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.
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