Term
|
Definition
| manual technique used to create the animation of King Kong's movements since the first commercial computer had not appeared yet. "move the model, shoot the frame" like flip book animation |
|
|
Term
|
Definition
| single snapped photograph used in stop-motion animation |
|
|
Term
| Computer-generated Imagery (CGI) |
|
Definition
-non-manual animation technique -used in virtually all film and TV animation and special effects since the beginning of the 21st century -can produce photorealistic animation -can generate images that are prohibitively expensive to produce manually |
|
|
Term
|
Definition
| produced by CGI, extremely high-quality, lifelike images, that are difficult to create using hand-drawn pictures or stop-motion models because of the level of detail |
|
|
Term
|
Definition
-sequence of operations that must be completed successfully to produce a realistic 3D image -no argument on which steps should/shouldn't be included -can vary from 3-8 items depending on the type of image produced and if operations are grouped or listed separately -3 stages in simplified form: object modeling, object motion, |
|
|
Term
|
Definition
-the first step in generating a 3D image -the creation of a mathematical or computational model of a 3D object that can be stored in memory and manipulated algorithmically |
|
|
Term
|
Definition
-technique to object modeling -object's surface, but not its interior, is represented mathematically using a set of simple polygons, usually triangles or rectangles |
|
|
Term
|
Definition
-special CGI software and an algorithm -object that is subdivided into a set of plane figures that covers its surface -ex: dolphin image with triangles |
|
|
Term
|
Definition
-holds memory about polygons -table giving the coordinates of each vertex on the object's surface and the identity of all other vertices to which this one is connected |
|
|
Term
|
Definition
| (0,0,0) reference point on an (x,y,z) coordinate plane |
|
|
Term
| Rigid Motion/Object Motion |
|
Definition
-2nd step in graphics pipeline -motion that does not bend or deform an object -3 types: translation, rotation, reflection |
|
|
Term
|
Definition
| lateral movement of every point in an object by the same amount and in the same direction |
|
|
Term
|
Definition
circular movement of an object around some fixed axis of rotation ex: merry go round |
|
|
Term
|
Definition
| special type of rotation, produces a mirror image of an object such that every point in the reflected image is the same distance from the mirror as the original object, but on the opposite side of the mirror |
|
|
Term
|
Definition
-mathematical structure used to implement translation, rotation, and reflection -vector containing (x,y,z) of a single vertex is multiplied by the matrix the result is the new translated, rotated, or reflected vertex (x',y',z') of the next frame |
|
|
Term
|
Definition
| CGI technique, a 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, and the elapsed time. |
|
|
Term
| in-beetween frames/tweeners |
|
Definition
| computer uses info from keyframing to automatically generate the 28 required intermediate frames |
|
|
Term
| control point/animation variable/avar |
|
Definition
| a point or axis used to control the motion of an object |
|
|
Term
|
Definition
-final step in graphics pipeline, often takes the majority of computer time required to produce an image -taking an object stored as a mathematical model and converting it into a fully formed, visually pleasing 3D image |
|
|
Term
|
Definition
| lighting, color shading, shadows, texture mapping, blur |
|
|
Term
|
Definition
| ray tracing, rasterization, radiosity |
|
|
Term
|
Definition
-not interactive -always the same frames that never change order or appearance no matter how many times you view them -ex: movies |
|
|
Term
|
Definition
-a user dynamically controls the action and makes instant decisions about what happens next. The content of the next frame depends on what the user does at that instant. -cannot render frames in advance, since we don't know how the objects will move or behave -ex: video games |
|
|
Term
|
Definition
| the branch of computer graphics that studies methods for creating images at a rate matching that of the real world |
|
|
Term
|
Definition
-connected to the main CPU and memory through a plug-in expansion slot or via the system bus -contains the video memory and the GPU |
|
|
Term
|
Definition
| dedicated random access memory where a GPU stores its image data and which is separate from primary memory |
|
|
Term
|
Definition
-technique to speed up rendering -determines which planes can be seen from the user's point of view, based on location and opaqueness, and then render only those objects visible in the next frame, omitting all operations on hidden surfaces |
|
|
Term
|
Definition
| fully modeled and fully rendered objects stored in a video library in video memory, can be dropped into a frame as is, producing a significant speedup in frame creation |
|
|
Term
| Massively Multiplayer on-line games (MMOG) |
|
Definition
| games that allow a large # of players, often thousands or tens of thousands, to interact, form groups, and compete against one another within a simulated virtual world |
|
|
Term
|
Definition
| special computers that create and manage the virtual world in which action takes place in MMOG |
|
|
Term
|
Definition
| always running and always available, and always remembers the current state of every player |
|
|
Term
|
Definition
| creates the virtual world for MMOG |
|
|
Term
|
Definition
| runs on player's home computers, used to log on to the game server whenever they wish |
|
|
Term
| Technical problems with MMOG |
|
Definition
registration management- ensure that new users correctly join the community, save game state of existing users when they log off, and restore that state when they log back in client/server protocols- implement the network protocols that support this vast communications array security- make sure that players actions do not incorrectly or inappropriately affect the actions of others, make sure users don't carry out illegal actions database design- making sure database can be accessed quick enough to provide real time response to user actions |
|
|
Term
| Noncompetitive MMOG/metauniverse/metaverse |
|
Definition
| simulated virtual world where the goal is not to destroy your opponent or get the highest score, but to explore the world, interact with others, form communities or residents with similar interests, and create new economic entities that have value. |
|
|