Brain Dump

Medium Level Animation

Tags
computer-graphics

An [see page 25, animation] approach where we give a few parameters which then get processed into many parameters which then affect the objects in the scene.

Particle Systems

A particle system could have million of particles each with their own state (position, velocity, radius, etc.). Storing each of these for each frame is intractable so we instead [see page 26, specify] a few values (direction, initial velocity, etc.) and [see page 27, apply] some randomness to each particle at it's creation. After the particle has exceeded it's lifetime it's extinguished.

Deep Water Waves

[see page 30, sinusodial] waves are added to a surface represented as a mesh of polygons. We alter the amplitude of the surface uniformly using sinusodial waves. This approach takes just a [see page 31, handful] of parameters but can produce highly complex patterns.

Human Figure Animation

A hierarchical data structure organises input from animator. Enables cascading of information.

[see page 34, Kinematics] is often used to calculate the relations between joints.

Physically Based Simulations

[see page 35, Simulate] muscles, joints, etc. and supply forces to have them move as you'd expect.

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