Documentos de Académico
Documentos de Profesional
Documentos de Cultura
Note 1: This is the narrative script version. Please see excerpts* of storyboard, relating to the
construction and rendering of a wireframe bowl, at the conclusion of this document. (*61 pages)
Note 2: Bold=Narrator; Italic=Visuals/FX
INTRODUCTION
Welcome to "Module 3: Fundamentals of Computer Graphics."
[Title graphic]
In this module, you will learn about the technology and the tools of computer
graphics.
[Transition to opening bullet screen; very clean and clear]
We'll then discuss how and when to use these tools, to create great computer graphics
with the greatest possible speed, efficiency and flexibility.
[Show photos of users in action, producing CG, with text bullets overlaying
them]
When you have completed this section, you will understand the basic concepts behind
each major facet of computer graphics:
[Inside box outline, entitled "Show Me", build menu icon list. Each topic is
contained as a menu icon with accentuating graphics related to each topic.
Leave open air at the top, reserved for the "Overview" icon, and at the bottom
of the screen, below the box outline, for the "Let Me Explore" icon]
1. How graphics are created, in the sections:
“Vector and Raster,” and
“2D and 3D"
2. How graphics are processed, in:
"Rendering," and
"Image Quality"
3. And how the illusion of motion is achieved, in:
"Computer Animation"
[Subject icons, encased in "Show Me ]
Raster Programs
[Header]
Raster programs contain many types of tools found in a traditional artist's studio, plus
a range of other tools that allow for exploration into new design possibilities.
[Photo of traditional artist's tools, beside cg system with image on screen,
user manipulating image]
The most common tools and functions you should look for in a well-rounded program
include:
[Show in a grid format, left to right, the common tool name, a description,
and animation of its function, played within a window on the far right]
1. Pencils, for free-hand drawing
2. A variety of paintbrushes, for painting hard and soft edges
3. An airbrush, for spraying diffused color
4. Masks, for protecting the regions of an image while you are manipulating
others
5. Cropping tools, for saving or deleting areas of an image
6. Type and type-manipulation tools
Review
In this section, we've discussed:
Vector and raster tools and technology, and
Some guidelines for knowing when and how to use programs that feature
raster and vector capabilities
[Bullets, perhaps w/fun background or p stamp graphics from earlier, beside
each bullet]
Introduction:
[Segment title]
Almost everywhere you look, modern 2D and 3D computer graphics are being created
for an increasingly diverse number of applications, including print, desktop publishing,
multimedia presentations, animation, and broadcasting.
[Various photos, video of CG in action in different environments]
In this section, you will learn about:
1. 2D graphics applications
2. 3D applications, modeling, and rendering
3. Tips that will help you determine when to use each type of program in you
projects.
[Header with bullets]
Introduction to 2D:
[Header]
Two dimensional (or 2D) objects are defined as images that possess physical width
and height, occupying the X and Y axes only.
[Show 2D graphic in background, with definition box on one side]
In some respects, creating two-dimensional art on the computer isn't that much
different from creating art using traditional methods. But modern 2D graphics software
allows artists to use familiar tools in new ways, and use new tools to explore possibilities
that couldn't even be approached with traditional tools.
[Show photos/video of various artists, designers using traditional tools on
drawing board, then similar tools on CU of menu bar]
The most common applications for 2D programs include:
1. Illustration
2. Graphic design
3. Desktop publishing
4. Typography
5. Image-manipulation
6. Video painting, and
7. Business presentations
[Show photos of people creating images for each application]
Essentially, everything you will construct in 2D will be from the perspective of looking
directly at flat objects and drawings, on your "electronic canvas."
Introduction to 3D
[Header]
Three dimensional (or 3D) computer graphics is defined as mathematical
descriptions of objects that can be rotated in electronic, three-dimensional space, on any
axis, and whose shapes, dimensions, colors, surfaces, and textures can be changed by the
user.
[Rotate around 3D model, then insert definition box]
The most common applications for 3D programs include:
1. Computer Aided Design and Manufacturing (or “CAD/CAM”)
2. Scientific visualization
3. Architectural design
4. Print media, and
5. Computer animation for film, video, and desktop multimedia
[Show photos of people creating images for each application]
For artists, 3D graphics programs represent a virtual electronic wonderland, in which
visualizations can be created of scenes and objects that do, do not, or cannot exist in
reality.
[Show video, photos of highest end use of 3D - NASA, ILM, etc.]
But how does one create photo-realistic graphics that seem to exist in 3D space?
There are two ways:
With a moderate degree of artistic skill, 3D-looking images can be created
in 2D programs, just as with traditional tools
The second way is to create a model of the object or objects in a 3D
computer program.
[Show close-up scenes of CRTs with 3D-looking images being created in 2D,
3D]
Three-dimensional modeling is one of the most complex subjects to master. But once
you've become proficient in 2D image creation, learning 3D is well worth the effort, and
the knowledge you gain will serve you well, as you proceed in your computer graphics
career.
[Zoom into 3D model as it is being manipulated]
Project Planning
[Header]
Just as projects requiring traditional graphic design vary greatly in terms of content,
style, budget, and available production time, these same issues apply to computer
graphics.
Successful computer graphics projects begin by planning. This process generally
requires three important steps:
1. First, define what it is you want to create, as best as you can, by creating
sketches of the final image. Of course, in the business environment, sketches
will often be provided to you by an art or creative director. Make sure you
understand them completely.
2. Second, break the theoretical image or images down into the smallest
components, and determine how they will logically work together to produce
the desired effect.
3. Third, figure out what the best sequence of production steps would be.
By planning your projects well, before you begin the creation process, you will save
time, effort and money. Just as importantly, you will embark on a consistent path of
growth, resulting in your ability to produce more and better computer graphics.
[A photo collage of artists, designers at work, together and separately; also
show storyboards, schedules being discussed, and text w/supporting
graphics]
2D vs. 3D
[Segment title]
The keys to knowing when to use 2D and 3D programs in your projects are:
1. Understanding what each of your tools is capable of, and
2. Determining how these tools can be best utilized in your projects.
[Bullets over stylized background]
Of course, sometimes your project requirements are quite clear. If you need to look at
an object from various angles, building a 3D model is probably your best option. But if
Review
[Segment title]
In this section, we've discussed:
2D and 3D programs and tools, and
Some guidelines for knowing when and how to each type of program in
your projects
[Bullets]
Knowing when and how to use 2D and 3D programs is just as important as the
technical skills necessary to master each of them. Keep exploring, learning, and
Introduction
[Header]
Rendering is defined as the process of converting vector objects and the
characteristics they possess, into raster images. Rendering is basically taking a
theoretical picture of the vector object, or series of objects, with an imaginary camera.
[Definition window over full screen cg image, then insert repeat of earlier
scene of bowl mesh being transformed. But now, insert model of 35mm
camera off to one side (in perspective), make flash, then show photo of
camera's view of scene]
Another way to think of rendering is as a very powerful electronic "paint by number"
kit, with vector graphics representing the outlines of objects, while the rendering, or
"painting" process, transforms these outlines into a full-color image.
[Show animation looking down side of raster "graph paper", with vector
object sticking out (i.e. Intel "Pentium" ad). Then, view rotates around to
directly in front of object on grid, and show areas being painted in.]
In this section, you will learn about the rendering process for:
1. 2D, and
2. 3D graphics
[Bullets]
Introduction
[Header]
The term "image quality" is defined as the esthetic qualities of an image, and its
clarity, sharpness, resolution, and color intensity.
[Various photos of cool cg images, in bkgrd, then super definition box]
In this section, you will learn about the four factors that determine Image Quality:
1. Resolution,
2. Bit depth,
3. Anti-aliasing, and
4. The Alpha Channel.
[Bullets]
Let's begin by expanding our knowledge of an image quality concept we discussed in
earlier sections of this module - "Resolution."
[Title]
Bit Depth
[Header]
"Bit Depth" is defined as the amount of information used to describe a pixel.
[Insert definition box over cool image]
Essentially, increased bit depth means more information to describe an individual
pixel, and that results in more color possibilities.
Each additional 8-bit measure of color represents a deeper "bit plane"; and the more
bit planes we add, the more colors we can apply to our image.
[Show additional clear "QUADS" layering]
Anti-Aliasing
[Header]
To understand Anti-Aliasing, and how it affects image quality, let's use a raster
program to draw a circle over an image. The only way it can be displayed is by turning
individual square pixels to the color of the circle’s curves. But because there are only a
limited number of pixels available to display a given image, when we look at the image
head on, the curve appears jagged. This is the visual definition of "aliasing."
[Animation using an image on our graph paper example; camera motions
and what it sees are pretty self-explanatory]
Do you remember the concept of “interpolation,” in which the computer calculates the
average between two objects? Well, interpolation is also at the heart of the anti-aliasing
process.
[CU of three pixels – the right one is blue, the one in the middle is white, and
the left one is red; as title appears, the middle one turns purple]
Anti-aliasing analyzes the differences between the colors that make up the curve, and
the colors that lie on each side of curved and diagonal objects. Then, through the
interpolation process, these colors are automatically averaged - and when the image is
displayed, the curve appears smooth and razor sharp.
[Close up of line edge, binary calculations in box, then watch as averaging
occurs]
Review
In this section, we discussed the four determining factors of Image Quality:
Resolution,
Bit depth,
Anti-aliasing, and
The Alpha Channel.
[Bullets]
Each of these processes affects the quality of computer graphic images.
In the next section, Computer Animation, we’ll see some examples of how all the
processes we have discussed up to this point are used, to create the wondrous worlds of
motion, that are now available to the computer artist.
[Image preview from Animation]
User has four control options here:
1) "Continue to... Computer Animation" (largest icon)
2) "Return to Menu" (smaller icons from here on)
3) "Go to Main Menu"
4) "Quit"
Introduction
[Header]
The word "Animation" is derived from the Latin "anima," which means "life," or
"animare," which means "to breathe life into." In its broadest definition, animation means
the illusion of motion, induced by the rapid presentation of a sequence of still, related
images.
[Over collage of cels from major animations, insert definition box]
The standard measure of display speed is measured in "frames per second." For
example, motion pictures display a series of photographic images at a rate of 24 frames
per second, while video displays images at 30 frames per second. The modern definition
of animation is the design, production, and playback of a series of images that are
created by people, using either traditional or computer-driven processes.
[A linear animation moving cels across screen, then insert window of
animation being displayed. Data table probably]
Cel Animation
[Header]
Cel animation, developed in the early 20th century, involves the process of hand-
drawing and painting each individual frame of an animation. In its finest forms, such as
the classic animations created by Walt Disney, cel animation is a long, expensive, and
painstaking process, requiring the coordinated efforts of many artists, with individual
specialties. For example, Walt Disney’s groundbreaking masterpiece "Fantasia,"
released by Disney in 1941, required the painting of hundreds of thousands of cels to fill
its running time.
[Disney studios in 30s; cels over background; then cels in motion in video
window, from film]
Even in its simpler forms, cel animation is still a long and tedious process.
[Defense department animation of troop movements, or other simple cel
animations being produced during 1930s, 40s, or 50s]
But the major drawback of hand-drawn cel animation is that if revisions are required
once a cel sequence is drawn, the artists often have to start all over again.
[Close up of cel artist at work, or discussing cel with supervisor]
Today, another way is available to produce animations, from the simplest to the most
complex: computer animation.
[Transition]