controls what the hop met. and what comesinto device register 23 will tell yourprogram.you hope . about smog conditions . Choosing howto handle theme tangs In your program is yourbusiness .

display screendisk memory

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A COMPUTER ANIMATION PRIMER

4 .0 SYSTEM #3 - COMPUTER : DIGITAL; DISPLAY : MECHANICALa . film : (streaks) Superman titles - ?whob . film : (streaks) Hyperdrive Jump, Star Wars - John Dykstrac . film : (slitscan) Stargate Corridor, 2001 - Doug Trumbull

4 .1 REDESIGNED MECHANICAL DRAWING DEVICEa. Whitney Cam Machine designed for analog controlb . new structure resembles paper plotter for digital control

THE VARIETIES OF THE MOTION-CONTROLLED CAMERA

4 .2 ON-LINE MEMORY-DRIVEN (NON-PROGRAMMABLE)a . film : Star Warsb . process :

1 . Dykstraflex : model shots2 . streaks : jump to hyperspace3 . programming : joystick input only4 . record 1 channel ; playback all .5 . direct view6 . other similar systems : "Jaws","Ice Box"

4 .3 OFF-LINE (PRE-PROCESSED) MEMORY-DRIVEN (PROGRAMMABLE)a . film : Bob Abel Commercialsb . process :

1 . "HAL 9000" -> "Phoebe" tracks : straight streaksand slitscans

2 . pre-processed tapes : prepared by hand orwith digital computer

3 . not previewable . _4 . improvement : simulation of mechanics with E&S

Picture System (see Chap . 9)

4 .4 ON-LINE COMPUTER-DRIVEN (PROGRAMMABLE)a . film : Star Trekb . process :

1 . "Compsy" : for models and graphics2 . preprocessing (as in 4 .3) and on line capabilities

(as

in i 4 .2)3 . direct view ; immediate playback, programmable4 . high level software - choice of control modes :

a . command language programmableb . joystick controlledc . off-line generated inputd . any combination of techniques

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4 .7 OTHER TECHNIQUESa . multi-planingb . curve fittingc . interpolation

A COMPUTER ANIMATION PRIMER

4 .5 COMPUTER-CONTROLLED ANIMATION STANDa . film : ?b . process :

1 . Oxberry, NFB, Batelle2 . hardware theoretically as capable as system in

(4 .4) but limited by software3 . Cinetron : software?

4 .6 PROGRAMMING EFFECTSa . film : Superman titlesb . process : building and collapsing streaksc . film : 2001 Stargate corridord . process : slitscan

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Illustration showing the Dykstraflex camera, head, boom-arm, track and control electronics,plus the X-wing fighter on pylon. By using the camera frame rate and count as a time bass,camera/subject positional changes can be recorded at 24 frames-per-second . The posi-tional change is viewed through the taking lens and is controlled by a joy stick for multi-axismoves, or by an individual potentiometer for single axis moves.

4 .2 .b .1 . 'The Dykstraflex'

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4 .3 .b .1 Bob Abel's 'HAL 9000'

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Figure 3. Battelle's computer-controlled animation equipment .

4 .5 . The Computer Controlled Animation Stand

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A COMPUTER ANIMATION PRIMER

5 .0 SYSTEM #4 - COMPUTER : DIGITALDISPLAY : ELECTRONIC (VECTOR SCAN)

a . displays come in 3 types corresponding to 3 recordingmethods discussed in chapl :1 . time exposure

COM's2 . animation

Storage Tubes3 . continuous refresh

Real Time Displays

2-D GRAPHICS

5 .1 MICROFILM PLOTTER - ON LINEa . film : Arabesque - John Whitney,Sr .b . process :

1 . hardware : Computer Output Microfilm (COM)2 . time exposure : vectors plotted directly without

being stored in list (called : on-line)3 . sin functions computed - can simulate analog waves

tradeoff : speed for generality

5 .2 MICROFILM PLOTTER : OFF-LINEa . film : Two Space - Larry Cubab . process :

1 . hardware : COM + PDP-10 (large mainframe)2 . vector list written to tape as computed

(not stored in main memory)3 . plotter reads tape (called : off-line)

5 .3 STORAGE TUBESa . film : The Tainted Sky - Kent Wilson (The Senses Bureau)b . process :

1 . hardware : Storage Tubes2 . animation drawing mode or3 . filming during drawing : the image builds4 . other examples : green screens in Battlestar

Galactica

5 .4 VECTOR LISTS AND TRANSFORMATIONSa . standard : translation, rotation, scalingb . distortions : single-axis scaling, etc .

5 .5 VECTOR LIST GENERATION (PICTURE AS OBJECT)a. type in : 2D figufes, square, triangle, etc .b . compute by program : circlesc . drawn in

5 .6 DRAWING AND DIGITIZING : THE DATA TABLETa. awkward on storage tubeb . difficult on COM (ask Gary about III)c . practical only with Real Time Displays

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PDPII/34 . : "Option : PDP1 1/34 can beprovided bycustomer, or

ordered as part of the sy~terh .

5 .1 .b .1 . The Microfilm Plotter (COM)

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5 . 3 .b .1 . The Storage Tube

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5 .5 . Vector List Generation

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5 . 6 .d . The Data Tablet

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A COMPUTER ANIMATION PRIMER

6 .0 SYSTEM #5 - COMPUTER : DIGITALDISPLAY : ELECTRONIC (VECTOR SCAN) REAL TIME

6 .1 KEY FRAME SYSTEMa . film : Hunger - Peter Foldesb . process :

1 . artist draws key frames2 . enters control information3 . system draws in-betweens (linear interpolation as %)4 . transformation is from one list to another (order of

list matters)5 . skeleton-driven - Marcelli Wein6 . problems : Ed Catmull's paper

6 .2 REAL TIME CONCEPTSa . refresh rate : second "program follower"b . update rate

3D GRAPHICS

6 .3 REPRESENTING 3D OBJECTS (CUBE EXAMPLE)a . 3D vector listsb . parallel projections (31) to 2D)c . perspective projection (architectural graphics)

(use of canned programs to avoid math . transforms---Appendix with detailed math techniques?)

d . other projections : spherical (fisheye lens)e . 3D graphics vs . stereoscopic views

6 .4 PARALLEL PROJECTION (REAL TIME ANIMATION)a . film: "3/78" - Larry_Cubab . process :

1 . hardware : real time structure (2nd "program follower")2 . interaction (dials,joysticks,buttons,tablet)3 . vector list becomes display command list (at level which

can be ignored because of High Level Language :GRASS)4 . 2D vector list (square & circle) transformed in 3D space

rotated,scaled,translated & projected to 2D fordrawing (parallel projection by VG hardware)

6 .5 PERSPECTIVE PROJECTION (ANIMATED TIME)a. film : Star Wars,animation - Larry Cubab . process :

1 . hardware : same as for "3/78"2 . 3D data input with tablet3 . GRASS language facilitated list manipulation (building

new lists by combining many objects transformed)4 . perspective projection programmed in software

(example of slow update rate ; adequate refresh rate)5 . filmed in animation time (but no time exposure required)

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6 .6 PERSPECTIVE PROJECTION (REAL TIME ANIMATION)a . film : Black Hole animation - CD Taylor, Bill Kovacs(?)b . process :

1 . hardware : E&S Picture System2 . perspective projection hardware therefore object seen

rotating,scaling,moving in perspective in Real Time

6 .7 PROJECTIONS FROM HIGHER DIMENSIONS (ANIMATED TIME)a . film : hypercube in stereo - Michael Noll, Bell Labsb . process : software projection

6 .8 PROJECTIONS FROM FOURTH DIMENSION (REAL TIME ANIMATION)a . film : hypercube film - Tom Banchoff, Charles Strauss, Brown U .b . process : hardware array processors

6 .9 HIDDEN LINE REMOVALa. film : ?b . process : requires more data about objects

(data structures : point polygon form)c . special hardware : watkins box for HLR (hardware from softw .)

A COMPUTER ANIMATION PRIMER

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6 .1 .a . Hunger - Peter Foldes

77 . Computer Technique Group : Running Cola is Africa .A computer algorithm converts a running man into a bottleof cola, which in turn is converted into a map of Africa .

6 .1 .b . The Key Frame Process

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Above : Figure 1 - Basic coordinate system for de-termining X, Y, and Z coordinates of points that

define each geometric shape.

6 .3 . Representing 3D Objects

6 .3 .b . Parallel Projection

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Z

6 .3 .c . Perspective Projection

6 . 3 .d . Spherical Projection

X

PERSPECTIVE DRAWING is the principle underlying the transformation of a three-di.mensional scene into a two-dimensional picture by the computer . View rays (color) betweenan observer and a three-dimensional object intersect an imaginary picture plane. By con.netting the appropriate points of intersection one obtains a representation of the three.dimensional object on the plane. The geometric framework whereby the computer locatesan object in space is a system of coordinates arising from the orthogonal axes x, y and s.

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Figure8: Gridding on SmoothSurfaces

8a: Torus (octagonal cross-section)

8b : Sphere

Figure9: Rulings on Warped PlanSurfaces

9a : Distortion Out of thePlane

10b: Sphere with a LoxodromicCurve

6 . 3.e . Stereoscopic Views`!

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6 .4 .a . "3/78" - Larry Cuba

6 . 4 .b .1 . Real Time 3D Display

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1718 SECOND PROGRAM POLLOW8R

On the other side of.the book . t explainedthat a computer is basically a zippy device,never mind how constructed, which follows aprogram somehow stored symbolically in a corememory . Such a device we call here a pro¢rwfollower . While programs may be in many com-puter languages-- all of them contrived systemsfor expressing the user's wishes, in differentstyles and with different general intent-- under-neath they all translate to an inner language ofbinary patterns . which may just be thought ofas patterns of X and O, or light bulbs on and off.The innermost program follower of the computergoes down lists of binary patterns stored in thecore memory, and carries them out as specificinstructions . It also changes its sequences ofoperations under conditions that the programmerhas mid it to watch for .

The most powerful and responsive com-puter displays are those which build a secondprogram follower which goes down lists of picture-drawing instructions also stored in the sanecore memory .

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We may call this also a "list-of-lines"system, since the commands recognized by the _ _display program follower are typically patternsthat tell it what lines to draw .

6 . 4.b .1 . Real Time 3D Display

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6 .5 .a . Star Wars Animation - Larry Cuba

6 . 5 .b .5 . The Filming Process

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6 .6 . Perspective Projection (Real Time Animation)

6 .6 .b .1 . Real Time Perspective Display

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HIDDEN-LINE PROBLEM must be dealt with by a computer program designed to yield

clear representations of three-dimensional objects in displays of the 'wire line" type . If allthe lines of the object are displayed (a), the picture is confusing . The computer must begiven instructions for removing the lines that could not be seen in a three-dimensional ob .ject or the result can be ambiguous. Removal of the obviously hidden lines in the figure ata could result in either b or c as the display unless the instructions were quite precise.

6 .9 . Hidden Line Removal

Selected frames from movie ofthe three-dimensionalprojection of a rotating four-dimensional hypercube .

6 .7 . Projections from Higher Dimensions

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A COMPUTER ANIMATION PRIMER

7 .0 SYSTEM #6 - COMPUTER : DIGITALDISPLAY : ELECTRONIC (RASTER SCAN)

a . Raster Scan vs . Vector Scan (w/intensity can simulate raster)b . Resolution : height x width x depth (bits/pixel)

1 . number of colors per image2 . number of colors in pallette3 . effect of jagged lines

c . Home Computersd . Frame Buffers vs . Vector Listse . Color Maps : pseudo color & image scanning

SHADED GRAPHICS

7 .1 ON RASTER DISPLAYS : 2D PAINT PROGRAMS ; COLOR MAP ANIMATIONa . videotape : Sunstone - Ed Emshwillerb . process : 2 1/2 Dimensions & paint programs @ NYITc . film : NASA simulations - Dick Shoupd . process : color map animation @ Xerox PARC

7 .2 , ON RASTER DISPLAYS : 3D MODELLING (ANIMATED TIME)a . film : Synthavision sample reel - Phil Mittlemanb . process : combining basic forms

7 .3 ON RASTER DISPLAYS : 3D MODELLING (REAL TIME)a . film : Euclidean Illusions - Stan Vanderbeekb . process : Real Time system @ NASA JSC, Houstonc . other real time systems : Case Western Reserve

7 .4 ON RASTER DISPLAYS : 3D MODELLING COMBINED WITH 2D PAINTa . film : Voyager flight simulation - Jim Blinnb . process : combining,3D_modelling w/ 2D paint

(texture mapping)

7 .5 ON RASTER DISPLAYS : 3D MODELLING : SHADOW PROJECTIONa . film : ?b . process : Cornell (Hanna-Barbera)?

7 .6 ON MICROFILM PLOTTERS,a . film : III sample eel - Gary Demos, J .Whitney,Jr .b . process : object digitizing, light effect simulationsc . other : LLL, Bell Labs Holmdel

7 .7 COMPUTER-CONTROLLED'.LIGHTBOARDSa . Skytacular - Goodyear Blimpb . Spectacolor - Times Square, NY ; Saturday Night Livec . Scoreboards - Houston Astrodomed . Disco lights - Ron Hays

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Raster versus random

Although computer-graphics displays incorporate manydiverse technologies, two techniques are fundamental toall graphics-display devices . They are known as raster scanand random position . (See illustration, right .)Random positioning offers high resolution, as would

typically be required in engineering and scientific appli-cations. Its drawbacks include limited color capability andlow flicker-free information content . In comparison, rasterscanning offers excellent color presentation and highflicker-free information content . For raster scan, the limi-tation is resolution-typically one half to one fourth that ofrandom position. Television, the most common raster-scansystem, employs a 512- by 512-element display, whereasa typical random-position system uses a 1024 by 1024element display .

In broadcast TV, the scanning spot moves horizontallyacross alternate lines of the entire frame during onedownward sweep, then returns to the top in a continuous,regular pattern . Lines alternate from frame to frame in abandwidth-conserving process known as Interlacing-which is not always applied in digital TV .

The random-position technique simultaneously movesthe CRT beam in an arbitrary X and Ydirection . The beamis moved directly to the point at which the graphics elementis to be displayed-with the beamoff-and then the beamis deflected to trace the desired graphics element-withthe beam on . This technique is often referred to as randomscanning, beam steering, or calligraphy . Function gener-ators driving a random-position system must provide X- andY-axis analog deflection waveforms and Z-axis intensitywaveforms . The amount of Information that can be dis-played before the picture appears to flicker depends onboth the speed with which the beam may be deflected andthe display's phosphor characteristics.

7 .0 .1 . Raster Scan vs . Vector Scan

7 .1 . 2D Paint Programs - NYIT

Raster scan

Random position

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7 .7 .a . Computer Controlled Lightboards - 'Skytacular'

8 .1 . Videotape - Barbara Sykes

8 .1 .b .1 . Sandin Image Processor

Fig. I . The Image Processor is shown w;th two monitors -imi the'patch' cabling required to extract edges and intensifythe result .

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Figure 1 . Frame buffer with color table.

7 .1 .d . Color Map Animation - Xerox PARC

7 .2 .a . Synthavision Sample Reel

Figure 3a. Aftemate-color animation - bouncing ball .

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Figures 6 . Shadowed Image Displays with Two Light Sources at Different Locations .

Figures 7 . Shadowed Image Displays-with Three and Four Distinct Light Sources.

Figures 8 . Visual Examination of Simulated Shadowed Site from Two Observer Positions .

7 .5 . 3D Modelling - Shadow Projection

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410

7 .6 .a . Information International Sample Reel

Figure 5

Figure 7

Figure 6

7 . 6 .c . Bell Labs Holmdel - Turner Whitted

Figure 8

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A COMPUTER ANIMATION PRIMER

8 .0 SYSTEM #7 - COMPUTER : ANALOGDISPLAY : RASTER

a . video signal generation : all real time ; no frame store

8 .1 "Z-AXIS" MANIPULATIONSa . tape : Electronic Masks - Barbara Sykesb . process :

1 . Sandin Image Processor UP)2 . modular signal generator (like in 1 .3)3 . oscillators : wave forms (tonal effect)4 . standard studio effects : supers & keying5 . other modules : value scrambler, etc .

8 .2 RASTER MANIPULATIONSa. tape : ? - Woody Vasulkab . process :

1 . Rutt-Etra Synthesizer2 . oscillators : wave forms (geometric effect)3 . other systems : Scanimate (Computer Image Corp)

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8 .2 . Raster Manipulations - videotape : Woody Vasulka

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4

7-24 . In the Scanimatesystem a raster-bending electronic signalcauses the displayed image to follow the wave-fofm shape : (1) ,normal image, (2) delta wave, (3) delta wave, (4) high-frequencydelta wave, (5) sine wave,

8 .2 .3 . 'Scanimate' System (Computer Image Corp)

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black-w4-white

artist manual control

artist manual control945-line high-resolutionvidicon TV camera

originalblack-and-whiteartwork(transparency)

7-25 . Block diagram of the Scanimate animation computer.(Courtesy of computer Image Corporation.)

7-28 . Multiple-image animation . (Courtesy of Computer ImageCorporation.)

8 .2 .3 . 'Scanimate' System

black-and-white'

525-line scan conversionplumbicon TVcamera

high-resolution 945-lineblack-and-white (x, y) display

final video output-525-line color TV display

945-line TV camera

artist manual controlu initial animation positions

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A COMPUTER ANIMATION PRIMER

9 .0 COMBINING TECHNIQUES1 . Digital & Analog/Raster : Ceaser2 . Analog/Vector & Raster : Bob Snyder's system3 . Digital/Vector & Analog/Raster : Circle Graphics Habitat4 . Digital/Vector & Raster : Jim Blinn & JPL5 . Digital/Vector & Digital/Mechanical : Abel's picture system

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9 .0 .3 . videotape - Gunther Tetz, Phil Morton

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9 .0 . 3 . The Circle Graphics Habitat

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9 .0 . 5 Bob Abel's Picture System

Steps in the pro-duction of theBraun MicronShaver commer-cial, in which theEvans &Sutherland systemis used tochoreograph theassembly of theshaver from free-floating parts.First: The E&Sversion of theBraun shaver.

Second: A modelversion of theshaver with itsposition arrivedat via the E&Ssimulation shownabove.

Third: The E&Sversion of theBraun shavershowing a comband hairplane ef-fect .

Fourth : Themodel version ofthe shaver show-ing the comb andhairplane effect,its positionarrived at fromthe E&S simula-tion .