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CSD‐102 Introduction to Communication and Information Technologies
Mehwish Fatima
Objectives
In this chapter, you will learn about:
• Computer‐generated imagery (CGI)
• Video gaming
• Multiplayer games and virtual communities
Mehwish Fatima ‐ CIIT Lahore 2
Stop Motion Animation
• Basically, all it is, is a bunch of pictures moving really fast to look
like the object you took the picture of is moving.
• https://www.youtube.com/watch?v=cY207xbWwD8
• https://www.youtube.com/watch?v=9hCenWxs6NQ
• https://www.youtube.com/watch?v=BEP1T9nPTqU&ebc=ANyPxKrhHyDB
fUwRwwlIbAbJ4aw2Bs9xS7CypN21iFK2XJUaylOuLkqX1Mhgq3Zz3YCiW6Y
sik8nnaQD9py19LmSnossLI0boQ
• https://www.youtube.com/watch?v=oQxnfUtj99E
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Stop Motion Animation
• A stop‐motion is when a lot of photos are put together into a
video (going very quickly). It makes it look like the object that you
took the pictures of is moving all by itself! You take a picture,
move the item, take another picture, move it, etc. until you have a
bunch of pictures. And then you put it into a program like
windows movie maker with about a .10 second time each frame,
making it look like the object is moving by itself! When done right
and smoothly, it creates an amazing effect.
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Introduction
• Computer‐based entertainment
• A $15–20 billion industry
• By the start of the twenty‐first century:
• Entertainment had become an application that stands alongside
traditionally “important” uses of computers
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Computer‐Generated Imagery (CGI)
• Advantages
• Can produce extremely high‐quality, lifelike images, called photorealistic
animation
• Can generate images that are prohibitively expensive to produce
manually
• Without it, directors would either have to:
• Hire thousands of extras
• Animate the scenes by hand, or
• Produce thousands of miniature models
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CGI Applications
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How It’s Done: The Graphics Pipeline
• Graphics pipeline
• Sequence of operations that must be completed
successfully to produce a realistic three‐
dimensional image
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Object Modeling
• First step in generating a three‐
dimensional image
• Creation of a mathematical or
computational model of a three‐
dimensional object that:
• Can be stored in memory and
manipulated algorithmically
Figure 16.3 Wireframe Model of a Dolphin
(based on image in Wikipedia entry on polygon
meshes)
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Figure 16.4(a) Tesselation Producing Figure 16.4(b) Vertex List Representation of the
Three Triangles and Five Vertices Model in Figure 16.4(a)
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Object Motion
• Rigid motion
• Motion that does not bend or deform an object
• Types: translation, rotation, and reflection
• Transformation matrix
• Mathematical structure used to implement
motions
• Advantage of CGI
• Computer can perform many of the required
operations without the assistance of a human Figure 16.5 The Three
designer Types of Rigid Motion
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Object Motion (continued)
• Keyframing
• Human animator only needs to produce:
• The first frame, containing the starting location
of the object
• The last frame, containing the final location of
the object
• The elapsed time
• Control point
Figure 16.7 Example of a Translation
• Point or axis used to control the motion of Performed on the Object Shown in
an object Figure 16.4(a)
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Rendering and Display
• Rendering
• Taking an object stored as a
mathematical model and converting it
into a fully formed, visually pleasing
three‐dimensional image
• Often consumes the vast majority of
computer time required to produce an
image
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The Future of CGI
• Parallel and multicore computers
• Are becoming more common
• Allow computers to overcome Moore’s law and continue to gain in speed
• Computer scientists
• Are discovering newer and better algorithms for such common CGI
operations as modeling, animation, and rendering
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Video Gaming
• A movie is a static environment that is created once and shown as
often as desired
• A video game is a highly interactive environment
• Real‐time graphics
• Branch of computer graphics that studies methods for creating images at
a rate matching that of the real world
• Graphics Processing Unit
• Common technique for increasing imaging speed
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Video Gaming (continued)
• To achieve speedup in real‐time
graphics:
• Avoid the use of algorithms that simply
take too much time
• Culling
• Used to speed up rendering and
display
• Cut‐ins
• Fully modeled and fully rendered
objects stored in a video library in
video memory Figure 16.12 Typical Architecture of a GPU
and Video Memory
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Multiplayer Games and Virtual Communities
• Massively multiplayer on‐line games (MMOG)
• Allow a large number of players to interact, form groups, and compete
against one another within a simulated virtual world
• Game servers
• Special computers used to manage simulated virtual world
• In an MMOG:
• The virtual world in which the game is played is persistent
• Client software
• Users log on to the game server
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Multiplayer Games and Virtual Communities
(continued)
• MMOG must address and
solve the following technical
problems
• Registration management
• Client/server protocols
• Security
• Database design
Figure
Mehwish Fatima ‐ CIIT Lahore 16.13 Architecture of an MMOG 19
Multiplayer Games and Virtual Communities
(continued)
• Noncompetitive MMOG
• Simulated virtual world where the goal is not to destroy your opponent
or get the highest score
• Purpose of entering this metaverse is to:
• Explore the virtual world
• Interact with other people in the world
• Form communities of residents with similar interests
• Create new economic entities that have (virtual) value
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CGI approaches in making movies and video games
Movie Videogame
A movie is a static environment that is created A video game is a highly interactive environment
once and shown as often as desired in which the next frames depend upon the activity
of the player/user
Making a movie using CGI technique is a desktop A video game involves Real‐time graphics‐Branch
application (there is no time constraint/limitation of computer graphics that studies methods for
to process) creating images at a rate matching that of the real
world
Images and videos made are much life‐like as a Image quality is compromised(less life‐like) in
result of many complex algorithms in rendering order to speed‐up the rendering process in real
process time
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