Computer animation is the art of creating moving images via the use of computers. It is a subfield of computer graphics and animation. Increasingly it is created by means of 3D computer graphics, though 2D computer graphics are still widely used for stylistic, low bandwidth, and faster real-time rendering needs. Sometimes the target of the animation is the computer itself, but sometimes the target is another medium, such as film. It is also referred to as CGI (Computer-generated imagery or computer-generated imaging), especially when used in films.
To create the illusion of movement, an image is displayed on the computer screen then quickly replaced by a new image that is similar to the previous image, but shifted slightly. This technique is identical to how the illusion of movement is achieved with television and motion pictures.
Computer animation is essentially a digital successor to the art of stop motion animation of 3D models and frame-by-frame animation of 2D illustrations. For 3D animations, objects (models) are built on the computer monitor (modeled) and 3D figures are rigged with a virtual skeleton. For 2D figure animations, separate objects (illustrations) and separate transparent layers are used, with or without a virtual skeleton. Then the limbs, eyes, mouth, clothes, etc. of the figure are moved by the animator on key frames. The differences in appearance between key frames are automatically calculated by the computer in a process known as tweening or morphing. Finally, the animation is rendered.
For 3D animations, all frames must be rendered after modeling is complete. For 2D vector animations, the rendering process is the key frame illustration process, while tweened frames are rendered as needed. For pre-recorded presentations, the rendered frames are transferred to a different format or medium such as film or digital video. The frames may also be rendered in real time as they are presented to the end-user audience. Low bandwidth animations transmitted via the internet (e.g. 2D Flash, X3D) often use software on the end-users computer to render in real time as an alternative to streaming or pre-loaded high bandwidth animations.
A simple example
The screen is blanked to a background color, such as black. Then a goat is drawn on the right of the screen. Next the screen is blanked, but the goat is re-drawn or duplicated slightly to the left of its original position. This process is repeated, each time moving the goat a bit to the left. If this process is repeated fast enough the goat will appear to move smoothly to the left. This basic procedure is used for all moving pictures in films and television.
The moving goat is an example of shifting the location of an object. More complex transformations of object properties such as size, shape, lighting effects and color often require calculations and computer rendering instead of simple re-drawing or duplication.
Explanation
To trick the eye and brain into thinking they are seeing a smoothly moving object, the pictures should be drawn at around 12 frames per second (fps) or faster (a frame is one complete image). With rates above 70 frames/s no improvement in realism or smoothness is perceivable due to the way the eye and brain process images. At rates below 12 fps most people can detect jerkiness associated with the drawing of new images which detracts from the illusion of realistic movement. Conventional hand-drawn cartoon animation often uses 15 frames/s in order to save on the number of drawings needed, but this is usually accepted because of the stylized nature of cartoons. Because it produces more realistic imagery computer animation demands higher frame rates to reinforce this realism.
The reason no jerkiness is seen at higher speeds is due to “persistence of vision.” From moment to moment, the eye and brain working together actually store whatever you look at for a fraction of a second, and automatically "smooth out" minor jumps. Movie film seen in theaters in the United States runs at 24 frames per second, which is sufficient to create this illusion of continuous movement.
Methods of animating virtual characters
In most 3D computer animation systems, an animator creates a simplified representation of a character's anatomy, analogous to a skeleton or stick figure. The position of each segment of the skeletal model is defined by animation variables, or Avars. In human and animal characters, many parts of the skeletal model correspond to actual bones, but skeletal animation is also used to animate other things, such as facial features (though other methods for facial animation exist). The character "Woody" in Toy Story, for example, uses 700 Avars, including 100 Avars in the face. The computer does not usually render the skeletal model directly (it is invisible), but uses the skeletal model to compute the exact position and orientation of the character, which is eventually rendered into an image. Thus by changing the values of Avars over time, the animator creates motion by making the character move from frame to frame.
There are several methods for generating the Avar values to obtain realistic motion. Traditionally, animators manipulate the Avars directly. Rather than set Avars for every frame, they usually set Avars at strategic points (frames) in time and let the computer interpolate or 'tween' between them, a process called keyframing. Keyframing puts control in the hands of the animator, and has roots in hand-drawn traditional animation.
In contrast, a newer method called motion capture makes use of live action. When computer animation is driven by motion capture, a real performer acts out the scene as if they were the character to be animated. His or her motion is recorded to a computer using video cameras and markers, and that performance is then applied to the animated character.
Each method has their advantages, and as of 2007, games and films are using either or both of these methods in productions. Keyframe animation can produce motions that would be difficult or impossible to act out, while motion capture can reproduce the subtleties of a particular actor. For example, in the 2006 film Pirates of the Caribbean: Dead Man's Chest, actor Bill Nighy provided the performance for the character Davy Jones. Even though Nighy himself doesn't appear in the film, the movie benefited from his performance by recording the nuances of his body language, posture, facial expressions, etc. Thus motion capture is appropriate in situations where believable, realistic behavior and action is required, but the types of characters required exceed what can be done through conventional costuming.
Computer animation development equipment
Computer animation can be created with a computer and animation software. Some examples of animation software are: Amorphium, Art of Illusion, Poser, Ray Dream Studio, Bryce, Maya, Anim8or, Blender, TrueSpace, Lightwave, 3D Studio Max, SoftImage XSI, Alice, and Adobe Flash (2D). There are many more software options available. Prices will vary greatly depending on target market. Some impressive animation can be achieved even with basic programs; however, the rendering can take a lot of time on an ordinary home computer. Because of this, video game animators tend to use low resolution, low polygon count renders, such that the graphics can be rendered in real time on a home computer. Photorealistic animation would be impractical in this context.
Professional animators of movies, television, and video sequences on computer games make photorealistic animation with high detail. This level of quality for movie animation would take tens to hundreds of years to create on a home computer. Many powerful workstation computers are used instead. Graphics workstation computers use two to four processors, and thus are a lot more powerful than a home computer, and are specialized for rendering. A large number of workstations (known as a render farm) are networked together to effectively act as a giant computer. The result is a computer-animated movie that can be completed in about one to five years (this process is not comprised solely of rendering, however). A workstation typically costs $2,000 to $16,000, with the more expensive stations being able to render much faster, due to the more technologically advanced hardware that they contain. Pixar's Renderman is rendering software which is widely used as the movie animation industry standard, in competition with Mental Ray. It can be bought at the official Pixar website for about $5,000 to $8,000. It will work on Linux, Mac OS X, and Microsoft Windows based graphics workstations along with an animation program such as Maya and Softimage XSI. Professionals also use digital movie cameras, motion capture or performance capture, bluescreens, film editing software, props, and other tools for movie animation.
The future
One open challenge in computer animation is a photorealistic animation of humans. Currently, most computer-animated movies show animal characters (Finding Nemo), fantasy characters (Shrek, Monsters Inc.), anthropomorphic machines (Cars, Robots, WALL-E) or cartoon-like humans (The Incredibles, Meet the Robinsons). The movie Final Fantasy: The Spirits Within is often cited as the first computer-generated movie to attempt to show realistic-looking humans. However, due to the enormous complexity of the human body, human motion, and human biomechanics, realistic simulation of humans remains largely an open problem. It is one of the "holy grails" of computer animation. Eventually, the goal is to create software where the animator can generate a movie sequence showing a photorealistic human character, undergoing physically-plausible motion, together with clothes, photorealistic hair, a complicated natural background, and possibly interacting with other simulated human characters. This could be done in a way that the viewer is no longer able to tell if a particular movie sequence is computer-generated, or created using real actors in front of movie cameras. Complete human realism is not likely to happen very soon, however such concepts obviously bear certain philosophical implications for the future of the film industry.
For the moment it looks like three dimensional computer animation can be divided into two main directions; photorealistic and non-photorealistic rendering. Photorealistic computer animation can itself be divided into two subcategories; real photorealism (where performance capture is used in the creation of the virtual human characters) and stylized photorealism. Real photorealism is what Final Fantasy tried to achieve and will in the future most likely have the ability to give us live action fantasy features as The Dark Crystal without having to use advanced puppetry and animatronics, while Antz is an example on stylistic photorealism (in the future stylized photorealism will be able to replace traditional stop motion animation as in Corpse Bride). None of them are as mentioned perfected yet, but the progress continues.
The non-photorealistic/cartoonish direction is more like an extension of traditional animation, an attempt to make the animation look like a three dimensional version of a cartoon, still using and perfecting the main principles of animation articulated by the Nine Old Men, such as squash and stretch.
While a single frame from a photorealistic computer-animated feature will look like a photo if done right, a single frame vector from a cartoonish computer-animated feature will look like a painting (not to be confused with cel shading, which produces an ever simpler look).
The 2010 movie Alice in Wonderland (2010 film) will be in 3D animation and motion capture.
Detailed examples and pseudocode
In 2D computer animation, moving objects are often referred to as “sprites.” A sprite is an image that has a location associated with it. The location of the sprite is changed slightly, between each displayed frame, to make the sprite appear to move. The following pseudocode makes a sprite move from left to right:
Modern (2001) computer animation uses different techniques to produce animations. Most frequently, sophisticated mathematics is used to manipulate complex three dimensional polygons, apply “textures”, lighting and other effects to the polygons and finally rendering the complete image. A sophisticated graphical user interface may be used to create the animation and arrange its choreography. Another technique called constructive solid geometry defines objects by conducting boolean operations on regular shapes, and has the advantage that animations may be accurately produced at any resolution.
Let's step through the rendering of a simple image of a room with flat wood walls with a grey pyramid in the center of the room. The pyramid will have a spotlight shining on it. Each wall, the floor and the ceiling is a simple polygon, in this case, a rectangle. Each corner of the rectangles is defined by three values referred to as X, Y and Z. X is how far left and right the point is. Y is how far up and down the point is, and Z is far in and out of the screen the point is. The wall nearest us would be defined by four points: (in the order x, y, z). Below is a representation of how the wall is defined.
The pyramid is made up of five polygons: the rectangular base, and four triangular sides. To draw this image the computer uses math to calculate how to project this image, defined by three dimensional data, onto a two dimensional computer screen.
First we must also define where our view point is, that is, from what vantage point will the scene be drawn. Our view point is inside the room a bit above the floor, directly in front of the pyramid. First the computer will calculate which polygons are visible. The near wall will not be displayed at all, as it is behind our view point. The far side of the pyramid will also not be drawn as it is hidden by the front of the pyramid.
Next each point is perspective projected onto the screen. The portions of the walls ‘farthest’ from the view point will appear to be shorter than the nearer areas due to perspective. To make the walls look like wood, a wood pattern, called a texture, will be drawn on them. To accomplish this, a technique called “texture mapping” is often used. A small drawing of wood that can be repeatedly drawn in a matching tiled pattern (like wallpaper) is stretched and drawn onto the walls' final shape. The pyramid is solid grey so its surfaces can just be rendered as grey. But we also have a spotlight. Where its light falls we lighten colors, where objects blocks the light we darken colors.
Next we render the complete scene on the computer screen. If the numbers describing the position of the pyramid were changed and this process repeated, the pyramid would appear to move.
Movies
CGI short films have been produced as independent animation since 1976, though the popularity of computer animation (especially in the field of special effects) skyrocketed during the modern era of U.S. animation. The first completely computer-generated television series was ReBoot, and the first completely computer-generated animated movie was Toy Story, in 1994 and 1995 respectively. See List of computer-animated films for more.
Amateur animation
The popularity of sites such as YouTube, which allows members to upload their own movies for others to view, has created a growing number of what is often considered amateur computer animators. With many free utilities available and programs such as Windows Movie Maker, anyone with the tools can have their animation viewed by thousands. Many high end animation software options are also available on a trial basis, allowing for educational and non-commercial development with certain restrictions. Several freeware animation software applications exist as well. One way to create amateur animation is using the GIF format, which can be uploaded and seen on the web easily.
Architectural animation
Architects use services from animation companies to create a 3-dimensional models for both the customers and builders. It can be more accurate than traditional drawings. Architectural animation can also be used to see the possible relationship the building will have in relation to the environment and its surrounding buildings.
Saturday, September 27, 2008
Sunday, September 7, 2008
2D computer graphics
2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. The word may stand for the branch of computer science that comprises such techniques, or for the models themselves.
Raster graphic sprites (left) and masks (right)
2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc.. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics (whose approach is more akin to photography than to typography).
In many domains, such as desktop publishing, engineering, and business, a description of a document based on 2D computer graphics techniques can be much smaller than the corresponding digital image—often by a factor of 1/1000 or more. This representation is also more flexible since it can be rendered at different resolutions to suit different output devices. For these reasons, documents and illustrations are often stored or transmitted as 2D graphic files.
2D computer graphics started in the 1950s, based on vector graphics devices. These were largely supplanted by raster-based devices in the following decades. The PostScript language and the X Window System protocol were landmark developments in the field.
2D graphics techniques
2D graphics models may combine geometric models (also called vector graphics), digital images (also called raster graphics), text to be typeset (defined by content, font style and size, color, position, and orientation), mathematical functions and equations, and more. These components can be modified and manipulated by two-dimensional geometric transformations such as translation, rotation, scaling. In object-oriented graphics, the image is described indirectly by an object endowed with a self-rendering method—a procedure which assigns colors to the image pixels by an arbitrary algorithm. Complex models can be built by combining simpler objects, in the paradigms of object-oriented programming.
Direct painting
A convenient way to create a complex image is to start with a blank "canvas" raster map (an array of pixels, also known as a bitmap) filled with some uniform background color and then "draw", "paint" or "paste" simple patches of color onto it, in an appropriate order. In particular, the canvas may be the frame buffer for a computer display.
Some programs will set the pixel colors directly, but most will rely on some 2D graphics library and/or the machine's graphics card, which usually implement the following operations:
• paste a given image at a specified offset onto the canvas;
• write a string of characters with a specified font, at a given position and angle;
• paint a simple geometric shape, such as a triangle defined by three corners, or a circle with given center and radius;
• draw a line segment, arc, or simple curve with a virtual pen of given width.
Extended color models
Text, shapes and lines are rendered with a client-specified color. Many libraries and cards provide color gradients, which are handy for the generation of smoothly-varying backgrounds, shadow effects, etc.. (See also Gouraud shading). The pixel colors can also be taken from a texture, e.g. a digital image (thus emulating rub-on screentones and the fabled "checker paint" which used to be available only in cartoons).
Painting a pixel with a given color usually replaces its previous color. However, many systems support painting with transparent and translucent colors, which only modify the previous pixel values. The two colors may also be combined in fancier ways, e.g. by computing their bitwise exclusive or. This technique is known as inverting color or color inversion, and is often used in graphical user interfaces for highlighting, rubber-band drawing, and other volatile painting—since re-painting the same shapes with the same color will restore the original pixel values.
Layers
The models used in 2D computer graphics usually do not provide for three-dimensional shapes, or three-dimensional optical phenomena such as lighting, shadows, reflection, refraction, etc.. However, they usually can model multiple layers (conceptually of ink, paper, or film; opaque, translucent, or transparent—stacked in a specific order. The ordering is usually defined by a single number (the layer's depth, or distance from the viewer).
Layered models are sometimes called 2 1/2-D computer graphics. They make it possible to mimic traditional drafting and printing techniques based on film and paper, such as cutting and pasting; and allow the user to edit any layer without affecting the others. For these reasons, they are used in most graphics editors. Layered models also allow better anti-aliasing of complex drawings and provide a sound model for certain techniques such as mitered joints and the even-odd rule.
Layered models are also used to allow the user to suppress unwanted information when viewing or printing a document, e.g. roads and/or railways from a map, certain process layers from an integrated circuit diagram, or hand annotations from a business letter.
In a layer-based model, the target image is produced by "painting" or "pasting" each layer, in order of decreasing depth, on the virtual canvas. Conceptually, each layer is first rendered on its own, yielding a digital image with the desired resolution which is then painted over the canvas, pixel by pixel. Fully transparent parts of a layer need not be rendered, of course. The rendering and painting may be done in parallel, i.e. each layer pixel may be painted on the canvas as soon as it is produced by the rendering procedure.
Layers that consist of complex geometric objects (such as text or polylines) may be broken down into simpler elements (characters or line segments, respectively), which are then painted as separate layers, in some order. However, this solution may create undesirable aliasing artifacts wherever two elements overlap the same pixel.
See also Portable Document Format#Layers.
2D graphics hardware
Modern computer graphics card displays almost overwhelmingly use raster techniques, dividing the screen into a rectangular grid of pixels, due to the relatively low cost of raster-based video hardware as compared with vector graphic hardware. Most graphic hardware has internal support for blitting operations and sprite drawing. A co-processor dedicated to blitting is known as a Blitter chip.
Classic 2D graphics chips of the late 1970s and early 80s, used in the 8-bit video game consoles and home computers, include:
• Atari's ANTIC (actually a 2D GPU), TIA, CTIA, and GTIA
• Commodore/MOS Technology's VIC and VIC-II
2D graphics software
Many graphical user interfaces (GUIs), including Mac OS, Microsoft Windows, or the X Window System, are primarily based on 2D graphical concepts. Such software provides a visual environment for interacting with the computer, and commonly includes some form of window manager to aid the user in conceptually distinguishing between different applications. The user interface within individual software applications is typically 2D in nature as well, due in part to the fact that most common input devices, such as the mouse, are constrained to two dimensions of movement.
2D graphics are very important in the control peripherals such as printers, plotters, sheet cutting machines, etc.. They were also used in most early video and computer games; and are still used for card and board games such as solitaire, chess, mahjongg, etc..
2D graphics editors or drawing programs are application-level software for the creation of images, diagrams and illustrations by direct manipulation (through the mouse, graphics tablet, or similar device) of 2D computer graphics primitives. These editors generally provide geometric primitives as well as digital images; and some even support procedural models. The illustration is usually represented internally as a layered model, often with a hierarchical structure to make editing more convenient. These editors generally output graphics files where the layers and primitives are separately preserved in their original form. MacDraw, introduced in 1984 with the Macintosh line of computers, was an early example of this class; recent examples are the commercial products Adobe Illustrator and CorelDRAW, and the free editors such as xfig or Inkscape. There are also many 2D graphics editors specialized for certain types of drawings such as electrical, electronic and VLSI diagrams, topographic maps, computer fonts, etc.
Image editors are specialized for the manipulation of digital images, mainly by means of free-hand drawing/painting and signal processing operations. They typically use a direct-painting paradigm, where the user controls virtual pens, brushes, and other free-hand artistic instruments to apply paint to a virtual canvas. Some image editors support a multiple-layer model; however, in order to support signal-processing operations like blurring each layer is normally represented as a digital image. Therefore, any geometric primitives that are provided by the editor are immediately converted to pixels and painted onto the canvas. The name raster graphics editor is sometimes used to contrast this approach to that of general editors which also handle vector graphics. One of the first popular image editors was Apple's MacPaint, companion to MacDraw. Modern examples are the free GIMP editor, and the commercial products Photoshop and Paint Shop Pro. This class too includes many specialized editors — for medicine, remote sensing, digital photography, etc.
Developmental animation
With the resurgence of 2D animation and its booming popularity, software like Toonz Harlequin, CelAction, Anime Studio, Toon Boom Animation, Animaker and Adobe Flash have emerged as the new tools of choice for both amateur and professional animators.
However, the principal issue with 2D animation is labor requirements. With advanced software like Retas and Adobe After Effects, coloring and compositing can be easily done with significantly less time.
Additional software is being developed to aid and speed up the process of digital 2D animation, specifically in the area of automatic coloring and in-betweening. One such example is Cacani, developed by Singapore's NTU.
Raster graphic sprites (left) and masks (right)
2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc.. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics (whose approach is more akin to photography than to typography).
In many domains, such as desktop publishing, engineering, and business, a description of a document based on 2D computer graphics techniques can be much smaller than the corresponding digital image—often by a factor of 1/1000 or more. This representation is also more flexible since it can be rendered at different resolutions to suit different output devices. For these reasons, documents and illustrations are often stored or transmitted as 2D graphic files.
2D computer graphics started in the 1950s, based on vector graphics devices. These were largely supplanted by raster-based devices in the following decades. The PostScript language and the X Window System protocol were landmark developments in the field.
2D graphics techniques
2D graphics models may combine geometric models (also called vector graphics), digital images (also called raster graphics), text to be typeset (defined by content, font style and size, color, position, and orientation), mathematical functions and equations, and more. These components can be modified and manipulated by two-dimensional geometric transformations such as translation, rotation, scaling. In object-oriented graphics, the image is described indirectly by an object endowed with a self-rendering method—a procedure which assigns colors to the image pixels by an arbitrary algorithm. Complex models can be built by combining simpler objects, in the paradigms of object-oriented programming.
Direct painting
A convenient way to create a complex image is to start with a blank "canvas" raster map (an array of pixels, also known as a bitmap) filled with some uniform background color and then "draw", "paint" or "paste" simple patches of color onto it, in an appropriate order. In particular, the canvas may be the frame buffer for a computer display.
Some programs will set the pixel colors directly, but most will rely on some 2D graphics library and/or the machine's graphics card, which usually implement the following operations:
• paste a given image at a specified offset onto the canvas;
• write a string of characters with a specified font, at a given position and angle;
• paint a simple geometric shape, such as a triangle defined by three corners, or a circle with given center and radius;
• draw a line segment, arc, or simple curve with a virtual pen of given width.
Extended color models
Text, shapes and lines are rendered with a client-specified color. Many libraries and cards provide color gradients, which are handy for the generation of smoothly-varying backgrounds, shadow effects, etc.. (See also Gouraud shading). The pixel colors can also be taken from a texture, e.g. a digital image (thus emulating rub-on screentones and the fabled "checker paint" which used to be available only in cartoons).
Painting a pixel with a given color usually replaces its previous color. However, many systems support painting with transparent and translucent colors, which only modify the previous pixel values. The two colors may also be combined in fancier ways, e.g. by computing their bitwise exclusive or. This technique is known as inverting color or color inversion, and is often used in graphical user interfaces for highlighting, rubber-band drawing, and other volatile painting—since re-painting the same shapes with the same color will restore the original pixel values.
Layers
The models used in 2D computer graphics usually do not provide for three-dimensional shapes, or three-dimensional optical phenomena such as lighting, shadows, reflection, refraction, etc.. However, they usually can model multiple layers (conceptually of ink, paper, or film; opaque, translucent, or transparent—stacked in a specific order. The ordering is usually defined by a single number (the layer's depth, or distance from the viewer).
Layered models are sometimes called 2 1/2-D computer graphics. They make it possible to mimic traditional drafting and printing techniques based on film and paper, such as cutting and pasting; and allow the user to edit any layer without affecting the others. For these reasons, they are used in most graphics editors. Layered models also allow better anti-aliasing of complex drawings and provide a sound model for certain techniques such as mitered joints and the even-odd rule.
Layered models are also used to allow the user to suppress unwanted information when viewing or printing a document, e.g. roads and/or railways from a map, certain process layers from an integrated circuit diagram, or hand annotations from a business letter.
In a layer-based model, the target image is produced by "painting" or "pasting" each layer, in order of decreasing depth, on the virtual canvas. Conceptually, each layer is first rendered on its own, yielding a digital image with the desired resolution which is then painted over the canvas, pixel by pixel. Fully transparent parts of a layer need not be rendered, of course. The rendering and painting may be done in parallel, i.e. each layer pixel may be painted on the canvas as soon as it is produced by the rendering procedure.
Layers that consist of complex geometric objects (such as text or polylines) may be broken down into simpler elements (characters or line segments, respectively), which are then painted as separate layers, in some order. However, this solution may create undesirable aliasing artifacts wherever two elements overlap the same pixel.
See also Portable Document Format#Layers.
2D graphics hardware
Modern computer graphics card displays almost overwhelmingly use raster techniques, dividing the screen into a rectangular grid of pixels, due to the relatively low cost of raster-based video hardware as compared with vector graphic hardware. Most graphic hardware has internal support for blitting operations and sprite drawing. A co-processor dedicated to blitting is known as a Blitter chip.
Classic 2D graphics chips of the late 1970s and early 80s, used in the 8-bit video game consoles and home computers, include:
• Atari's ANTIC (actually a 2D GPU), TIA, CTIA, and GTIA
• Commodore/MOS Technology's VIC and VIC-II
2D graphics software
Many graphical user interfaces (GUIs), including Mac OS, Microsoft Windows, or the X Window System, are primarily based on 2D graphical concepts. Such software provides a visual environment for interacting with the computer, and commonly includes some form of window manager to aid the user in conceptually distinguishing between different applications. The user interface within individual software applications is typically 2D in nature as well, due in part to the fact that most common input devices, such as the mouse, are constrained to two dimensions of movement.
2D graphics are very important in the control peripherals such as printers, plotters, sheet cutting machines, etc.. They were also used in most early video and computer games; and are still used for card and board games such as solitaire, chess, mahjongg, etc..
2D graphics editors or drawing programs are application-level software for the creation of images, diagrams and illustrations by direct manipulation (through the mouse, graphics tablet, or similar device) of 2D computer graphics primitives. These editors generally provide geometric primitives as well as digital images; and some even support procedural models. The illustration is usually represented internally as a layered model, often with a hierarchical structure to make editing more convenient. These editors generally output graphics files where the layers and primitives are separately preserved in their original form. MacDraw, introduced in 1984 with the Macintosh line of computers, was an early example of this class; recent examples are the commercial products Adobe Illustrator and CorelDRAW, and the free editors such as xfig or Inkscape. There are also many 2D graphics editors specialized for certain types of drawings such as electrical, electronic and VLSI diagrams, topographic maps, computer fonts, etc.
Image editors are specialized for the manipulation of digital images, mainly by means of free-hand drawing/painting and signal processing operations. They typically use a direct-painting paradigm, where the user controls virtual pens, brushes, and other free-hand artistic instruments to apply paint to a virtual canvas. Some image editors support a multiple-layer model; however, in order to support signal-processing operations like blurring each layer is normally represented as a digital image. Therefore, any geometric primitives that are provided by the editor are immediately converted to pixels and painted onto the canvas. The name raster graphics editor is sometimes used to contrast this approach to that of general editors which also handle vector graphics. One of the first popular image editors was Apple's MacPaint, companion to MacDraw. Modern examples are the free GIMP editor, and the commercial products Photoshop and Paint Shop Pro. This class too includes many specialized editors — for medicine, remote sensing, digital photography, etc.
Developmental animation
With the resurgence of 2D animation and its booming popularity, software like Toonz Harlequin, CelAction, Anime Studio, Toon Boom Animation, Animaker and Adobe Flash have emerged as the new tools of choice for both amateur and professional animators.
However, the principal issue with 2D animation is labor requirements. With advanced software like Retas and Adobe After Effects, coloring and compositing can be easily done with significantly less time.
Additional software is being developed to aid and speed up the process of digital 2D animation, specifically in the area of automatic coloring and in-betweening. One such example is Cacani, developed by Singapore's NTU.
Thursday, September 4, 2008
Visual thinking
Thinking in pictures, is one of a number of other recognized forms of non-verbal thought such as kinesthetic, musical and mathematical thinking. Multiple thinking and learning styles, including visual, kinesthetic, musical, mathematical and verbal thinking styles are a common part of many current teacher training courses.
Research by Child Development Theorist Linda Kreger Silverman suggests that less than 30% of the population strongly uses visual/spatial thinking, another 45% uses both visual/spatial thinking and thinking in the form of words, and 25% thinks exclusively in words. According to Kreger Silverman, of the 30% of the general population who use visual/spatial thinking, only a small percentage would use this style over and above all other forms of thinking, and can be said to be 'true' "picture thinkers".
While visual thinking and visual learners are not synonymous, those who think in pictures have generally claimed to be best at visual learning. Also, while preferred learning and thinking styles may differ from person to person, precluding perceptual or neurological damage or deficits diminishing the use of some types of thinking, most people (visual thinkers included) will usually employ some range of diverse thinking and learning styles whether they are conscious of the differences or not.
Visual Thinking and Eidetic Memory
Eidetic Memory (photographic memory) may co-occur in visual thinkers as much as in any type of thinking style as it is a memory function associated with having vision rather than a thinking style. Eidetic Memory can still occur in those with visual agnosia (meaning blindness) who, unlike visual thinkers, may be limited in the use of visualization skills for mental reasoning.
Visual Thinking, Left Handedness and Brain Hemisphere Specialization
As one of the three most common modes of thinking, visual thinking occurs in both left and right-handed people. Given that left-handed people account for around 7-10% of the population and that visual thinking is one of the most common modes of thinking for around 60%-65% [citation needed] of the population (60-65 in every 100 people) this would indicate that visual thinking may have no essential connection to specific brain hemisphere dominance, or that hand dominance is not as strong an indicator of hemispheric proficiency as is often assumed.
Visual Thinking and Dyslexia
As dyslexia is believed to affect up to 17% percent of the population and Visual thinking is predominant in around 60%-65% [citation needed] of the population, there is no clear indication of a link between visual thinking and dyslexia. As visual thinking is the most common mode of thought, it might be expected that the incidence of visual thinking in the dyslexic community would be reflective of that in the general population, around 60%-65% [citation needed] of each population.
Visual Thinking and Autism
Visual thinking has been argued by Temple Grandin as a basis for delayed speech in people with autism. However, 'picture thinking' is only one form of "non-linguistic thinking", the others including physical (kinesthetic), aural (musical) and logical (mathematical/systems) style of thought. Among those whose main form of thought and learning style is a non-linguistic form, visual thinking is the most common, though most people have a combination of thinking and learning styles. It has been suggested that visual thinking has some necessary connection with autism. However, given that current statistics by the National Autistic Society UK put the incidence of ASD around 1 person in 100 has an Autism Spectrum Disorder and that up to 60%-65% [citation needed] of the population think in pictures, it cannot be concluded that visual thinking has any necessary connection with autism. However, unless those with autism have sensory-perceptual disorders limiting their capacity to develop visual thinking, such as visual agnosias or blindness since infancy, many people with autism, just as many non-autistic people, are equally likely to think in pictures. As visual thinking is the most common mode of thought, it might be expected that the incidence of visual thinking in the autistic community may be reflective of that in the general population, around 60%-65% [citation needed] of each population.
Visual Thinking and Spatial-Temporal Reasoning or Spatial Visualization ability
Visual thinkers describe thinking in pictures. As approximately 60%-65% [citation needed] of the general population, it's possible that a visual thinker may be as likely as any human being to also have good spatial-temporal reasoning or visual spatial ability without the two having any necessary direct relationship. Acute spatial ability is also a traits of kinesthetic learners (those who learn through movement, physical patterning and doing) and logical thinkers (mathematical thinkers who think in patterns and systems) who may not be strong visual thinkers at all. Similarly, visual thinking has been described as seeing words as a series of pictures which, alone, is not exactly the same phenomena spatial-temporal reasoning.
It has to be understood however, that the reasoning employed here uses the fact that these 60 to 60% [citation needed] percent of people are people who "strongly" or "sometimes" use thinking in pictures, but also use other forms of thinking. They think in pictures almost to the exclusion of other kinds of thinking. Such persons, real "picture thinkers", make up only a very small percentage of the population. Thus the "Controversy" described above might be moot when considering this.
Dutch and Belgian research into Picture thinking
Contrary to the apparent lack of interest in "picture thinking" in the US, in the Netherlands there is a strong and growing interest in this phenomenon. After a lot of media coverage in the last few years there is now not much doubt among the general population that picture thinking is a real phenomenon, meaning that only a small percentage of the population are true picture thinkers, that is persons who mainly think using pictures to the exclusion of thinking linearly using language.
Although there is still resistance to the idea even by some Dutch psychologists and development theorists, a lot of empirical evidence has been discovered for the existence of this phenomenon, since its first discovery some ten years ago.
Much research is being done into the phenomenon of “picture thinking”, (a literal translation of the Dutch term "beelddenken") by the Dutch nonprofit foundation the "Maria J. Krabbe Stichting Beelddenken" They are publishing documents, holding congresses and are funding scientific studies and have even devised a test, (the "Ojemann wereldspel") to recognize children that are picture thinkers. In this test children are asked to build a village using toy houses, and a picture is taken from the result. After a few days the child is asked to re-create the very same village. Children who are picture thinkers are found to be much more accurate in re-creating the village than the non picture thinking children.
Research by Child Development Theorist Linda Kreger Silverman suggests that less than 30% of the population strongly uses visual/spatial thinking, another 45% uses both visual/spatial thinking and thinking in the form of words, and 25% thinks exclusively in words. According to Kreger Silverman, of the 30% of the general population who use visual/spatial thinking, only a small percentage would use this style over and above all other forms of thinking, and can be said to be 'true' "picture thinkers".
While visual thinking and visual learners are not synonymous, those who think in pictures have generally claimed to be best at visual learning. Also, while preferred learning and thinking styles may differ from person to person, precluding perceptual or neurological damage or deficits diminishing the use of some types of thinking, most people (visual thinkers included) will usually employ some range of diverse thinking and learning styles whether they are conscious of the differences or not.
Visual Thinking and Eidetic Memory
Eidetic Memory (photographic memory) may co-occur in visual thinkers as much as in any type of thinking style as it is a memory function associated with having vision rather than a thinking style. Eidetic Memory can still occur in those with visual agnosia (meaning blindness) who, unlike visual thinkers, may be limited in the use of visualization skills for mental reasoning.
Visual Thinking, Left Handedness and Brain Hemisphere Specialization
As one of the three most common modes of thinking, visual thinking occurs in both left and right-handed people. Given that left-handed people account for around 7-10% of the population and that visual thinking is one of the most common modes of thinking for around 60%-65% [citation needed] of the population (60-65 in every 100 people) this would indicate that visual thinking may have no essential connection to specific brain hemisphere dominance, or that hand dominance is not as strong an indicator of hemispheric proficiency as is often assumed.
Visual Thinking and Dyslexia
As dyslexia is believed to affect up to 17% percent of the population and Visual thinking is predominant in around 60%-65% [citation needed] of the population, there is no clear indication of a link between visual thinking and dyslexia. As visual thinking is the most common mode of thought, it might be expected that the incidence of visual thinking in the dyslexic community would be reflective of that in the general population, around 60%-65% [citation needed] of each population.
Visual Thinking and Autism
Visual thinking has been argued by Temple Grandin as a basis for delayed speech in people with autism. However, 'picture thinking' is only one form of "non-linguistic thinking", the others including physical (kinesthetic), aural (musical) and logical (mathematical/systems) style of thought. Among those whose main form of thought and learning style is a non-linguistic form, visual thinking is the most common, though most people have a combination of thinking and learning styles. It has been suggested that visual thinking has some necessary connection with autism. However, given that current statistics by the National Autistic Society UK put the incidence of ASD around 1 person in 100 has an Autism Spectrum Disorder and that up to 60%-65% [citation needed] of the population think in pictures, it cannot be concluded that visual thinking has any necessary connection with autism. However, unless those with autism have sensory-perceptual disorders limiting their capacity to develop visual thinking, such as visual agnosias or blindness since infancy, many people with autism, just as many non-autistic people, are equally likely to think in pictures. As visual thinking is the most common mode of thought, it might be expected that the incidence of visual thinking in the autistic community may be reflective of that in the general population, around 60%-65% [citation needed] of each population.
Visual Thinking and Spatial-Temporal Reasoning or Spatial Visualization ability
Visual thinkers describe thinking in pictures. As approximately 60%-65% [citation needed] of the general population, it's possible that a visual thinker may be as likely as any human being to also have good spatial-temporal reasoning or visual spatial ability without the two having any necessary direct relationship. Acute spatial ability is also a traits of kinesthetic learners (those who learn through movement, physical patterning and doing) and logical thinkers (mathematical thinkers who think in patterns and systems) who may not be strong visual thinkers at all. Similarly, visual thinking has been described as seeing words as a series of pictures which, alone, is not exactly the same phenomena spatial-temporal reasoning.
It has to be understood however, that the reasoning employed here uses the fact that these 60 to 60% [citation needed] percent of people are people who "strongly" or "sometimes" use thinking in pictures, but also use other forms of thinking. They think in pictures almost to the exclusion of other kinds of thinking. Such persons, real "picture thinkers", make up only a very small percentage of the population. Thus the "Controversy" described above might be moot when considering this.
Dutch and Belgian research into Picture thinking
Contrary to the apparent lack of interest in "picture thinking" in the US, in the Netherlands there is a strong and growing interest in this phenomenon. After a lot of media coverage in the last few years there is now not much doubt among the general population that picture thinking is a real phenomenon, meaning that only a small percentage of the population are true picture thinkers, that is persons who mainly think using pictures to the exclusion of thinking linearly using language.
Although there is still resistance to the idea even by some Dutch psychologists and development theorists, a lot of empirical evidence has been discovered for the existence of this phenomenon, since its first discovery some ten years ago.
Much research is being done into the phenomenon of “picture thinking”, (a literal translation of the Dutch term "beelddenken") by the Dutch nonprofit foundation the "Maria J. Krabbe Stichting Beelddenken" They are publishing documents, holding congresses and are funding scientific studies and have even devised a test, (the "Ojemann wereldspel") to recognize children that are picture thinkers. In this test children are asked to build a village using toy houses, and a picture is taken from the result. After a few days the child is asked to re-create the very same village. Children who are picture thinkers are found to be much more accurate in re-creating the village than the non picture thinking children.
Wednesday, September 3, 2008
Storyboard
Storyboards are graphic organizers such as a series of illustrations or images displayed in sequence for the purpose of previsualizing a motion graphic or interactive media sequence, including website interactivity.
The storyboarding process, in the form it is known today, was developed at the Walt Disney studio during the early 1930s, after several years of similar processes being in use at Walt Disney and other animation studios.
Origins
The storyboarding process can be very tedious and intricate. The form widely known today was developed at the Walt Disney studio during the early 1930s. In the biography of her father, The Story of Walt Disney (Henry Holt, 1956), Diane Disney Miller explains that the first complete storyboards were created for the 1933 Disney short Three Little Pigs. According to John Canemaker, in Paper Dreams: The Art and Artists of Disney Storyboards (1999, Hyperion Press), the first storyboards at Disney evolved from comic-book like "story sketches" created in the 1920s to illustrate concepts for animated cartoon short subjects such as Plane Crazy and Steamboat Willie.
According to Christopher Finch in The Art of Walt Disney (Abrams, 1973), Disney credited animator Webb Smith with creating the idea of drawing scenes on separate sheets of paper and pinning them up on a bulletin board to tell a story in sequence, thus creating the first storyboard.
One of the first live action films to be completely storyboarded was Gone with the Wind. William Cameron Menzies, the film's production designer, was hired by David Selznik to design every shot of the film. Many large budget silent films were also storyboarded but most of this material has been lost during the reduction of the studio archives during the 1970s.
Storyboarding became popular in live-action film production during the early 1940s, and grew into a standard medium for previsualization of films: "We can see the last half century ... as the period in which production design was largely characterized by adoption of the storyboard," wrote curator Annette Michelson in a 1993 catalog for the Pace Gallery exhibit Drawing into Film: Director's Drawings, which featured storyboards of popular films.
Storyboarding's most recent use is outlining websites and other interactive media projects during the design phase.
Usage
Film
A film storyboard is essentially a large comic of the film or some section of the film produced beforehand to help film directors, cinematographers and television commercial advertising clients visualize the scenes and find potential problems before they occur. Often storyboards include arrows or instructions that indicate movement.
In creating a motion picture with any degree of fidelity to a script, a storyboard provides a visual layout of events as they are to be seen through the camera lens. And in the case of interactive media, it is the layout and sequence in which the user or viewer sees the content or information. In the storyboarding process, most technical details involved in crafting a film or interactive media project can be efficiently described either in picture, or in additional text.
Some live-action film directors, such as Joel and Ethan Coen, used storyboard extensively before taking the pitch to their funders, stating that it helps them get the figure they are looking for since they can show exactly where the money will be used. Other directors storyboard only certain scenes, or none at all. Animation directors are usually required to storyboard extensively, sometimes in place of doing a script.
Theater
A common misconception is that storyboards are not used in theater. They are frequently special tools that directors and playwrights use to understand the layout of the scene.
Animatics
In animation and special effects work, the storyboarding stage may be followed by simplified mock-ups called "animatics" to give a better idea of how the scene will look and feel with motion and timing. At its simplest, an animatic is a series of still images edited together and displayed in sequence. More commonly, a rough dialogue and/or rough sound track is added to the sequence of still images (usually taken from a storyboard) to test whether the sound and images are working effectively together.
This allows the animators and directors to work out any screenplay, camera positioning, shot list and timing issues that may exist with the current storyboard. The storyboard and soundtrack are amended if necessary, and a new animatic may be created and reviewed with the director until the storyboard is perfected. Editing the film at the animatic stage can avoid animation of scenes that would be edited out of the film. Animation is usually an expensive process, so there should be a minimum "deleted scenes" if the film is to be completed within budget.
Often storyboards are animated with simple zooms and pans to simulate camera movement (using non-linear editing software). These animations can be combined with available animatics, sound effects and dialog to create a presentation of how a film could be shot and cut together. Some feature film DVD special features include production animatics.
Photomatic
A Photomatic is a series of still photographs edited together and presented on screen in a sequence. Usually, a voice-over, soundtrack and sound effects are added to the piece to create a presentation to show how a film could be shot and cut together. Increasingly used by advertisers and advertising agencies to research the effectiveness of their proposed storyboard before committing to a 'full up' television advertisement.
The photomatic is usually a research tool, similar to an animatic, in that it represents the work to a test audience so that the commissioners of the work can gauge its effectiveness.
Originally, photographs were taken using colour negative film. A selection would be made from contact sheets and prints made. The prints would be placed on a rostrum and recorded to videotape using a standard video camera. Any moves, pans or zooms would have to be made in camera. The capured scenes could then be edited.
Digital photography, web access to stock photography and Non-linear editing programs have had a marked impact on this way of film making also leading to the term 'digimatic'. Images can be shot and edited very quickly to allow important creative decisions to be made 'live'. Photo composite animations can build intricate scenes that would normally be beyond many test film budgets.
The term 'photomatic' is probably derived from 'animatic' or photo-animation.
Business
Storyboards were adapted from the film industry to business, purportedly by Howard Hughes of Hughes Aircraft. Today they are used by industry for planning ad campaigns, commercials, a proposal or other projects intended to convince or compel to action.
A "quality storyboard" is a tool to help facilitate the introduction of a quality improvement process into an organisation.
Design comics are a type of storyboard used to include a customer or other characters into a narrative. Design comics are most often used in designing web sites or illustrating product usage scenarios during design.
Interactive media
More recently the term "storyboard" has been used in the fields of web development, software development and instructional design to present and describe, in written, interactive events as well as audio and motion, particularly on user interfaces and electronic pages.
Benefits
One advantage of using storyboards is that it allows (in film and business) the user to experiment with changes in the storyline to evoke stronger reaction or interest. Flashbacks, for instance, are often the result of sorting storyboards out of chronological order to help build suspense and interest.
The process of visual thinking and planning allows a group of people to brainstorm together, placing their ideas on storyboards and then arranging the storyboards on the wall. This fosters more ideas and generates consensus inside the group.
Creation
Storyboards for films are created in a multiple step process.-- They can be created by hand drawing or digitally on the computer.
If drawing by hand, the first step is to create or download a storyboard template. These look much like a blank comic strip, with space for comments and dialogue. Then sketch a "thumbnail" storyboard. Some directors sketch thumbnails directly in the script margins. These storyboards get their name because they are rough sketches not bigger than a thumbnail. For some motion pictures, thumbnail storyboards are sufficient.
However, some filmmakers rely heavily on the storyboarding process. If a director or producer wishes, more detailed and elaborate storyboard images are created. These can be created by professional storyboard artists by hand on paper or digitally by using 2D storyboarding programs. Some software applications even supply a stable of storyboard-specific images making it possible to quickly create shots which express the director's intent for the story. These boards tend to contain more detailed information than thumbnail storyboards and convey more of the mood for the scene. These are then presented to the project's cinematographer who achieves the director's vision.
Finally, if needed, 3D storyboards are created (called Technical Previsualization). The advantage of 3D storyboards is they show exactly what the film camera will see using the lenses the film camera will use. The disadvantage of 3D is the amount of time it takes to build and construct the shots. 3D storyboards can be constructed using 3D animation programs or digital puppets within 3D programs. Some programs have a collection of low resolution 3D figures which can aid in the process. Some 3D applications allow cinematographers to create "technical" storyboards which are optically-correct shots and frames.
While technical storyboards can be helpful, optically-correct storyboards may limit the director's creativity. In classic motion pictures such as Orson Welles' Citizen Kane and Alfred Hitchcock's North by Northwest, the director created storyboards that were initially thought by cinematographers as to be impossibie to film. Such innovative and dramatic shots had "impossible" depth of field and angles where there was "no room for the camera." At least not until creative solutions were found to achieve the ground-breaking shots that the director had envisioned. It is very important that the director not be limited to what is just "possbile" or "normal" to the cinematographer. Technical 3D programs can sometimes help the cinematographer plan what challenges the director has created for them to achieve complex storytelling shots.
The storyboarding process, in the form it is known today, was developed at the Walt Disney studio during the early 1930s, after several years of similar processes being in use at Walt Disney and other animation studios.
Origins
The storyboarding process can be very tedious and intricate. The form widely known today was developed at the Walt Disney studio during the early 1930s. In the biography of her father, The Story of Walt Disney (Henry Holt, 1956), Diane Disney Miller explains that the first complete storyboards were created for the 1933 Disney short Three Little Pigs. According to John Canemaker, in Paper Dreams: The Art and Artists of Disney Storyboards (1999, Hyperion Press), the first storyboards at Disney evolved from comic-book like "story sketches" created in the 1920s to illustrate concepts for animated cartoon short subjects such as Plane Crazy and Steamboat Willie.
According to Christopher Finch in The Art of Walt Disney (Abrams, 1973), Disney credited animator Webb Smith with creating the idea of drawing scenes on separate sheets of paper and pinning them up on a bulletin board to tell a story in sequence, thus creating the first storyboard.
One of the first live action films to be completely storyboarded was Gone with the Wind. William Cameron Menzies, the film's production designer, was hired by David Selznik to design every shot of the film. Many large budget silent films were also storyboarded but most of this material has been lost during the reduction of the studio archives during the 1970s.
Storyboarding became popular in live-action film production during the early 1940s, and grew into a standard medium for previsualization of films: "We can see the last half century ... as the period in which production design was largely characterized by adoption of the storyboard," wrote curator Annette Michelson in a 1993 catalog for the Pace Gallery exhibit Drawing into Film: Director's Drawings, which featured storyboards of popular films.
Storyboarding's most recent use is outlining websites and other interactive media projects during the design phase.
Usage
Film
A film storyboard is essentially a large comic of the film or some section of the film produced beforehand to help film directors, cinematographers and television commercial advertising clients visualize the scenes and find potential problems before they occur. Often storyboards include arrows or instructions that indicate movement.
In creating a motion picture with any degree of fidelity to a script, a storyboard provides a visual layout of events as they are to be seen through the camera lens. And in the case of interactive media, it is the layout and sequence in which the user or viewer sees the content or information. In the storyboarding process, most technical details involved in crafting a film or interactive media project can be efficiently described either in picture, or in additional text.
Some live-action film directors, such as Joel and Ethan Coen, used storyboard extensively before taking the pitch to their funders, stating that it helps them get the figure they are looking for since they can show exactly where the money will be used. Other directors storyboard only certain scenes, or none at all. Animation directors are usually required to storyboard extensively, sometimes in place of doing a script.
Theater
A common misconception is that storyboards are not used in theater. They are frequently special tools that directors and playwrights use to understand the layout of the scene.
Animatics
In animation and special effects work, the storyboarding stage may be followed by simplified mock-ups called "animatics" to give a better idea of how the scene will look and feel with motion and timing. At its simplest, an animatic is a series of still images edited together and displayed in sequence. More commonly, a rough dialogue and/or rough sound track is added to the sequence of still images (usually taken from a storyboard) to test whether the sound and images are working effectively together.
This allows the animators and directors to work out any screenplay, camera positioning, shot list and timing issues that may exist with the current storyboard. The storyboard and soundtrack are amended if necessary, and a new animatic may be created and reviewed with the director until the storyboard is perfected. Editing the film at the animatic stage can avoid animation of scenes that would be edited out of the film. Animation is usually an expensive process, so there should be a minimum "deleted scenes" if the film is to be completed within budget.
Often storyboards are animated with simple zooms and pans to simulate camera movement (using non-linear editing software). These animations can be combined with available animatics, sound effects and dialog to create a presentation of how a film could be shot and cut together. Some feature film DVD special features include production animatics.
Photomatic
A Photomatic is a series of still photographs edited together and presented on screen in a sequence. Usually, a voice-over, soundtrack and sound effects are added to the piece to create a presentation to show how a film could be shot and cut together. Increasingly used by advertisers and advertising agencies to research the effectiveness of their proposed storyboard before committing to a 'full up' television advertisement.
The photomatic is usually a research tool, similar to an animatic, in that it represents the work to a test audience so that the commissioners of the work can gauge its effectiveness.
Originally, photographs were taken using colour negative film. A selection would be made from contact sheets and prints made. The prints would be placed on a rostrum and recorded to videotape using a standard video camera. Any moves, pans or zooms would have to be made in camera. The capured scenes could then be edited.
Digital photography, web access to stock photography and Non-linear editing programs have had a marked impact on this way of film making also leading to the term 'digimatic'. Images can be shot and edited very quickly to allow important creative decisions to be made 'live'. Photo composite animations can build intricate scenes that would normally be beyond many test film budgets.
The term 'photomatic' is probably derived from 'animatic' or photo-animation.
Business
Storyboards were adapted from the film industry to business, purportedly by Howard Hughes of Hughes Aircraft. Today they are used by industry for planning ad campaigns, commercials, a proposal or other projects intended to convince or compel to action.
A "quality storyboard" is a tool to help facilitate the introduction of a quality improvement process into an organisation.
Design comics are a type of storyboard used to include a customer or other characters into a narrative. Design comics are most often used in designing web sites or illustrating product usage scenarios during design.
Interactive media
More recently the term "storyboard" has been used in the fields of web development, software development and instructional design to present and describe, in written, interactive events as well as audio and motion, particularly on user interfaces and electronic pages.
Benefits
One advantage of using storyboards is that it allows (in film and business) the user to experiment with changes in the storyline to evoke stronger reaction or interest. Flashbacks, for instance, are often the result of sorting storyboards out of chronological order to help build suspense and interest.
The process of visual thinking and planning allows a group of people to brainstorm together, placing their ideas on storyboards and then arranging the storyboards on the wall. This fosters more ideas and generates consensus inside the group.
Creation
Storyboards for films are created in a multiple step process.-- They can be created by hand drawing or digitally on the computer.
If drawing by hand, the first step is to create or download a storyboard template. These look much like a blank comic strip, with space for comments and dialogue. Then sketch a "thumbnail" storyboard. Some directors sketch thumbnails directly in the script margins. These storyboards get their name because they are rough sketches not bigger than a thumbnail. For some motion pictures, thumbnail storyboards are sufficient.
However, some filmmakers rely heavily on the storyboarding process. If a director or producer wishes, more detailed and elaborate storyboard images are created. These can be created by professional storyboard artists by hand on paper or digitally by using 2D storyboarding programs. Some software applications even supply a stable of storyboard-specific images making it possible to quickly create shots which express the director's intent for the story. These boards tend to contain more detailed information than thumbnail storyboards and convey more of the mood for the scene. These are then presented to the project's cinematographer who achieves the director's vision.
Finally, if needed, 3D storyboards are created (called Technical Previsualization). The advantage of 3D storyboards is they show exactly what the film camera will see using the lenses the film camera will use. The disadvantage of 3D is the amount of time it takes to build and construct the shots. 3D storyboards can be constructed using 3D animation programs or digital puppets within 3D programs. Some programs have a collection of low resolution 3D figures which can aid in the process. Some 3D applications allow cinematographers to create "technical" storyboards which are optically-correct shots and frames.
While technical storyboards can be helpful, optically-correct storyboards may limit the director's creativity. In classic motion pictures such as Orson Welles' Citizen Kane and Alfred Hitchcock's North by Northwest, the director created storyboards that were initially thought by cinematographers as to be impossibie to film. Such innovative and dramatic shots had "impossible" depth of field and angles where there was "no room for the camera." At least not until creative solutions were found to achieve the ground-breaking shots that the director had envisioned. It is very important that the director not be limited to what is just "possbile" or "normal" to the cinematographer. Technical 3D programs can sometimes help the cinematographer plan what challenges the director has created for them to achieve complex storytelling shots.
Thursday, August 28, 2008
Traditional animation
Traditional animation, also referred to as classical animation, cel animation, or hand-drawn animation, is the oldest and historically the most popular form of animation. In a traditionally-animated cartoon, each frame is drawn by hand.
The traditional animation process
Storyboards
Traditionally-animated productions, just like other forms of animation, usually begin life as a storyboard, which is a script of sorts written with images as well as words, similar to a giant comic strip. The images allow the animation team to plan the flow of the plot and the composition of the imagery. The storyboard artists will have regular meetings with the director, and may have to redraw or "re-board" a sequence many times before it meets final approval.
Voice recording
Before true animation begins, a preliminary soundtrack or "scratch track" is recorded, so that the animation may be more precisely synchronized to the soundtrack. Given the slow, methodical manner in which traditional animation is produced, it is almost always easier to synchronize animation to a pre-existing soundtrack than it is to synchronize a soundtrack to pre-existing animation. A completed cartoon soundtrack will feature music, sound effects, and dialogue performed by voice actors. However, the scratch track used during animation typically contains just the voices, any vocal songs that the characters must sing along to, and temporary musical score tracks; the final score and sound effects are added in post-production.
In the case of most pre-1930 sound animated cartoons, the sound was post-synched; that is, the sound track was recorded after the film elements were finished by watching the film and performing the dialogue, music, and sound effects required. Some studios, most notably Fleischer Studios, continued to post-synch their cartoons through most of the 1930s, which allowed for the presence of the "muttered ad-libs" present in many Popeye the Sailor and Betty Boop cartoons. Although virtually all American animation is now pre-synched (and has been since the 1930s), nearly all Japanese animation (anime) is post-synched.
Animatics
Often, an animatic or story reel is made after the soundtrack is created, but before full animation begins. An animatic typically consists of pictures of the storyboard synchronized with the soundtrack. This allows the animators and directors to work out any script and timing issues that may exist with the current storyboard. The storyboard and soundtrack are amended if necessary, and a new animatic may be created and reviewed with the director until the storyboard is perfected. Editing the film at the animatic stage prevents the animation of scenes that would be edited out of the film; as traditional animation is a very expensive and time-consuming process, creating scenes that will eventually be edited out of the completed cartoon is strictly avoided.
In the mid 1970s, these were known as videomatics and used primarily for test commercial projects.
Advertising agencies today employ the use of animatics to test their commercials before they are made into full up spots. Animatics use drawn artwork, with moving pieces (for example, an arm that reaches for a product, or a head that turns). Video storyboards are similar to animatics, but do not have moving pieces. Photomatics are another option when creating test spots, but instead of using drawn artwork, there is a shoot in which hundreds of digital photographs are taken. The large amount of images to choose from may make the process of creating a test commercial a bit easier, as opposed to creating an animatic, because changes to drawn art take time and money. Photomatics generally cost more than animatics, as they require a shoot and on-camera talent.
Design and timing
Once the animatic has been approved, it and the storyboards are sent to the design departments. Character designers prepare model sheets for all important characters and props in the film. These model sheets will show how a character or object looks from a variety of angles with a variety of poses and expressions, so that all artists working on the project can deliver consistent work. Sometimes, small statues known as maquettes may be produced, so that an animator can see what a character looks like in three dimensions. At the same time, the background stylists will do similar work for the settings and locations in the project, and the art directors and color stylists will determine the art style and color schemes to be used.
While design is going on, the timing director (who in many cases will be the main director) takes the animatic and analyzes exactly what poses, drawings, and lip movements will be needed on what frames. An exposure sheet (or X-sheet for short) is created; this is a printed table that breaks down the action, dialogue, and sound frame-by-frame as a guide for the animators. If a film is based more strongly in music, a bar sheet may be prepared in addition to or instead of an X-sheet. Bar sheets show the relationship between the on-screen action, the dialogue, and the actual musical notation used in the score.
Layout
Layout begins after the designs are completed and approved by the director. The layout process is the same as the blocking out of shots by a cinematographer on a live-action film. It is here that the background layout artists determine the camera angles, camera paths, lighting, and shading of the scene. Character layout artists will determine the major poses for the characters in the scene, and will make a drawing to indicate each pose. For short films, character layouts are often the responsibility of the director.
The layout drawings are spliced into the animatic, using the X-sheet as a guide. Once the animatic is made up of all layout drawings, it is called a Leica reel. The term originates from the Disney Studio in the 1930s, from the frame format used by Leica cameras.
Animation
Once the Leica reel is finally approved by the director, animation begins.
In the traditional animation process, animators will begin by drawing sequences of animation on sheets of paper perforated to fit the peg bars in their desks, often using colored pencils, one picture or "frame" at a time. A key animator or lead animator will draw the key drawings in a scene, using the character layouts as a guide. The key animator draws enough of the frames to get across the major points of the action; in a sequence of a character jumping across a gap, the key animator may draw a frame of the character as he is about to leap, two or more frames as the character is flying through the air, and the frame for the character landing on the other side of the gap.
Timing is important for the animators drawing these frames; each frame must match exactly what is going on in the soundtrack at the moment the frame will appear, or else the discrepancy between sound and visual will be distracting to the audience. For example, in high-budget productions, extensive effort is given in making sure a speaking character's mouth matches in shape the sound that character's actor is producing as he or she speaks.
While working on a scene, a key animator will usually prepare a pencil test of the scene. A pencil test is a preliminary version of the final animated scene; the pencil drawings are quickly photographed or scanned and synced with the necessary soundtracks. This allows the animation to be reviewed and improved upon before passing the work on to his assistant animators, who will go add details and some of the missing frames in the scene. The work of the assistant animators is reviewed, pencil-tested, and corrected until the lead animator is ready to meet with the director and have his scene sweatboxed, or reviewed by the director, producer, and other key creative team members. Similar to the storyboarding stage, an animator may be required to re-do a scene many times before the director will approve it.
In high-budget animated productions, often each major character will have an animator or group of animators solely dedicated to drawing that character. The group will be made up of one supervising animator, a small group of key animators, and a larger group of assistant animators. For scenes where two characters interact, the key animators for both characters will decide which character is "leading" the scene, and that character will be drawn first. The second character will be animated to react to and support the actions of the "leading" character.
Once the key animation is approved, the lead animator forwards the scene on to the clean-up department, made up of the clean-up animators and the inbetweeners. The clean-up animators take the lead and assistant animators' drawings and trace them onto a new sheet of paper, taking care in including all of the details present on the original model sheets, so that it appears that one person animated the entire film. The inbetweeners will draw in whatever frames are still missing in between the other animators' drawings. This procedure is called tweening. The resulting drawings are again pencil-tested and sweatboxed until they meet approval.
At each stage during pencil animation, approved artwork is spliced into the Leica reel.
This process is the same for both character animation and special effects animation, which on most high-budget productions are done in separate departments. Effects animators animate anything that moves and is not a character, including props, vehicles, machinery and phenomena such as fire, rain, and explosions. Sometimes, instead of drawings, a number of special processes are used to produce special effects in animated films; rain, for example, has been created in Disney films since the late-1930s by filming slow-motion footage of water in front of a black background, with the resulting film superimposed over the animation.
Backgrounds
While the animation is being done, the background artists will paint the sets over which the action of each animated sequence will take place. These backgrounds are generally done in gouache or acrylic paint, although some animated productions have used backgrounds done in watercolor, oil paint, or even crayon. Background artists follow very closely the work of the background layout artists and color stylists (which is usually compiled into a workbook for their use), so that the resulting backgrounds are harmonious in tone with the character designs.
Traditional ink-and-paint and camera
Once the clean-ups and in between drawings for a sequence are completed, they are prepared for photography, a process known as ink-and-paint. Each drawing is then transferred from paper to a thin, clear sheet of plastic called a cel, so called because they were once made out of cellulose nitrate (cellulose acetate is now used). The outline of the drawing is inked or photocopied onto the cel, and gouache or a similar type of paint is used on the reverse sides of the cels to add colors in the appropriate shades. In many cases, characters will have more than one color palette assigned to them; the usage of each one depends upon the mood and lighting of each scene. The transparent quality of the cel allows for each character or object in a frame to be animated on different cels, as the cel of one character can be seen underneath the cel of another; and the opaque background will be seen beneath all of the cels.
A camera used for shooting traditional animation. See also Aerial image.
When an entire sequence has been transferred to cels, the photography process begins. Each cel involved in a frame of a sequence is laid on top of each other, with the background at the bottom of the stack. A piece of glass is lowered onto the artwork in order to flatten any irregularities, and the composite image is then photographed by a special animation camera, also called rostrum camera. The cels are removed, and the process repeats for the next frame until each frame in the sequence has been photographed. Each cel has registration holes, small holes along the top or bottom edge of the cel, which allow the cel to be placed on corresponding peg bars before the camera to ensure that each cel aligns with the one before it; if the cels are not aligned in such a manner, the animation, when played at full speed, will appear "jittery." Sometimes, frames may need to be photographed more than once, in order to implement superimpositions and other camera effects. Pans are created by either moving the cels or backgrounds one step at a time over a succession of frames (the camera does not pan; it only zooms in and out).
As the scenes come out of final photography, they are spliced into the Leica reel, taking the place of the pencil animation. Once every sequence in the production has been photographed, the final film is sent for development and processing, while the final music and sound effects are added to the soundtrack. Again, editing in the traditional live-action sense is generally not done in animation, but if it is required it is done at this time, before the final print of the film is ready for duplication or broadcast.
Digital ink and paint
The current process, termed "digital ink and paint," is the same as traditional ink and paint until after the animation drawings are completed; instead of being transferred to cels, the animators' drawings are scanned into a computer, where they are colored and processed using one or more of a variety of software packages. The resulting drawings are composited in the computer over their respective backgrounds, which have also been scanned into the computer (if not digitally painted), and the computer outputs the final film by either exporting a digital video file, using a video cassette recorder, or printing to film using a high-resolution output device. Use of computers allows for easier exchange of artwork between departments, studios, and even countries and continents (in most low-budget animated productions, the bulk of the animation is actually done by animators working in other countries, including Korea, Japan, Singapore, and India).
The last major feature film to use traditional ink and paint was Studio Ghibli's Princess Mononoke (1997); the last major animation production to use the traditional process is Fuji Television's series Sazae-san (1969-present)[1]. Minor productions such as Hair High (2004) by Bill Plympton have used traditional cels long after the introduction of digital techniques. Digital ink and paint has been in use at Walt Disney Feature Animation since 1989, where it was used for the final rainbow shot in The Little Mermaid. All subsequent Disney animated features were digitally inked-and-painted, using Disney's proprietary CAPS (Computer Animation Production System) technology, developed primarily by Pixar (the last Disney feature using CAPS was Home on the Range). Most other studios use one of a number of other high-end software packages such as Toonz, Toon Boom Opus, Animo, and even consumer-level applications such as Macromedia Flash.
Computers and video cameras
Computers and video cameras in traditional cel animation can also be used as tools without affecting the film directly, assisting the animators in their work and making the whole process faster and easier. Doing the layouts on a computer is much more effective than doing it the old original way. And video cameras gives the opportunity to see a "sneak preview" of the scenes and how they will look when finished, enabling the animators to correct and improve them without having to complete them first. This can be considered a digital form of pencil testing.
Techniques
The cel is an important innovation to traditional animation, as it allows some parts of each frame to be repeated from frame to frame, thus saving labor. A simple example would be a scene with two characters on screen, one of which is talking and the other standing silently. Since the latter character is not moving, it can be displayed in this scene using only one drawing, on one cel, while multiple drawings on multiple cels will be used to animate the speaking character.
For a more complex example, consider, a sequence in which a girl sets a plate upon a table. The table will stay still for the entire sequence, so it can be drawn as part of the background. The plate can be drawn along with the character as the character places it on the table. However, after the plate is on the table, the plate will no longer move, although the girl will continue to move as she draws her arm away from the plate. In this example, after the girl puts the plate down, the plate can then be drawn on a separate cel from the girl. Further frames will feature new cels of the girl, but the plate does not have to be redrawn as it is not moving; the same cel of the plate can be used in each remaining frame that it is still upon the table. The cel paints were actually manufactured in shaded versions of each color to compensate for the extra layer of cel added between the image and the camera, in this example the still plate would be painted slightly brighter to compensate for being moved one layer down.
In very early cartoons made before the use of the cel, such as Gertie the Dinosaur (1914), the entire frame, including the background and all characters and items, were drawn on a single sheet of paper, then photographed. Everything had to be redrawn for each frame containing movements. This led to a "jittery" appearance; imagine seeing a sequence of drawings of a mountain, each one slightly different from the one proceeding it. The pre-cel animation was later improved by using techniques like the slash and tear system invented by Raoul Barre; the background and the animated objects were drawn on separate papers. A frame was made by removing all the blank parts of the papers where the objects were drawn before being placed on top of the backgrounds and finally photographed. The cel animation process was invented by Earl Hurd and John Bray in 1915.
In lower-budget productions, this "shortcut" is used in a greater capacity. For example, in a scene in which a man is sitting in a chair and talking, the chair and the body of the man may be the same in every frame; only his head is redrawn, or perhaps even his head stays the same while only his mouth moves. This is known as limited animation. The process was popularized in theatrical cartoons by UPA and used in most television animation, especially that of Hanna-Barbera. The end result does not look very lifelike, but is inexpensive to produce, and therefore allows cartoons to be made on small television budgets.
"Shooting on twos"
Moving characters are often shot "on twos", that is to say, one drawing is shown for every two frames of film (which usually runs at 24 frames per second), meaning there are only 12 drawings per second. Even though the image update rate is low, the fluidity is satisfactory for most subjects. However, when a character is required to perform a quick movement, it is usually necessary to revert to animating "on ones", as "twos" are too slow to convey the motion adequately. A blend of the two techniques keeps the eye fooled without unnecessary production cost.
Animation for television is usually produced on tight budgets. In addition to the use of limited animation techniques, television animation may be shot on "threes", or even "fours", i.e. three or four frames per drawing. This translates to only eight or six drawings per second.
Creating animation loops or animation cycles is a labor-saving technique for animating repetitive motions, such as a character walking or a breeze blowing through the trees. In the case of walking, the character is animated taking a step with their right foot, then a step with their left foot. The loop is created so that, when the sequence repeats, the motion is seamless. However, since an animation loop essentially uses the same bit of animation over and over again, they are easily detected and can in fact become distracting to an audience. In general, they are used only sparingly by productions with moderate or high budgets.
Ryan Larkin's 1969 Academy Award nominated National Film Board of Canada short Walking makes creative use of loops. In addition, a promotional music video featuring the Soul Coughing song "Circles" poked fun at animation loops as they are often seen in The Flintstones, in which Fred and Barney, supposedly walking in a house, wonder why they keep passing the same table and vase over and over again.
Multiplane camera
The multiplane camera is a tool used to add depth to scenes in 2D animated movies, called the multiplane effect. This visual phenomenon is also called the parallax process. The art are placed on different layers of glass plates; in this way, realistic backgrounds and foregrounds can be made. The panorama views in Pinocchio are examples of the effects a multiplane camera can achieve. Different versions of the camera have been made through time, but the most famous is the one used by the Walt Disney Studio. Another one, called a tabletop, was made by Fleischer Studios. Miniature sets made of paper cutouts were placed in front of the camera, and the cels between them, creating visually realistic scenes. Others who made their own multiplane camera include Ub Iwerks and Don Bluth.
Ink & Paint
Originally, cels were inked by hand. Specialized artists known as inkers laid blank cels over the animation drawings and traced the outlines of the artwork onto the cels, often using different colors for different ink lines. With the invention of xerography (below), hand inking was no longer needed, and this was reflected by the animation's visual style.
Xerography
Applied to animation by Ub Iwerks at the Walt Disney studio during the late 1950s, the electrostatic copying technique called xerography allowed the drawings to be copied directly onto the cels, leaving only the coloring to the inkers. This saved time and money, and it also made it possible to put in more details and to control the size of the xeroxed objects and characters (this replaced the little known, and seldom used, photographic lines technique at Disney, used to reduce the size of animation when needed). At first it resulted in a more sketchy look, but the method was improved later. Instead of using black lines only, cels with lines in different colors were also possible, using colored toner powder.
The xerographic method was first used by Disney in the short film Goliath II, while the first feature using this process was One Hundred and One Dalmatians (1961). The graphic style of this film was strongly influenced by the process. Some hand inking was still used together with xerography in this and subsequent films when distinct colored lines were needed. Later, colored toners became available, and several distinct line colors could be used, even simultaneously. For instance, in The Rescuers the characters outlines are gray. White and blue toners were used for special effects, such as snow and water.
Cel overlay
A cel overlay is a cel with inanimate objects used to give the impression of a foreground when laid on top of a ready frame. This creates the illusion of depth, but not as much as a multiplane camera would. A special version of cel overlay is called line overlay, made to complete the background instead of making the foreground, and was invented to deal with the sketchy appearance of xeroxed drawings. The background was first painted as shapes and figures in flat colors, containing rather few details. Next, a cel with detailed black lines was laid directly over it, each line drawn to add more information to the underlaying shape or figure and give the background the complexity it needed. In this way, the visual style of the background will match that of the xeroxed character cels. As the xerographic process evolved, line overlay was left behind.
The APT process
Invented by Dave Spencer for the 1985 Disney film The Black Cauldron, the APT (Animation Photo Transfer) process was a new breakthrough in how to transfer the animators' art onto cels. Compared to Xerography, it looked visually better. Basically, the process was a modification of a repro-photographic process; the artists' work were photographed on high-contrast "litho" film, and the image on the resulting negative was then transferred to a cel covered with a layer of light sensitive dye by making a "sandwich" of the negative and the cel and expose the negative to light. The layer of dye was sandwiched between the other two elements and exposed to the light through the transparent areas of the negative. Because it was actually divided into thinner layers of dye, each in a different color and sensitive to a specific wavelength of light, it was exposed to the relevant wavelengths one at the time. The light caused it to harden and fuse to the surface of the cel, and chemicals were then used to remove the unexposed portion, leaving the drawings in a variety of colors (photo emulsion). Small and delicate details were still inked by hand if needed. Spencer received a Technical award from the Motion Picture Academy for developing this process.
Computers and traditional animation
The methods so far describes the techniques of an animation process who originally depended on cels in its final stages, but painted cels are rare today as the computer moves into the animation studio, and the outline drawings are usually scanned into the computer and filled with digital paint instead of being transferred to cels and then colored by hand. The drawings are composited in a computer program on many transparent "layers" much the same way as they are with cels, and made into a sequence of images which may then be transferred onto film or converted to a digital video format.
It is now also possible for animators to draw directly into a computer using a graphics tablet, cintiq or a similar device, where the outline drawings are done in a similar manner as they would be on paper. The development of paperless handdrawn animation is likely to replace the traditional pencil and paper not too far into the future, just as cels and traditional paint were replaced when digital ink and paint was fully introduced in the 90's. For instance the Goofy short How To Hook Up Your Home Theater represents Disney's first project based on the paperless technology available today. Some of the advantages are the possibility and potential of controlling the size of the drawings while working on them, drawing directly on a multiplane background and eliminating the need of photographing line tests and scanning.
Though traditional animation is now commonly done with computers, it is important to differentiate computer-assisted traditional animation from 3D computer animation, such as Toy Story and ReBoot. However, often traditional animation and 3D computer animation will be used together, as in Don Bluth's Titan A.E. and Disney's Tarzan and Treasure Planet. Most anime still use traditional animation today. DreamWorks executive Jeffrey Katzenberg coined the term "tradigital animation" to describe films produced by his studio which incorporated elements of traditional and computer animation equally, such as Spirit: Stallion of the Cimarron and Sinbad: Legend of the Seven Seas.
Interestingly, many modern video games such as Viewtiful Joe, The Legend of Zelda: The Wind Waker and others use "cel-shading" animation filters to make their full 3D animation appear as though it were drawn in a traditional cel style. This technique was also used in the animated movie Appleseed, and was integrated with cel animation in the FOX animated series Futurama.
Rotoscoping
Rotoscoping is a method of traditional animation invented by Max Fleischer in 1915, in which animation is "traced" over actual film footage of actors and scenery. Traditionally, the live action will be printed out frame by frame and registered. Another piece of paper is then placed over the live action printouts and the action is traced frame by frame using a lightbox. The end result still looks hand drawn but the motion will be remarkably lifelike. Waking Life is a full-length, rotoscoped animated movie, as is American Pop by Ralph Bakshi. The popular music video for A-ha's song "Take On Me" also featured rotoscoped animation, along with live action. In most cases, rotoscoping is mainly used as a guide to aid the animation of realistically rendered human beings, as in Snow White and the Seven Dwarfs, Sleeping Beauty, Pocahontas, and Anastasia.
A method that is related to conventional rotoscoping was later invented. If the movie was supposed to contain inanimate objects like a car or a boat, a small live action model of the object(s) was built and painted white, while the edges of the model were painted with thin black lines. In the next stage the object was filmed like it was supposed to move in the animated scene, either by moving the model or filming it while the camera was sweeping over or around it, or using a combination of both. The film frames were then printed on paper, showing a model made up of the painted black lines. After the artists had added details to the object not present in the live action version of the model, it was xeroxed onto cels. (A notable example is Cruella's car in One Hundred and One Dalmatians.) The process of transferring 3D objects to cels was greatly improved when computer graphics advanced enough to allow the creation of three dimensional computer generated objects (wire frame models) that could be manipulated in any way the animators wanted, and then print the outlines on paper before being copied onto cels using Xerography or the APT process. Even if the use of cels has been left by the majority of animators, computer animated objects in traditional animation has come to stay.
Related to rotoscoping are the methods of vectorizing live-action footage, in order to achieve a very graphical look, like in Richard Linklater's film A Scanner Darkly; and motion-capturing actor's movements to use the data in 3D-animation, as in Robert Zemeckis's 2004 film The Polar Express.
Live-action hybrids
Similar to the computer animation and traditional animation hybrids described above, occasionally a production will marry both live-action and animated footage. The live-action parts of these productions are usually filmed first, the actors pretending that they are interacting with the animated characters, props, or scenery; animation will then be added into the footage later to make it appear as if it has always been there. Like rotoscoping, this method is rarely used, but when it is, it can be done to terrific effect, immersing the audience in a fantasy world where humans and cartoons co-exist. Early examples include the silent Out of the Inkwell (begun in 1919) cartoons by Max Fleischer and Walt Disney's Alice Comedies (begun in 1923). Live-action and animation were later combined to successful effect in features such as The Three Caballeros (1944), Anchors Aweigh (1945), Song of the South (1946), Mary Poppins (1964), Bedknobs and Broomsticks (1971), Heavy Traffic (1973), Coonskin (1975) Pete's Dragon (1977), Who Framed Roger Rabbit (1988), Rock-a-Doodle (1992), Cool World (1993), The Pagemaster (1994) and Space Jam (1996). Other significant live-action hybrids include the music video for Paula Abdul's hit song "Opposites Attract" and numerous television commercials, including those for cereals such as Honey Nut Cheerios, Trix, and Rice Krispies.
Special effects animation
Besides traditional animated characters, objects and backgrounds, many other techniques are used to create special elements such as smoke, lightning and "magic", and to give the animation in general a distinct visual appearance.
Notable examples can be found in movies such as Fantasia, Wizards, The Lord of the Rings, The Little Mermaid and The Secret of NIMH. Today the special effects are mostly done with computers, but earlier they had to be done by hand. To produce these effects, the animators used different techniques, such as drybrush, airbrush, charcoal, grease pencil, backlit animation or, during shooting, the cameraman used multiple exposures with diffusing screens, filters or gels. For instance, the Nutcracker Suite segment in Fantasia has a fairy sequence where stippled cels are used, creating a soft pastel look.
The traditional animation process
Storyboards
Traditionally-animated productions, just like other forms of animation, usually begin life as a storyboard, which is a script of sorts written with images as well as words, similar to a giant comic strip. The images allow the animation team to plan the flow of the plot and the composition of the imagery. The storyboard artists will have regular meetings with the director, and may have to redraw or "re-board" a sequence many times before it meets final approval.
Voice recording
Before true animation begins, a preliminary soundtrack or "scratch track" is recorded, so that the animation may be more precisely synchronized to the soundtrack. Given the slow, methodical manner in which traditional animation is produced, it is almost always easier to synchronize animation to a pre-existing soundtrack than it is to synchronize a soundtrack to pre-existing animation. A completed cartoon soundtrack will feature music, sound effects, and dialogue performed by voice actors. However, the scratch track used during animation typically contains just the voices, any vocal songs that the characters must sing along to, and temporary musical score tracks; the final score and sound effects are added in post-production.
In the case of most pre-1930 sound animated cartoons, the sound was post-synched; that is, the sound track was recorded after the film elements were finished by watching the film and performing the dialogue, music, and sound effects required. Some studios, most notably Fleischer Studios, continued to post-synch their cartoons through most of the 1930s, which allowed for the presence of the "muttered ad-libs" present in many Popeye the Sailor and Betty Boop cartoons. Although virtually all American animation is now pre-synched (and has been since the 1930s), nearly all Japanese animation (anime) is post-synched.
Animatics
Often, an animatic or story reel is made after the soundtrack is created, but before full animation begins. An animatic typically consists of pictures of the storyboard synchronized with the soundtrack. This allows the animators and directors to work out any script and timing issues that may exist with the current storyboard. The storyboard and soundtrack are amended if necessary, and a new animatic may be created and reviewed with the director until the storyboard is perfected. Editing the film at the animatic stage prevents the animation of scenes that would be edited out of the film; as traditional animation is a very expensive and time-consuming process, creating scenes that will eventually be edited out of the completed cartoon is strictly avoided.
In the mid 1970s, these were known as videomatics and used primarily for test commercial projects.
Advertising agencies today employ the use of animatics to test their commercials before they are made into full up spots. Animatics use drawn artwork, with moving pieces (for example, an arm that reaches for a product, or a head that turns). Video storyboards are similar to animatics, but do not have moving pieces. Photomatics are another option when creating test spots, but instead of using drawn artwork, there is a shoot in which hundreds of digital photographs are taken. The large amount of images to choose from may make the process of creating a test commercial a bit easier, as opposed to creating an animatic, because changes to drawn art take time and money. Photomatics generally cost more than animatics, as they require a shoot and on-camera talent.
Design and timing
Once the animatic has been approved, it and the storyboards are sent to the design departments. Character designers prepare model sheets for all important characters and props in the film. These model sheets will show how a character or object looks from a variety of angles with a variety of poses and expressions, so that all artists working on the project can deliver consistent work. Sometimes, small statues known as maquettes may be produced, so that an animator can see what a character looks like in three dimensions. At the same time, the background stylists will do similar work for the settings and locations in the project, and the art directors and color stylists will determine the art style and color schemes to be used.
While design is going on, the timing director (who in many cases will be the main director) takes the animatic and analyzes exactly what poses, drawings, and lip movements will be needed on what frames. An exposure sheet (or X-sheet for short) is created; this is a printed table that breaks down the action, dialogue, and sound frame-by-frame as a guide for the animators. If a film is based more strongly in music, a bar sheet may be prepared in addition to or instead of an X-sheet. Bar sheets show the relationship between the on-screen action, the dialogue, and the actual musical notation used in the score.
Layout
Layout begins after the designs are completed and approved by the director. The layout process is the same as the blocking out of shots by a cinematographer on a live-action film. It is here that the background layout artists determine the camera angles, camera paths, lighting, and shading of the scene. Character layout artists will determine the major poses for the characters in the scene, and will make a drawing to indicate each pose. For short films, character layouts are often the responsibility of the director.
The layout drawings are spliced into the animatic, using the X-sheet as a guide. Once the animatic is made up of all layout drawings, it is called a Leica reel. The term originates from the Disney Studio in the 1930s, from the frame format used by Leica cameras.
Animation
Once the Leica reel is finally approved by the director, animation begins.
In the traditional animation process, animators will begin by drawing sequences of animation on sheets of paper perforated to fit the peg bars in their desks, often using colored pencils, one picture or "frame" at a time. A key animator or lead animator will draw the key drawings in a scene, using the character layouts as a guide. The key animator draws enough of the frames to get across the major points of the action; in a sequence of a character jumping across a gap, the key animator may draw a frame of the character as he is about to leap, two or more frames as the character is flying through the air, and the frame for the character landing on the other side of the gap.
Timing is important for the animators drawing these frames; each frame must match exactly what is going on in the soundtrack at the moment the frame will appear, or else the discrepancy between sound and visual will be distracting to the audience. For example, in high-budget productions, extensive effort is given in making sure a speaking character's mouth matches in shape the sound that character's actor is producing as he or she speaks.
While working on a scene, a key animator will usually prepare a pencil test of the scene. A pencil test is a preliminary version of the final animated scene; the pencil drawings are quickly photographed or scanned and synced with the necessary soundtracks. This allows the animation to be reviewed and improved upon before passing the work on to his assistant animators, who will go add details and some of the missing frames in the scene. The work of the assistant animators is reviewed, pencil-tested, and corrected until the lead animator is ready to meet with the director and have his scene sweatboxed, or reviewed by the director, producer, and other key creative team members. Similar to the storyboarding stage, an animator may be required to re-do a scene many times before the director will approve it.
In high-budget animated productions, often each major character will have an animator or group of animators solely dedicated to drawing that character. The group will be made up of one supervising animator, a small group of key animators, and a larger group of assistant animators. For scenes where two characters interact, the key animators for both characters will decide which character is "leading" the scene, and that character will be drawn first. The second character will be animated to react to and support the actions of the "leading" character.
Once the key animation is approved, the lead animator forwards the scene on to the clean-up department, made up of the clean-up animators and the inbetweeners. The clean-up animators take the lead and assistant animators' drawings and trace them onto a new sheet of paper, taking care in including all of the details present on the original model sheets, so that it appears that one person animated the entire film. The inbetweeners will draw in whatever frames are still missing in between the other animators' drawings. This procedure is called tweening. The resulting drawings are again pencil-tested and sweatboxed until they meet approval.
At each stage during pencil animation, approved artwork is spliced into the Leica reel.
This process is the same for both character animation and special effects animation, which on most high-budget productions are done in separate departments. Effects animators animate anything that moves and is not a character, including props, vehicles, machinery and phenomena such as fire, rain, and explosions. Sometimes, instead of drawings, a number of special processes are used to produce special effects in animated films; rain, for example, has been created in Disney films since the late-1930s by filming slow-motion footage of water in front of a black background, with the resulting film superimposed over the animation.
Backgrounds
While the animation is being done, the background artists will paint the sets over which the action of each animated sequence will take place. These backgrounds are generally done in gouache or acrylic paint, although some animated productions have used backgrounds done in watercolor, oil paint, or even crayon. Background artists follow very closely the work of the background layout artists and color stylists (which is usually compiled into a workbook for their use), so that the resulting backgrounds are harmonious in tone with the character designs.
Traditional ink-and-paint and camera
Once the clean-ups and in between drawings for a sequence are completed, they are prepared for photography, a process known as ink-and-paint. Each drawing is then transferred from paper to a thin, clear sheet of plastic called a cel, so called because they were once made out of cellulose nitrate (cellulose acetate is now used). The outline of the drawing is inked or photocopied onto the cel, and gouache or a similar type of paint is used on the reverse sides of the cels to add colors in the appropriate shades. In many cases, characters will have more than one color palette assigned to them; the usage of each one depends upon the mood and lighting of each scene. The transparent quality of the cel allows for each character or object in a frame to be animated on different cels, as the cel of one character can be seen underneath the cel of another; and the opaque background will be seen beneath all of the cels.
A camera used for shooting traditional animation. See also Aerial image.
When an entire sequence has been transferred to cels, the photography process begins. Each cel involved in a frame of a sequence is laid on top of each other, with the background at the bottom of the stack. A piece of glass is lowered onto the artwork in order to flatten any irregularities, and the composite image is then photographed by a special animation camera, also called rostrum camera. The cels are removed, and the process repeats for the next frame until each frame in the sequence has been photographed. Each cel has registration holes, small holes along the top or bottom edge of the cel, which allow the cel to be placed on corresponding peg bars before the camera to ensure that each cel aligns with the one before it; if the cels are not aligned in such a manner, the animation, when played at full speed, will appear "jittery." Sometimes, frames may need to be photographed more than once, in order to implement superimpositions and other camera effects. Pans are created by either moving the cels or backgrounds one step at a time over a succession of frames (the camera does not pan; it only zooms in and out).
As the scenes come out of final photography, they are spliced into the Leica reel, taking the place of the pencil animation. Once every sequence in the production has been photographed, the final film is sent for development and processing, while the final music and sound effects are added to the soundtrack. Again, editing in the traditional live-action sense is generally not done in animation, but if it is required it is done at this time, before the final print of the film is ready for duplication or broadcast.
Digital ink and paint
The current process, termed "digital ink and paint," is the same as traditional ink and paint until after the animation drawings are completed; instead of being transferred to cels, the animators' drawings are scanned into a computer, where they are colored and processed using one or more of a variety of software packages. The resulting drawings are composited in the computer over their respective backgrounds, which have also been scanned into the computer (if not digitally painted), and the computer outputs the final film by either exporting a digital video file, using a video cassette recorder, or printing to film using a high-resolution output device. Use of computers allows for easier exchange of artwork between departments, studios, and even countries and continents (in most low-budget animated productions, the bulk of the animation is actually done by animators working in other countries, including Korea, Japan, Singapore, and India).
The last major feature film to use traditional ink and paint was Studio Ghibli's Princess Mononoke (1997); the last major animation production to use the traditional process is Fuji Television's series Sazae-san (1969-present)[1]. Minor productions such as Hair High (2004) by Bill Plympton have used traditional cels long after the introduction of digital techniques. Digital ink and paint has been in use at Walt Disney Feature Animation since 1989, where it was used for the final rainbow shot in The Little Mermaid. All subsequent Disney animated features were digitally inked-and-painted, using Disney's proprietary CAPS (Computer Animation Production System) technology, developed primarily by Pixar (the last Disney feature using CAPS was Home on the Range). Most other studios use one of a number of other high-end software packages such as Toonz, Toon Boom Opus, Animo, and even consumer-level applications such as Macromedia Flash.
Computers and video cameras
Computers and video cameras in traditional cel animation can also be used as tools without affecting the film directly, assisting the animators in their work and making the whole process faster and easier. Doing the layouts on a computer is much more effective than doing it the old original way. And video cameras gives the opportunity to see a "sneak preview" of the scenes and how they will look when finished, enabling the animators to correct and improve them without having to complete them first. This can be considered a digital form of pencil testing.
Techniques
The cel is an important innovation to traditional animation, as it allows some parts of each frame to be repeated from frame to frame, thus saving labor. A simple example would be a scene with two characters on screen, one of which is talking and the other standing silently. Since the latter character is not moving, it can be displayed in this scene using only one drawing, on one cel, while multiple drawings on multiple cels will be used to animate the speaking character.
For a more complex example, consider, a sequence in which a girl sets a plate upon a table. The table will stay still for the entire sequence, so it can be drawn as part of the background. The plate can be drawn along with the character as the character places it on the table. However, after the plate is on the table, the plate will no longer move, although the girl will continue to move as she draws her arm away from the plate. In this example, after the girl puts the plate down, the plate can then be drawn on a separate cel from the girl. Further frames will feature new cels of the girl, but the plate does not have to be redrawn as it is not moving; the same cel of the plate can be used in each remaining frame that it is still upon the table. The cel paints were actually manufactured in shaded versions of each color to compensate for the extra layer of cel added between the image and the camera, in this example the still plate would be painted slightly brighter to compensate for being moved one layer down.
In very early cartoons made before the use of the cel, such as Gertie the Dinosaur (1914), the entire frame, including the background and all characters and items, were drawn on a single sheet of paper, then photographed. Everything had to be redrawn for each frame containing movements. This led to a "jittery" appearance; imagine seeing a sequence of drawings of a mountain, each one slightly different from the one proceeding it. The pre-cel animation was later improved by using techniques like the slash and tear system invented by Raoul Barre; the background and the animated objects were drawn on separate papers. A frame was made by removing all the blank parts of the papers where the objects were drawn before being placed on top of the backgrounds and finally photographed. The cel animation process was invented by Earl Hurd and John Bray in 1915.
In lower-budget productions, this "shortcut" is used in a greater capacity. For example, in a scene in which a man is sitting in a chair and talking, the chair and the body of the man may be the same in every frame; only his head is redrawn, or perhaps even his head stays the same while only his mouth moves. This is known as limited animation. The process was popularized in theatrical cartoons by UPA and used in most television animation, especially that of Hanna-Barbera. The end result does not look very lifelike, but is inexpensive to produce, and therefore allows cartoons to be made on small television budgets.
"Shooting on twos"
Moving characters are often shot "on twos", that is to say, one drawing is shown for every two frames of film (which usually runs at 24 frames per second), meaning there are only 12 drawings per second. Even though the image update rate is low, the fluidity is satisfactory for most subjects. However, when a character is required to perform a quick movement, it is usually necessary to revert to animating "on ones", as "twos" are too slow to convey the motion adequately. A blend of the two techniques keeps the eye fooled without unnecessary production cost.
Animation for television is usually produced on tight budgets. In addition to the use of limited animation techniques, television animation may be shot on "threes", or even "fours", i.e. three or four frames per drawing. This translates to only eight or six drawings per second.
Creating animation loops or animation cycles is a labor-saving technique for animating repetitive motions, such as a character walking or a breeze blowing through the trees. In the case of walking, the character is animated taking a step with their right foot, then a step with their left foot. The loop is created so that, when the sequence repeats, the motion is seamless. However, since an animation loop essentially uses the same bit of animation over and over again, they are easily detected and can in fact become distracting to an audience. In general, they are used only sparingly by productions with moderate or high budgets.
Ryan Larkin's 1969 Academy Award nominated National Film Board of Canada short Walking makes creative use of loops. In addition, a promotional music video featuring the Soul Coughing song "Circles" poked fun at animation loops as they are often seen in The Flintstones, in which Fred and Barney, supposedly walking in a house, wonder why they keep passing the same table and vase over and over again.
Multiplane camera
The multiplane camera is a tool used to add depth to scenes in 2D animated movies, called the multiplane effect. This visual phenomenon is also called the parallax process. The art are placed on different layers of glass plates; in this way, realistic backgrounds and foregrounds can be made. The panorama views in Pinocchio are examples of the effects a multiplane camera can achieve. Different versions of the camera have been made through time, but the most famous is the one used by the Walt Disney Studio. Another one, called a tabletop, was made by Fleischer Studios. Miniature sets made of paper cutouts were placed in front of the camera, and the cels between them, creating visually realistic scenes. Others who made their own multiplane camera include Ub Iwerks and Don Bluth.
Ink & Paint
Originally, cels were inked by hand. Specialized artists known as inkers laid blank cels over the animation drawings and traced the outlines of the artwork onto the cels, often using different colors for different ink lines. With the invention of xerography (below), hand inking was no longer needed, and this was reflected by the animation's visual style.
Xerography
Applied to animation by Ub Iwerks at the Walt Disney studio during the late 1950s, the electrostatic copying technique called xerography allowed the drawings to be copied directly onto the cels, leaving only the coloring to the inkers. This saved time and money, and it also made it possible to put in more details and to control the size of the xeroxed objects and characters (this replaced the little known, and seldom used, photographic lines technique at Disney, used to reduce the size of animation when needed). At first it resulted in a more sketchy look, but the method was improved later. Instead of using black lines only, cels with lines in different colors were also possible, using colored toner powder.
The xerographic method was first used by Disney in the short film Goliath II, while the first feature using this process was One Hundred and One Dalmatians (1961). The graphic style of this film was strongly influenced by the process. Some hand inking was still used together with xerography in this and subsequent films when distinct colored lines were needed. Later, colored toners became available, and several distinct line colors could be used, even simultaneously. For instance, in The Rescuers the characters outlines are gray. White and blue toners were used for special effects, such as snow and water.
Cel overlay
A cel overlay is a cel with inanimate objects used to give the impression of a foreground when laid on top of a ready frame. This creates the illusion of depth, but not as much as a multiplane camera would. A special version of cel overlay is called line overlay, made to complete the background instead of making the foreground, and was invented to deal with the sketchy appearance of xeroxed drawings. The background was first painted as shapes and figures in flat colors, containing rather few details. Next, a cel with detailed black lines was laid directly over it, each line drawn to add more information to the underlaying shape or figure and give the background the complexity it needed. In this way, the visual style of the background will match that of the xeroxed character cels. As the xerographic process evolved, line overlay was left behind.
The APT process
Invented by Dave Spencer for the 1985 Disney film The Black Cauldron, the APT (Animation Photo Transfer) process was a new breakthrough in how to transfer the animators' art onto cels. Compared to Xerography, it looked visually better. Basically, the process was a modification of a repro-photographic process; the artists' work were photographed on high-contrast "litho" film, and the image on the resulting negative was then transferred to a cel covered with a layer of light sensitive dye by making a "sandwich" of the negative and the cel and expose the negative to light. The layer of dye was sandwiched between the other two elements and exposed to the light through the transparent areas of the negative. Because it was actually divided into thinner layers of dye, each in a different color and sensitive to a specific wavelength of light, it was exposed to the relevant wavelengths one at the time. The light caused it to harden and fuse to the surface of the cel, and chemicals were then used to remove the unexposed portion, leaving the drawings in a variety of colors (photo emulsion). Small and delicate details were still inked by hand if needed. Spencer received a Technical award from the Motion Picture Academy for developing this process.
Computers and traditional animation
The methods so far describes the techniques of an animation process who originally depended on cels in its final stages, but painted cels are rare today as the computer moves into the animation studio, and the outline drawings are usually scanned into the computer and filled with digital paint instead of being transferred to cels and then colored by hand. The drawings are composited in a computer program on many transparent "layers" much the same way as they are with cels, and made into a sequence of images which may then be transferred onto film or converted to a digital video format.
It is now also possible for animators to draw directly into a computer using a graphics tablet, cintiq or a similar device, where the outline drawings are done in a similar manner as they would be on paper. The development of paperless handdrawn animation is likely to replace the traditional pencil and paper not too far into the future, just as cels and traditional paint were replaced when digital ink and paint was fully introduced in the 90's. For instance the Goofy short How To Hook Up Your Home Theater represents Disney's first project based on the paperless technology available today. Some of the advantages are the possibility and potential of controlling the size of the drawings while working on them, drawing directly on a multiplane background and eliminating the need of photographing line tests and scanning.
Though traditional animation is now commonly done with computers, it is important to differentiate computer-assisted traditional animation from 3D computer animation, such as Toy Story and ReBoot. However, often traditional animation and 3D computer animation will be used together, as in Don Bluth's Titan A.E. and Disney's Tarzan and Treasure Planet. Most anime still use traditional animation today. DreamWorks executive Jeffrey Katzenberg coined the term "tradigital animation" to describe films produced by his studio which incorporated elements of traditional and computer animation equally, such as Spirit: Stallion of the Cimarron and Sinbad: Legend of the Seven Seas.
Interestingly, many modern video games such as Viewtiful Joe, The Legend of Zelda: The Wind Waker and others use "cel-shading" animation filters to make their full 3D animation appear as though it were drawn in a traditional cel style. This technique was also used in the animated movie Appleseed, and was integrated with cel animation in the FOX animated series Futurama.
Rotoscoping
Rotoscoping is a method of traditional animation invented by Max Fleischer in 1915, in which animation is "traced" over actual film footage of actors and scenery. Traditionally, the live action will be printed out frame by frame and registered. Another piece of paper is then placed over the live action printouts and the action is traced frame by frame using a lightbox. The end result still looks hand drawn but the motion will be remarkably lifelike. Waking Life is a full-length, rotoscoped animated movie, as is American Pop by Ralph Bakshi. The popular music video for A-ha's song "Take On Me" also featured rotoscoped animation, along with live action. In most cases, rotoscoping is mainly used as a guide to aid the animation of realistically rendered human beings, as in Snow White and the Seven Dwarfs, Sleeping Beauty, Pocahontas, and Anastasia.
A method that is related to conventional rotoscoping was later invented. If the movie was supposed to contain inanimate objects like a car or a boat, a small live action model of the object(s) was built and painted white, while the edges of the model were painted with thin black lines. In the next stage the object was filmed like it was supposed to move in the animated scene, either by moving the model or filming it while the camera was sweeping over or around it, or using a combination of both. The film frames were then printed on paper, showing a model made up of the painted black lines. After the artists had added details to the object not present in the live action version of the model, it was xeroxed onto cels. (A notable example is Cruella's car in One Hundred and One Dalmatians.) The process of transferring 3D objects to cels was greatly improved when computer graphics advanced enough to allow the creation of three dimensional computer generated objects (wire frame models) that could be manipulated in any way the animators wanted, and then print the outlines on paper before being copied onto cels using Xerography or the APT process. Even if the use of cels has been left by the majority of animators, computer animated objects in traditional animation has come to stay.
Related to rotoscoping are the methods of vectorizing live-action footage, in order to achieve a very graphical look, like in Richard Linklater's film A Scanner Darkly; and motion-capturing actor's movements to use the data in 3D-animation, as in Robert Zemeckis's 2004 film The Polar Express.
Live-action hybrids
Similar to the computer animation and traditional animation hybrids described above, occasionally a production will marry both live-action and animated footage. The live-action parts of these productions are usually filmed first, the actors pretending that they are interacting with the animated characters, props, or scenery; animation will then be added into the footage later to make it appear as if it has always been there. Like rotoscoping, this method is rarely used, but when it is, it can be done to terrific effect, immersing the audience in a fantasy world where humans and cartoons co-exist. Early examples include the silent Out of the Inkwell (begun in 1919) cartoons by Max Fleischer and Walt Disney's Alice Comedies (begun in 1923). Live-action and animation were later combined to successful effect in features such as The Three Caballeros (1944), Anchors Aweigh (1945), Song of the South (1946), Mary Poppins (1964), Bedknobs and Broomsticks (1971), Heavy Traffic (1973), Coonskin (1975) Pete's Dragon (1977), Who Framed Roger Rabbit (1988), Rock-a-Doodle (1992), Cool World (1993), The Pagemaster (1994) and Space Jam (1996). Other significant live-action hybrids include the music video for Paula Abdul's hit song "Opposites Attract" and numerous television commercials, including those for cereals such as Honey Nut Cheerios, Trix, and Rice Krispies.
Special effects animation
Besides traditional animated characters, objects and backgrounds, many other techniques are used to create special elements such as smoke, lightning and "magic", and to give the animation in general a distinct visual appearance.
Notable examples can be found in movies such as Fantasia, Wizards, The Lord of the Rings, The Little Mermaid and The Secret of NIMH. Today the special effects are mostly done with computers, but earlier they had to be done by hand. To produce these effects, the animators used different techniques, such as drybrush, airbrush, charcoal, grease pencil, backlit animation or, during shooting, the cameraman used multiple exposures with diffusing screens, filters or gels. For instance, the Nutcracker Suite segment in Fantasia has a fairy sequence where stippled cels are used, creating a soft pastel look.
Sunday, August 24, 2008
Line art
Line art is any image that consists of distinct straight and curved lines placed against a (usually plain) background, without gradations in shade (darkness) or hue (color) to represent two-dimensional or three-dimensional objects. Line art can use lines of different colors, although line art is usually monochromatic.
Line art emphasizes form and outline, over color, shading, and texture. However, areas of solid pigment and dots can also be used in addition to lines. The lines in a piece of line art may be all of a constant width (as in some pencil drawings), of several (few) constant widths (as in technical illustrations), or of freely varying widths (as in brush work or engraving).
Line art may tend towards realism (as in much of Gustave Doré's work), or it may be a caricature, cartoon, ideograph, or glyph.
Before the development of photography and of halftones, line art was the standard format for illustrations to be used in print publications, using black ink on white paper. Using either stippling or hatching, shades of gray could also be simulated.
Contents
• 1 Techniques and media
o 1.1 Engraving
o 1.2 Woodcut
o 1.3 Ink brush
o 1.4 Pen and ink
o 1.5 Calligraphy
o 1.6 Pencils and pens
o 1.7 Computer graphics
Techniques and media
Engraving
As line art, an engraving can either be the end art itself, or it can be the means of producing multiple print copies of ink on paper. In printing, the engraving is made on a plate of metal. Ink rolled onto the plate is retained only in the incised lines, and then transferred to paper by pressing. The high-ground of the engraving thus represents the blank areas on the finished print.
Woodcut
Woodcut (block printing) is the art of preparing a suitable image onto a block of wood and transferring this by ink to a sheet of paper. Owing to the labor involved in removing the wood from all the blank areas, there is a tendency to use wider areas of solid color. Images produced by wood printing thus may or may not always constitute line art, as the proportion of the total image is filled in with ink.
Ink brush
In ink brushing, a brush is used to apply ink directly to paper. It permits great freedom of stroke form and width.
Pen and ink
In the pen and ink technique, a pointed still tipped pen is dipped in an ink bottle to draw fine lines on paper. A style appearing not unlike that produced by quality etching is common. Line width is usually constant, using instead a greater number of strokes per unit area to give density to a region of the piece. Use of cross-hatching to imply shadow or texture is common. Large areas are frequently filled in with many short closely-space parallel lines to imply darkness. Edward Gorey is a writer/artist noted for his use of this technique.
In comics illustration, the inker is responsible for refining the penciler's work into line art.
Calligraphy
Like pen and ink, (Western) calligraphy uses pen and ink. In this technique, however, the tip of the pen is broad and flat-tipped, giving rise to different stroke-widths depending on the direction in which the pen is travelling.
Pencils and pens
To this very broad category of pencils and pens, are relegated all of the school-house-scribblings, cartoons, diagrams, penmanship, and fine-art which are characterized generally by monochromatic lines of constant-width on paper, body parts, plaster casts, and restaurant napkins (during lunch-time Eureka-moments).
Computer graphics
Line art in computer graphics may have increased in popularity since line art uses vector graphics, which require significantly less computer memory than raster graphics.
Line art emphasizes form and outline, over color, shading, and texture. However, areas of solid pigment and dots can also be used in addition to lines. The lines in a piece of line art may be all of a constant width (as in some pencil drawings), of several (few) constant widths (as in technical illustrations), or of freely varying widths (as in brush work or engraving).
Line art may tend towards realism (as in much of Gustave Doré's work), or it may be a caricature, cartoon, ideograph, or glyph.
Before the development of photography and of halftones, line art was the standard format for illustrations to be used in print publications, using black ink on white paper. Using either stippling or hatching, shades of gray could also be simulated.
Contents
• 1 Techniques and media
o 1.1 Engraving
o 1.2 Woodcut
o 1.3 Ink brush
o 1.4 Pen and ink
o 1.5 Calligraphy
o 1.6 Pencils and pens
o 1.7 Computer graphics
Techniques and media
Engraving
As line art, an engraving can either be the end art itself, or it can be the means of producing multiple print copies of ink on paper. In printing, the engraving is made on a plate of metal. Ink rolled onto the plate is retained only in the incised lines, and then transferred to paper by pressing. The high-ground of the engraving thus represents the blank areas on the finished print.
Woodcut
Woodcut (block printing) is the art of preparing a suitable image onto a block of wood and transferring this by ink to a sheet of paper. Owing to the labor involved in removing the wood from all the blank areas, there is a tendency to use wider areas of solid color. Images produced by wood printing thus may or may not always constitute line art, as the proportion of the total image is filled in with ink.
Ink brush
In ink brushing, a brush is used to apply ink directly to paper. It permits great freedom of stroke form and width.
Pen and ink
In the pen and ink technique, a pointed still tipped pen is dipped in an ink bottle to draw fine lines on paper. A style appearing not unlike that produced by quality etching is common. Line width is usually constant, using instead a greater number of strokes per unit area to give density to a region of the piece. Use of cross-hatching to imply shadow or texture is common. Large areas are frequently filled in with many short closely-space parallel lines to imply darkness. Edward Gorey is a writer/artist noted for his use of this technique.
In comics illustration, the inker is responsible for refining the penciler's work into line art.
Calligraphy
Like pen and ink, (Western) calligraphy uses pen and ink. In this technique, however, the tip of the pen is broad and flat-tipped, giving rise to different stroke-widths depending on the direction in which the pen is travelling.
Pencils and pens
To this very broad category of pencils and pens, are relegated all of the school-house-scribblings, cartoons, diagrams, penmanship, and fine-art which are characterized generally by monochromatic lines of constant-width on paper, body parts, plaster casts, and restaurant napkins (during lunch-time Eureka-moments).
Computer graphics
Line art in computer graphics may have increased in popularity since line art uses vector graphics, which require significantly less computer memory than raster graphics.
Thursday, August 21, 2008
Graphics
Graphics (from Greek γραφικός; see -graphy) are visual presentations on some surface, such as a wall, canvas, computer screen, paper, or stone to brand, inform, illustrate, or entertain. Examples are photographs, drawings, Line Art, graphs, diagrams, typography, numbers, symbols, geometric designs, maps, engineering drawings, or other images. Graphics often combine text, illustration, and color. Graphic design may consist of the deliberate selection, creation, or arrangement of typography alone, as in a brochure, flier, poster, web site, or book without any other element. Clarity or effective communication may be the objective, association with other cultural elements may be sought, or merely, the creation of a distinctive style.
Graphics can be functional or artistic. The latter can be a recorded version, such as a photograph, or an interpretation by a scientist to highlight essential features, or an artist, in which case the distinction with imaginary graphics may become blurred.
History
The earliest graphics known to anthropologists studying prehistoric periods are cave paintings and markings on boulders, bone, ivory, and antlers, which were created during the Upper Palaeolithic period from 40,000–10,000 B.C. or earlier. Many of these were found to record astronomical, seasonal, and chronological details. Some of the earliest graphics and drawings known to the modern world, from almost 6,000 years ago, are that of engraved stone tablets and ceramic cylinder seals, marking the beginning of the historic periods and the keeping of records for accounting and inventory purposes. Records from Egypt predate these and papyrus was used by the Egyptians as a material on which to plan the building of pyramids; they also used slabs of limestone and wood. From 600–250 BC, the Greeks played a major role in geometry. They used graphics to represent their mathematical theories such as the Circle Theorem and the Pythagorean theorem.
Drawing
Drawing generally involves making marks on a surface by applying pressure from a tool, or moving a tool across a surface. Common tools are graphite pencils, pen and ink, inked brushes, wax color pencils, crayons, charcoals, pastels, and markers. Digital tools which simulate the effects of these are also used. The main techniques used in drawing are line drawing, hatching, crosshatching, random hatching, scribbling, stippling, blending, and shading.
Drawing is generally considered distinct from painting, in which colored pigments are suspended in a liquid medium and are usually applied with a brush. Notable great drawers include Sir Michael Ash and Leonardo da Vinci.
Many people choose drawing as a main art style, or they may use it to sketch out paintings, sculptures and other styles of art.
Painting
In the Middle Ages and Post Modern Ages, feet were very distorted; for example, people on a castle wall appeared disproportionately large because they were the painting's focus. Later, realism and perspective became more important, characterized by the technique of looking through a wire mesh to precisely copy dimensions onto a corresponding grid drawn on canvas. During the Renaissance, artists took a non-mathematical approach to drawing. Giotto di Bondone and Duccio di Buoninsegna made great advancements in perspective drawing, using symmetry, converging lines and foreshortening. Many renaissance painters also used fresco—painting directly onto walls—a technique which finds its prototype in cave and rock art. Graphics of this kind, from 30–40,000 years ago, have survived in Australia and France. A modern day equivalent is the mural.
Printmaking
Printmaking originated in China after paper was invented (about A.D. 105). Relief printing first flourished in Europe in the 15th century, when the process of papermaking was imported from the East. Since that time, relief printing has been augmented by the various techniques described earlier, and printmaking has continued to be practiced as one of the fine arts.
Line Art
Line art is any image that consists of distinct straight and curved lines placed against a (usually plain) background, without gradations in shade (darkness) or hue (color) to represent two-dimensional or three-dimensional objects. Line art is usually monochromatic, although lines may be of different colors.
Etching
Etching is an intaglio method of printmaking in which the image is incised into the surface of a metal plate using an acid. The acid eats the metal, leaving behind roughened areas, or, if the surface exposed to the acid is very thin, burning a line into the plate. The process is believed to have been invented by Daniel Hopfer (circa 1470–1536) of Augsburg, Germany, who decorated armour in this way, and applied the method to printmaking.
Etching is also a preliminary step in lithography. The Dutch artist M. C. Escher mastered the technique to perfection, specialising in etchings of impossible structures and oriental interlocking designs.
Etching is also used in the manufacturing of printed circuit boards and semiconductor devices.
Illustration
An illustration of a character from a story; also, an illustration of illustrations
An illustration is a visualisation such as a drawing, painting, photograph or other work of art that stresses subject more than form. The aim of an illustration is to elucidate or decorate a story, poem or piece of textual information (such as a newspaper article), traditionally by providing a visual representation of something described in the text. The editorial cartoon, also known as a political cartoon, is an illustration containing a political or social message.
Illustrations can be used to display a wide range of subject matter and serve a variety of functions, such as:
• giving faces to characters in a story
• displaying a number of examples of an item described in an academic textbook (e.g. A Typology)
• visualising step-wise sets of instructions in a technical manual
• communicating subtle thematic tone in a narrative
• linking brands to the ideas of human expression, individuality and creativity
• making a reader laugh or smile
• for fun (to make laugh) funny
Graphs
A graph or chart is a type of information graphic that represents tabular, numeric data. Charts are often used to make it easier to understand large quantities of data and the relationships between different parts of the data.
Diagrams
A diagram is a simplified and structured visual representation of concepts, ideas, constructions, relations, statistical data, etc, used to visualize and clarify the topic.
Symbols
A symbol, in its basic sense, is a conventional representation of a concept or quantity; i.e., an idea, object, concept, quality, etc. In more psychological and philosophical terms, all concepts are symbolic in nature, and representations for these concepts are simply token artifacts that are allegorical to (but do not directly codify) a symbolic meaning, or symbolism.
Geometric design
Maps
A map is a simplified depiction of a space, a navigational aid which highlights relations between objects within that space. Usually, a map is a two-dimensional, geometrically accurate representation of a three-dimensional space.
One of the first 'modern' maps was made by Waldseemüller.
Photography
One difference between photography and other forms of graphics is that a photographer, in principle, just records a single moment in reality, with seemingly no interpretation. However, a photographer can choose the field of view and angle, and may also use other techniques, such as various lenses to distort the view or filters to change the colours. In recent times, digital photography has opened the way to an infinite number of fast, but strong, manipulations. Even in the early days of photography, there was controversy over photographs of enacted scenes that were presented as 'real life' (especially in war photography, where it can be very difficult to record the original events). Shifting the viewer's eyes ever so slightly with simple pinpricks in the negative could have a dramatic effect.
The choice of the field of view can have a strong effect, effectively 'censoring out' other parts of the scene, accomplished by cropping them out or simply not including them in the photograph. This even touches on the philosophical question of what reality is. The human brain processes information based on previous experience, making us see what we want to see or what we were taught to see. Photography does the same, although the photographer interprets the scene for their viewer.
Engineering drawings
An engineering drawing is a type of drawing that is technical in nature, used to fully and clearly define requirements for engineered items. It is usually created in accordance with standardized conventions for layout, nomenclature, interpretation, appearance (such as typefaces and line styles), size, etc.
Computer graphics
There are two types of computer graphics: raster graphics, where each pixel is separately defined (as in a digital photograph), and vector graphics, where mathematical formulas are used to draw lines and shapes, which are then interpreted at the viewer's end to produce the graphic. Using vectors results in infinitely sharp graphics and often smaller files, but, when complex, vectors take time to render and may have larger filesizes than a raster equivalent.
A screenshot from the 2007 PC Video Game Crysis showing photo-realistic Real-time Computer Graphics
In 1950, the first computer-driven display was attached to MIT's Whirlwind I computer to generate simple pictures. This was followed by MIT's TX-0 and TX-2, interactive computing which increased interest in computer graphics during the late 1950s. In 1962, Ivan Sutherland invented Sketchpad, an innovative program that influenced alternative forms of interaction with computers.
In the mid-1960s, large computer graphics research projects were begun at MIT, General Motors, Bell Labs, and Lockheed Corporation. D. T. Ross of MIT developed an advanced compiler language for graphics programming. S.A.Coons, also at MIT, and J. C. Ferguson at Boeing, began work in sculptured surfaces. GM developed their DAC-1 system, and other companies, such as Douglas, Lockheed, and McDonnell, also made significant developments. In 1968, ray tracing was invented by Apple
During the late 1970s, personal computers became more powerful, capable of drawing both basic and complex shapes and designs. In the 1980s, artists and graphic designers began to see the personal computer, particularly the Commodore Amiga and Macintosh, as a serious design tool, one that could save time and draw more accurately than other methods. 3D computer graphics became possible in the late 1980s with the powerful SGI computers, which were later used to create some of the first fully computer-generated short films at Pixar. The Macintosh remains one of the most popular tools for computer graphics in graphic design studios and businesses.
Modern computer systems, dating from the 1980s and onwards, often use a graphical user interface (GUI) to present data and information with symbols, icons and pictures, rather than text. Graphics are one of the five key elements of multimedia technology.
3D graphics became more popular in the 1990s in gaming, multimedia and animation. In 1996, Quake, one of the first fully 3D games, was released. In 1995, Toy Story, the first full-length computer-generated animation film, was released in cinemas worldwide. Since then, computer graphics have become more accurate and detailed, due to more advanced computers and better 3D modelling software applications, such as Cinema 4D.
Another use of computer graphics is screensavers, originally intended to preventing the layout of much-used GUIs from 'burning into' the computer screen. They have since evolved into true pieces of art, their practical purpose obsolete; modern screens are not susceptible to such burn in artifacts.
Web graphics
Signature art used on web forums
In the 1990s, Internet speeds increased, and Internet browsers capable of viewing images were released, the first being Mosaic. Websites began to use the GIF format to display small graphics, such as banners, advertisements and navigation buttons, on web pages. Modern web browsers can now display JPEG, PNG and increasingly, SVG images in addition to GIFs on web pages. SVG, and to some extent VML, support in some modern web browsers have made it possible to display vector graphics that are clear at any size. Plugins expand the web browser functions to display animated, interactive and 3-D graphics contained within file formats such as SWF and X3D.
Modern web graphics can be made with software such as Adobe Photoshop, the GIMP, or Corel Paint Shop Pro. Users of Microsoft Windows have MS Paint, which many find to be lacking in features.
Numerous platforms and websites have been created to cater to web graphics artists and to host their communities. A growing number of people use create internet forum signatures—generally appearing after a user's post—and other digital artwork, such as photo manipulations and large graphics.
Use
Graphics are visual elements often used to point readers and viewers to particular information. They are also used to supplement text in an effort to aid readers in their understanding of a particular concept or make the concept more clear or interesting. Popular magazines, such as TIME, Wired and Newsweek, usually contain graphic material in abundance to attract readers, unlike the majority of scholarly journals. In computing, they are used to create a graphical interface for the user; and graphics are one of the five key elements of multimedia technology. Graphics are among the primary ways of advertising the sale of goods or services.
Business
Graphics are commonly used in business and economics to create financial charts and tables. The term Business Graphics came into use in the late 1970s, when personal computers became capable of drawing graphs and charts instead of using a tabular format. Business Graphics can be used to highlight changes over a period of time.
Advertising
Advertising is one of the most profitable uses of graphics; artists often do advertising work or take advertising potential into account when creating art, to increase the chances of selling the artwork.
Political
The use of graphics for overtly political purposes—cartoons, graffiti, poster art, flag design, etc—is a centuries old practice which thrives today in every part of the world. The Northern Irish murals are one such example.
Education
Graphics are heavily used in textbooks, especially those concerning subjects such as geography, science and mathematics, in order to illustrate theories and concepts, such as the human anatomy. Diagrams are also used to label photographs and pictures.
Educational animation is an important emerging field of graphics. Animated graphics have obvious advantages over static graphics when explaining subject matter that changes over time.
The Oxford Illustrated Dictionary uses graphics and technical illustrations to make reading material more interesting and easier to understand. In an encyclopedia, graphics are used to illustrate concepts and show examples of the particular topic being discussed.
In order for a graphic to function effectively as an educational aid, the learner must be able to interpret it successfully. This interpretative capacity is one aspect of graphicacy.
Film and animation
Computer graphics are often used in the majority of new feature films, especially those with a large budget. Films that heavily use computer graphics include Lord of the Rings trilogy, the Harry Potter films, Spider-Man and War of the Worlds.
Graphics education
The majority of schools, colleges and universities around the world educate students on the subject of graphics and art.
The subject is taught in a broad variety of ways, each course teaching its own distinctive balance of craft skills and intellectual response to the client's needs.
Some graphics courses prioritize traditional craft skills—drawing, printmaking and typography—over modern craft skills. Other courses may place an emphasis on teaching digital craft skills. Still other courses may downplay the crafts entirely, concentrating on training students to generate novel intellectual responses that engage with the brief. Despite these apparent differences in training and curriculum, the staff and students on any of these courses will generally consider themselves to be graphic designers.
The typical pedagogy of a graphic design (or graphic communication, visual communication, graphic arts or any number of synonymous course titles) will be broadly based on the teaching models developed in the Bauhaus school in Germany or Vkhutemas in Russia. The teaching model will tend to expose students to a variety of craft skills (currently everything from drawing to motion capture), combined with an effort to engage the student with the world of visual culture.
Famous graphic designers
Aldus Manutius designed the first Italic type style which is often used in desktop publishing and graphic design. April Greiman is known for her influential poster design. Paul Rand is well known as a design pioneer for designing many popular corporate logos, including the logo for IBM, NeXT and UPS. William Caslon, during the mid-18th century, designed many typefaces, including ITC Founder's Caslon, ITC Founder's Caslon Ornaments, Caslon Graphique, ITC Caslon No. 224, Caslon Old Face and Big Caslon.
Graphics can be functional or artistic. The latter can be a recorded version, such as a photograph, or an interpretation by a scientist to highlight essential features, or an artist, in which case the distinction with imaginary graphics may become blurred.
History
The earliest graphics known to anthropologists studying prehistoric periods are cave paintings and markings on boulders, bone, ivory, and antlers, which were created during the Upper Palaeolithic period from 40,000–10,000 B.C. or earlier. Many of these were found to record astronomical, seasonal, and chronological details. Some of the earliest graphics and drawings known to the modern world, from almost 6,000 years ago, are that of engraved stone tablets and ceramic cylinder seals, marking the beginning of the historic periods and the keeping of records for accounting and inventory purposes. Records from Egypt predate these and papyrus was used by the Egyptians as a material on which to plan the building of pyramids; they also used slabs of limestone and wood. From 600–250 BC, the Greeks played a major role in geometry. They used graphics to represent their mathematical theories such as the Circle Theorem and the Pythagorean theorem.
Drawing
Drawing generally involves making marks on a surface by applying pressure from a tool, or moving a tool across a surface. Common tools are graphite pencils, pen and ink, inked brushes, wax color pencils, crayons, charcoals, pastels, and markers. Digital tools which simulate the effects of these are also used. The main techniques used in drawing are line drawing, hatching, crosshatching, random hatching, scribbling, stippling, blending, and shading.
Drawing is generally considered distinct from painting, in which colored pigments are suspended in a liquid medium and are usually applied with a brush. Notable great drawers include Sir Michael Ash and Leonardo da Vinci.
Many people choose drawing as a main art style, or they may use it to sketch out paintings, sculptures and other styles of art.
Painting
In the Middle Ages and Post Modern Ages, feet were very distorted; for example, people on a castle wall appeared disproportionately large because they were the painting's focus. Later, realism and perspective became more important, characterized by the technique of looking through a wire mesh to precisely copy dimensions onto a corresponding grid drawn on canvas. During the Renaissance, artists took a non-mathematical approach to drawing. Giotto di Bondone and Duccio di Buoninsegna made great advancements in perspective drawing, using symmetry, converging lines and foreshortening. Many renaissance painters also used fresco—painting directly onto walls—a technique which finds its prototype in cave and rock art. Graphics of this kind, from 30–40,000 years ago, have survived in Australia and France. A modern day equivalent is the mural.
Printmaking
Printmaking originated in China after paper was invented (about A.D. 105). Relief printing first flourished in Europe in the 15th century, when the process of papermaking was imported from the East. Since that time, relief printing has been augmented by the various techniques described earlier, and printmaking has continued to be practiced as one of the fine arts.
Line Art
Line art is any image that consists of distinct straight and curved lines placed against a (usually plain) background, without gradations in shade (darkness) or hue (color) to represent two-dimensional or three-dimensional objects. Line art is usually monochromatic, although lines may be of different colors.
Etching
Etching is an intaglio method of printmaking in which the image is incised into the surface of a metal plate using an acid. The acid eats the metal, leaving behind roughened areas, or, if the surface exposed to the acid is very thin, burning a line into the plate. The process is believed to have been invented by Daniel Hopfer (circa 1470–1536) of Augsburg, Germany, who decorated armour in this way, and applied the method to printmaking.
Etching is also a preliminary step in lithography. The Dutch artist M. C. Escher mastered the technique to perfection, specialising in etchings of impossible structures and oriental interlocking designs.
Etching is also used in the manufacturing of printed circuit boards and semiconductor devices.
Illustration
An illustration of a character from a story; also, an illustration of illustrations
An illustration is a visualisation such as a drawing, painting, photograph or other work of art that stresses subject more than form. The aim of an illustration is to elucidate or decorate a story, poem or piece of textual information (such as a newspaper article), traditionally by providing a visual representation of something described in the text. The editorial cartoon, also known as a political cartoon, is an illustration containing a political or social message.
Illustrations can be used to display a wide range of subject matter and serve a variety of functions, such as:
• giving faces to characters in a story
• displaying a number of examples of an item described in an academic textbook (e.g. A Typology)
• visualising step-wise sets of instructions in a technical manual
• communicating subtle thematic tone in a narrative
• linking brands to the ideas of human expression, individuality and creativity
• making a reader laugh or smile
• for fun (to make laugh) funny
Graphs
A graph or chart is a type of information graphic that represents tabular, numeric data. Charts are often used to make it easier to understand large quantities of data and the relationships between different parts of the data.
Diagrams
A diagram is a simplified and structured visual representation of concepts, ideas, constructions, relations, statistical data, etc, used to visualize and clarify the topic.
Symbols
A symbol, in its basic sense, is a conventional representation of a concept or quantity; i.e., an idea, object, concept, quality, etc. In more psychological and philosophical terms, all concepts are symbolic in nature, and representations for these concepts are simply token artifacts that are allegorical to (but do not directly codify) a symbolic meaning, or symbolism.
Geometric design
Maps
A map is a simplified depiction of a space, a navigational aid which highlights relations between objects within that space. Usually, a map is a two-dimensional, geometrically accurate representation of a three-dimensional space.
One of the first 'modern' maps was made by Waldseemüller.
Photography
One difference between photography and other forms of graphics is that a photographer, in principle, just records a single moment in reality, with seemingly no interpretation. However, a photographer can choose the field of view and angle, and may also use other techniques, such as various lenses to distort the view or filters to change the colours. In recent times, digital photography has opened the way to an infinite number of fast, but strong, manipulations. Even in the early days of photography, there was controversy over photographs of enacted scenes that were presented as 'real life' (especially in war photography, where it can be very difficult to record the original events). Shifting the viewer's eyes ever so slightly with simple pinpricks in the negative could have a dramatic effect.
The choice of the field of view can have a strong effect, effectively 'censoring out' other parts of the scene, accomplished by cropping them out or simply not including them in the photograph. This even touches on the philosophical question of what reality is. The human brain processes information based on previous experience, making us see what we want to see or what we were taught to see. Photography does the same, although the photographer interprets the scene for their viewer.
Engineering drawings
An engineering drawing is a type of drawing that is technical in nature, used to fully and clearly define requirements for engineered items. It is usually created in accordance with standardized conventions for layout, nomenclature, interpretation, appearance (such as typefaces and line styles), size, etc.
Computer graphics
There are two types of computer graphics: raster graphics, where each pixel is separately defined (as in a digital photograph), and vector graphics, where mathematical formulas are used to draw lines and shapes, which are then interpreted at the viewer's end to produce the graphic. Using vectors results in infinitely sharp graphics and often smaller files, but, when complex, vectors take time to render and may have larger filesizes than a raster equivalent.
A screenshot from the 2007 PC Video Game Crysis showing photo-realistic Real-time Computer Graphics
In 1950, the first computer-driven display was attached to MIT's Whirlwind I computer to generate simple pictures. This was followed by MIT's TX-0 and TX-2, interactive computing which increased interest in computer graphics during the late 1950s. In 1962, Ivan Sutherland invented Sketchpad, an innovative program that influenced alternative forms of interaction with computers.
In the mid-1960s, large computer graphics research projects were begun at MIT, General Motors, Bell Labs, and Lockheed Corporation. D. T. Ross of MIT developed an advanced compiler language for graphics programming. S.A.Coons, also at MIT, and J. C. Ferguson at Boeing, began work in sculptured surfaces. GM developed their DAC-1 system, and other companies, such as Douglas, Lockheed, and McDonnell, also made significant developments. In 1968, ray tracing was invented by Apple
During the late 1970s, personal computers became more powerful, capable of drawing both basic and complex shapes and designs. In the 1980s, artists and graphic designers began to see the personal computer, particularly the Commodore Amiga and Macintosh, as a serious design tool, one that could save time and draw more accurately than other methods. 3D computer graphics became possible in the late 1980s with the powerful SGI computers, which were later used to create some of the first fully computer-generated short films at Pixar. The Macintosh remains one of the most popular tools for computer graphics in graphic design studios and businesses.
Modern computer systems, dating from the 1980s and onwards, often use a graphical user interface (GUI) to present data and information with symbols, icons and pictures, rather than text. Graphics are one of the five key elements of multimedia technology.
3D graphics became more popular in the 1990s in gaming, multimedia and animation. In 1996, Quake, one of the first fully 3D games, was released. In 1995, Toy Story, the first full-length computer-generated animation film, was released in cinemas worldwide. Since then, computer graphics have become more accurate and detailed, due to more advanced computers and better 3D modelling software applications, such as Cinema 4D.
Another use of computer graphics is screensavers, originally intended to preventing the layout of much-used GUIs from 'burning into' the computer screen. They have since evolved into true pieces of art, their practical purpose obsolete; modern screens are not susceptible to such burn in artifacts.
Web graphics
Signature art used on web forums
In the 1990s, Internet speeds increased, and Internet browsers capable of viewing images were released, the first being Mosaic. Websites began to use the GIF format to display small graphics, such as banners, advertisements and navigation buttons, on web pages. Modern web browsers can now display JPEG, PNG and increasingly, SVG images in addition to GIFs on web pages. SVG, and to some extent VML, support in some modern web browsers have made it possible to display vector graphics that are clear at any size. Plugins expand the web browser functions to display animated, interactive and 3-D graphics contained within file formats such as SWF and X3D.
Modern web graphics can be made with software such as Adobe Photoshop, the GIMP, or Corel Paint Shop Pro. Users of Microsoft Windows have MS Paint, which many find to be lacking in features.
Numerous platforms and websites have been created to cater to web graphics artists and to host their communities. A growing number of people use create internet forum signatures—generally appearing after a user's post—and other digital artwork, such as photo manipulations and large graphics.
Use
Graphics are visual elements often used to point readers and viewers to particular information. They are also used to supplement text in an effort to aid readers in their understanding of a particular concept or make the concept more clear or interesting. Popular magazines, such as TIME, Wired and Newsweek, usually contain graphic material in abundance to attract readers, unlike the majority of scholarly journals. In computing, they are used to create a graphical interface for the user; and graphics are one of the five key elements of multimedia technology. Graphics are among the primary ways of advertising the sale of goods or services.
Business
Graphics are commonly used in business and economics to create financial charts and tables. The term Business Graphics came into use in the late 1970s, when personal computers became capable of drawing graphs and charts instead of using a tabular format. Business Graphics can be used to highlight changes over a period of time.
Advertising
Advertising is one of the most profitable uses of graphics; artists often do advertising work or take advertising potential into account when creating art, to increase the chances of selling the artwork.
Political
The use of graphics for overtly political purposes—cartoons, graffiti, poster art, flag design, etc—is a centuries old practice which thrives today in every part of the world. The Northern Irish murals are one such example.
Education
Graphics are heavily used in textbooks, especially those concerning subjects such as geography, science and mathematics, in order to illustrate theories and concepts, such as the human anatomy. Diagrams are also used to label photographs and pictures.
Educational animation is an important emerging field of graphics. Animated graphics have obvious advantages over static graphics when explaining subject matter that changes over time.
The Oxford Illustrated Dictionary uses graphics and technical illustrations to make reading material more interesting and easier to understand. In an encyclopedia, graphics are used to illustrate concepts and show examples of the particular topic being discussed.
In order for a graphic to function effectively as an educational aid, the learner must be able to interpret it successfully. This interpretative capacity is one aspect of graphicacy.
Film and animation
Computer graphics are often used in the majority of new feature films, especially those with a large budget. Films that heavily use computer graphics include Lord of the Rings trilogy, the Harry Potter films, Spider-Man and War of the Worlds.
Graphics education
The majority of schools, colleges and universities around the world educate students on the subject of graphics and art.
The subject is taught in a broad variety of ways, each course teaching its own distinctive balance of craft skills and intellectual response to the client's needs.
Some graphics courses prioritize traditional craft skills—drawing, printmaking and typography—over modern craft skills. Other courses may place an emphasis on teaching digital craft skills. Still other courses may downplay the crafts entirely, concentrating on training students to generate novel intellectual responses that engage with the brief. Despite these apparent differences in training and curriculum, the staff and students on any of these courses will generally consider themselves to be graphic designers.
The typical pedagogy of a graphic design (or graphic communication, visual communication, graphic arts or any number of synonymous course titles) will be broadly based on the teaching models developed in the Bauhaus school in Germany or Vkhutemas in Russia. The teaching model will tend to expose students to a variety of craft skills (currently everything from drawing to motion capture), combined with an effort to engage the student with the world of visual culture.
Famous graphic designers
Aldus Manutius designed the first Italic type style which is often used in desktop publishing and graphic design. April Greiman is known for her influential poster design. Paul Rand is well known as a design pioneer for designing many popular corporate logos, including the logo for IBM, NeXT and UPS. William Caslon, during the mid-18th century, designed many typefaces, including ITC Founder's Caslon, ITC Founder's Caslon Ornaments, Caslon Graphique, ITC Caslon No. 224, Caslon Old Face and Big Caslon.
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