animation. pre-calculated animation do more now, less later
TRANSCRIPT
Pre-calculated Animation
Pre-calculated, stored, static animation information such as:
Image flipping; Video; Image Sequences
Positioning
object property changes on a time schedule
Easier to program
No limits on creation software
Uses for pre-calculated data
-Images & Videos
-3D is too much data: vertices
-Motion capture data
-CAD software (not entirely)
-Old video games, for everything
-Movie Special Effects
-ALL MAPS
-A.I. (pre-trained)
Pitfalls of Pre-Calculated Animation
LARGE amounts of data
storage + bandwidth + access/load delays
Can not change; not dynamic:
Adjusting timing realistically is not possible
speed of playback is all you get
Data is fixed, the content can't be altered like it was when being created
Data Caching / Pre-load
It takes TIME to load Huge amounts of data
Solutions:
1.Pre-load it into RAM before it will be needed
Buffering: Loading just enough in advance and keep loading it in the background while you use up the buffer
Example: Highway ramp stop-light queues
2.Keep used data in RAM for when it is used later = THIS IS CALLED A CACHE
Calculated AnimationProcedural Animation
Less data, CPU intensive, harder to program
Object Properties are still changed over time, like pre-calculated animation
Procedure generated and/or procedure driven
Changes are calculated as opposed to just pulled from data storage
No fixed timing schedule required; maybe no scheduling at all
Uses for real time calculations
-Interactive: interfaces, games
-Procedural textures: 3D effects
-Rendering 3D
-Simulation: Physics, Behavior, AI
-CAD software
-Compression:
approximate data with a calculation
"tweening" and other tools
Math !@#!$@!#?
Animation involves lots of math.
Fixed animations can avoid math, but anything that is dynamic, requires math, even if you put your stuff into 1 loop, you still have to do something with that iterator (i)’s value.
Basic Algebra is a must, Physics is nice.
Graphing calculator can help illustrate function values
Motions end up being math functions
You can recycle motions
“Behaviors” are procedural animations
common name for animation software
program functions, which apply math
you can recycle these too!
Procedural graphics (textures)
Fractals; moss on the north side of 3D trees
Modified graphics - shading, distortion, filtering
Pitfalls of Procedural Graphics and Animation
CPU load; GPU load - battery life
May still use a lot of RAM
PROGRAMMER LABOR COSTS
More bugs possible; more things to go wrong
Difficult to abstractly model natural things
Results may be less predictable (errors amplify)