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Wikipedia

Computer-generated imagery

Computer-generated imagery (CGI) is a specific technology or application of computer graphics for creating or improving images in art, printed media, simulators, videos and video games. These images are either static (i.e. still images) or dynamic (i.e. moving images). CGI both refers to 2D computer graphics and (more frequently) 3D computer graphics with the purpose of designing characters, virtual worlds, or scenes and special effects (in films, television programs, commercials, etc.). The application of CGI for creating/improving animations is called computer animation, or CGI animation.

Morphogenetic Creations computer-generated digital art exhibition by Andy Lomas at Watermans Arts Centre, west London, in 2016

History

The first feature film to make use of CGI was the 1973 film Westworld.[1] Other early films that incorporated CGI include Star Wars: Episode IV (1977),[1] Tron (1982),[1] Golgo 13: The Professional (1983),[2] The Last Starfighter (1984),[3] Young Sherlock Holmes (1985)[1] and Flight of the Navigator (1986).[4] The first music video to use CGI was Dire Straits' award-winning "Money for Nothing" (1985), whose success was instrumental in giving the process mainstream exposure.[5]

The evolution of CGI led to the emergence of virtual cinematography in the 1990s, where the vision of the simulated camera is not constrained by the laws of physics. Availability of CGI software and increased computer speeds have allowed individual artists and small companies to produce professional-grade films, games, and fine art from their home computers.

Static images and landscapes

 

Not only do animated images form part of computer-generated imagery; natural looking landscapes (such as fractal landscapes) are also generated via computer algorithms. A simple way to generate fractal surfaces is to use an extension of the triangular mesh method, relying on the construction of some special case of a de Rham curve, e.g. midpoint displacement.[6] For instance, the algorithm may start with a large triangle, then recursively zoom in by dividing it into four smaller Sierpinski triangles, then interpolate the height of each point from its nearest neighbors.[6] The creation of a Brownian surface may be achieved not only by adding noise as new nodes are created but by adding additional noise at multiple levels of the mesh.[6] Thus a topographical map with varying levels of height can be created using relatively straightforward fractal algorithms. Some typical, easy-to-program fractals used in CGI are the plasma fractal and the more dramatic fault fractal.[7]

Many specific techniques been researched and developed to produce highly focused computer-generated effects — e.g., the use of specific models to represent the chemical weathering of stones to model erosion and produce an "aged appearance" for a given stone-based surface.[8]

Architectural scenes

 
A computer-generated image featuring a house at sunset, made in Blender

Modern architects use services from computer graphic firms to create 3-dimensional models for both customers and builders. These computer generated models can be more accurate than traditional drawings. Architectural animation (which provides animated movies of buildings, rather than interactive images) can also be used to see the possible relationship a building will have in relation to the environment and its surrounding buildings. The processing of architectural spaces without the use of paper and pencil tools is now a widely accepted practice with a number of computer-assisted architectural design systems.[9]

Architectural modeling tools allow an architect to visualize a space and perform "walk-throughs" in an interactive manner, thus providing "interactive environments" both at the urban and building levels.[10] Specific applications in architecture not only include the specification of building structures (such as walls and windows) and walk-throughs but the effects of light and how sunlight will affect a specific design at different times of the day.[11][12]

Architectural modeling tools have now become increasingly internet-based. However, the quality of internet-based systems still lags behind that of sophisticated in-house modeling systems.[13]

In some applications, computer-generated images are used to "reverse engineer" historical buildings. For instance, a computer-generated reconstruction of the monastery at Georgenthal in Germany was derived from the ruins of the monastery, yet provides the viewer with a "look and feel" of what the building would have looked like in its day.[14]

Anatomical models

 
A CT pulmonary angiogram image generated by a computer from a collection of x-rays

Computer generated models used in skeletal animation are not always anatomically correct. However, organizations such as the Scientific Computing and Imaging Institute have developed anatomically correct computer-based models. Computer generated anatomical models can be used both for instructional and operational purposes. To date, a large body of artist produced medical images continue to be used by medical students, such as images by Frank H. Netter, e.g. Cardiac images. However, a number of online anatomical models are becoming available.

A single patient X-ray is not a computer generated image, even if digitized. However, in applications which involve CT scans a three-dimensional model is automatically produced from many single-slice x-rays, producing "computer generated image". Applications involving magnetic resonance imaging also bring together a number of "snapshots" (in this case via magnetic pulses) to produce a composite, internal image.

In modern medical applications, patient-specific models are constructed in 'computer assisted surgery'. For instance, in total knee replacement, the construction of a detailed patient-specific model can be used to carefully plan the surgery.[15] These three-dimensional models are usually extracted from multiple CT scans of the appropriate parts of the patient's own anatomy. Such models can also be used for planning aortic valve implantations, one of the common procedures for treating heart disease. Given that the shape, diameter, and position of the coronary openings can vary greatly from patient to patient, the extraction (from CT scans) of a model that closely resembles a patient's valve anatomy can be highly beneficial in planning the procedure.[16]

Cloth and skin images

 
Computer-generated wet fur created in Autodesk Maya

Models of cloth generally fall into three groups:

  • The geometric-mechanical structure at yarn crossing
  • The mechanics of continuous elastic sheets
  • The geometric macroscopic features of cloth.[17]

To date, making the clothing of a digital character automatically fold in a natural way remains a challenge for many animators.[18]

In addition to their use in film, advertising and other modes of public display, computer generated images of clothing are now routinely used by top fashion design firms.[19]

The challenge in rendering human skin images involves three levels of realism:

  • Photo realism in resembling real skin at the static level
  • Physical realism in resembling its movements
  • Function realism in resembling its response to actions.[20]

The finest visible features such as fine wrinkles and skin pores are the size of about 100 µm or 0.1 millimetres. Skin can be modeled as a 7-dimensional bidirectional texture function (BTF) or a collection of bidirectional scattering distribution function (BSDF) over the target's surfaces.

Interactive simulation and visualization

Interactive visualization is the rendering of data that may vary dynamically and allowing a user to view the data from multiple perspectives. The applications areas may vary significantly, ranging from the visualization of the flow patterns in fluid dynamics to specific computer aided design applications.[21] The data rendered may correspond to specific visual scenes that change as the user interacts with the system — e.g. simulators, such as flight simulators, make extensive use of CGI techniques for representing the world.[22]

At the abstract level, an interactive visualization process involves a "data pipeline" in which the raw data is managed and filtered to a form that makes it suitable for rendering. This is often called the "visualization data". The visualization data is then mapped to a "visualization representation" that can be fed to a rendering system. This is usually called a "renderable representation". This representation is then rendered as a displayable image.[22] As the user interacts with the system (e.g. by using joystick controls to change their position within the virtual world) the raw data is fed through the pipeline to create a new rendered image, often making real-time computational efficiency a key consideration in such applications.[22][23]

Computer animation

Machinima films are, by nature, CGI films.

While computer-generated images of landscapes may be static, computer animation only applies to dynamic images that resemble a movie. However, in general, the term computer animation refers to dynamic images that do not allow user interaction, and the term virtual world is used for the interactive animated environments.

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. Computer generated animations are more controllable than other more physically based processes, such as constructing miniatures for effects shots or hiring extras for crowd scenes, and because it allows the creation of images that would not be feasible using any other technology. It can also allow a single graphic artist to produce such content without the use of actors, expensive set pieces, or props.

To create the illusion of movement, an image is displayed on the computer screen and repeatedly replaced by a new image which is similar to the previous image, but advanced slightly in the time domain (usually at a rate of 24 or 30 frames/second). This technique is identical to how the illusion of movement is achieved with television and motion pictures.

Text-to-image models

 
An image conditioned on the prompt "an astronaut riding a horse, by Hiroshige", generated by Stable Diffusion, a large-scale text-to-image model released in 2022

A text-to-image model is a machine learning model which takes as input a natural language description and produces an image matching that description. Such models began to be developed in the mid-2010s, as a result of advances in deep neural networks. In 2022, the output of state of the art text-to-image models, such as OpenAI's DALL-E 2, Google Brain's Imagen and StabilityAI's Stable Diffusion began to approach the quality of real photographs and human-drawn art.

Text-to-image models generally combine a language model, which transforms the input text into a latent representation, and a generative image model, which produces an image conditioned on that representation. The most effective models have generally been trained on massive amounts of image and text data scraped from the web.[24]

Virtual worlds

 
 
Metallic balls created in Blender

A virtual world is an agent-based and simulated environment allowing users to interact with artificially animated characters (e.g software agent) or with other physical users, through the use of avatars. Virtual worlds are intended for its users to inhabit and interact, and the term today has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others graphically.[25] These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[26] (auditory[27] and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.

In courtrooms

Computer-generated imagery has been used in courtrooms, primarily since the early 2000s. However, some experts have argued that it is prejudicial. They are used to help judges or the jury to better visualize the sequence of events, evidence or hypothesis.[28] However, a 1997 study showed that people are poor intuitive physicists and easily influenced by computer generated images.[29] Thus it is important that jurors and other legal decision-makers be made aware that such exhibits are merely a representation of one potential sequence of events.

Broadcast and live events

Weather visualizations were the first application of CGI in television. It has now become common in weather casting to display full motion video of images captured in real-time from multiple cameras and other imaging devices. Coupled with 3D graphics symbols and mapped to a common virtual geospatial model, these animated visualizations constitute the first true application of CGI to TV.

CGI has become common in sports telecasting. Sports and entertainment venues are provided with see-through and overlay content through tracked camera feeds for enhanced viewing by the audience. Examples include the yellow "first down" line seen in television broadcasts of American football games showing the line the offensive team must cross to receive a first down. CGI is also used in association with football and other sporting events to show commercial advertisements overlaid onto the view of the playing area. Sections of rugby fields and cricket pitches also display sponsored images. Swimming telecasts often add a line across the lanes to indicate the position of the current record holder as a race proceeds to allow viewers to compare the current race to the best performance. Other examples include hockey puck tracking and annotations of racing car performance[30] and snooker ball trajectories.[31][32] Sometimes CGI on TV with correct alignment to the real world has been referred to as augmented reality.

Motion-capture

Computer-generated imagery is often used in conjunction with motion-capture to better cover the faults that come with CGI and animation. Computer-generated imagery is limited in its practical application by how realistic it can look. Unrealistic, or badly managed computer-generated imagery can result in the Uncanny Valley effect.[33] This effect refers to the human ability to recognize things that look eerily like humans, but are slightly off. Such ability is a fault with normal computer-generated imagery which, due to the complex anatomy of the human-body, can often fail to replicate it perfectly. This is where motion-capture comes into play. Artists can use a motion-capture rig to get footage of a human performing an action and then replicate it perfectly with computer-generated imagery so that it looks normal.

The lack of anatomically correct digital models contributes to the necessity of motion-capture as it is used with computer-generated imagery. Because computer-generated imagery reflects only the outside, or skin, of the object being rendered, it fails to capture the infinitesimally small interactions between interlocking muscle groups used in fine motor-control, like speaking. The constant motion of the face as it makes sounds with shaped lips and tongue movement, along with the facial expressions that go along with speaking are difficult to replicate by hand.[34] Motion capture can catch the underlying movement of facial muscles and better replicate the visual that goes along with the audio, like Josh Brolin's Thanos.

See also

References

Citations

  1. ^ a b c d "14 groundbreaking movies that took special effects to new levels". Insider.com.
  2. ^ Halverson, Dave (December 2005). "Anime Reviews: The Professional Golgo 13". Play. No. 48. United States of America. p. 92.
  3. ^ . Archived from the original on 2021-08-29. Retrieved 2021-08-29.
  4. ^ Hearn, Marcus (2005). The Cinema of George Lucas. New York City: Harry N. Abrams, Inc. p. 156. ISBN 0-8109-4968-7.
  5. ^ "How the Dire Straits' 'Money for Nothing' Video Helped CGI Go Mainstream". 11 March 2019.
  6. ^ a b c Peitgen 2004, pp. 462–466.
  7. ^ Game programming gems 2 by Mark A. DeLoura 2001 ISBN 1-58450-054-9 page 240 [1]
  8. ^ Digital modeling of material appearance by Julie Dorsey, Holly Rushmeier, François X. Sillion 2007 ISBN 0-12-221181-2 page 217
  9. ^ Sondermann 2008, pp. 8–15.
  10. ^ Interactive environments with open-source software: 3D walkthroughs by Wolfgang Höhl, Wolfgang Höhl 2008 ISBN 3-211-79169-8 pages 24-29
  11. ^ "Light: The art of exposure". GarageFarm. 2020-11-12. Retrieved 2020-11-12.
  12. ^ Advances in Computer and Information Sciences and Engineering by Tarek Sobh 2008 ISBN 1-4020-8740-3 pages 136-139
  13. ^ Encyclopedia of Multimedia Technology and Networking, Volume 1 by Margherita Pagani 2005 ISBN 1-59140-561-0 page 1027
  14. ^ Interac storytelling: First Joint International Conference by Ulrike Spierling, Nicolas Szilas 2008 ISBN 3-540-89424-1 pages 114-118
  15. ^ Total Knee Arthroplasty by Johan Bellemans, Michael D. Ries, Jan M.K. Victor 2005 ISBN 3-540-20242-0 pages 241-245
  16. ^ I. Waechter et al. Patient Specific Models for Minimally Invasive Aortic Valve Implantation in Medical Image Computing and Computer-Assisted Intervention -- MICCAI 2010 edited by Tianzi Jiang, 2010 ISBN 3-642-15704-1 pages 526-560
  17. ^ Cloth modeling and animation by Donald House, David E. Breen 2000 ISBN 1-56881-090-3 page 20
  18. ^ Film and photography by Ian Graham 2003 ISBN 0-237-52626-3 page 21
  19. ^ Designing clothes: culture and organization of the fashion industry by Veronica Manlow 2007 ISBN 0-7658-0398-4 page 213
  20. ^ Handbook of Virtual Humans by Nadia Magnenat-Thalmann and Daniel Thalmann, 2004 ISBN 0-470-02316-3 pages 353-370
  21. ^ Mathematical optimization in computer graphics and vision by Luiz Velho, Paulo Cezar Pinto Carvalho 2008 ISBN 0-12-715951-7 page 177
  22. ^ a b c GPU-based interactive visualization techniques by Daniel Weiskopf 2006 ISBN 3-540-33262-6 pages 1-8
  23. ^ Trends in interactive visualization by Elena van Zudilova-Seinstra, Tony Adriaansen, Robert Liere 2008 ISBN 1-84800-268-8 pages 1-7
  24. ^ Cite error: The named reference imagen-verge was invoked but never defined (see the help page).
  25. ^ Cook, A.D. (2009). A case study of the manifestations and significance of social presence in a multi-user virtual environment. MEd Thesis. Available online
  26. ^ Biocca & Levy 1995, pp. 40–44.
  27. ^ Begault 1994, p. 212.
  28. ^ Computer-generated images influence trial results The Conversation, 31 October 2013
  29. ^ Kassin, S. M. (1997). "Computer-animated Display and the Jury: Facilitative and Prejudicial Effects". Law and Human Behavior. 40 (3): 269–281. doi:10.1023/a:1024838715221. S2CID 145311101. [2]
  30. ^ Archived at Ghostarchive and the : Arti AR highlights at SRX -- the first sports augmented reality live from a moving car!, retrieved 2021-07-14
  31. ^ Azuma, Ronald; Balliot, Yohan; Behringer, Reinhold; Feiner, Steven; Julier, Simon; MacIntyre, Blair. Recent Advances in Augmented Reality Computers & Graphics, November 2001.
  32. ^ Marlow, Chris. Hey, hockey puck! NHL PrePlay adds a second-screen experience to live games, digitalmediawire 27 April 2012.
  33. ^ Palomäki, Jussi; Kunnari, Anton; Drosinou, Marianna; Koverola, Mika; Lehtonen, Noora; Halonen, Juho; Repo, Marko; Laakasuo, Michael (2018-11-01). "Evaluating the replicability of the uncanny valley effect". Heliyon. 4 (11): e00939. doi:10.1016/j.heliyon.2018.e00939. ISSN 2405-8440. PMC 6260244. PMID 30519654.
  34. ^ Pelachaud, Catherine; Steedman, Mark; Badler, Norman (1991-06-01). "Linguistic Issues in Facial Animation". Center for Human Modeling and Simulation.

Sources

  • Begault, Durand R. (1994). 3-D Sound for Virtual Reality and Multimedia. AP Professional. ISBN 978-0-1208-4735-8.
  • Biocca, Frank; Levy, Mark R. (1995). Communication in the Age of Virtual Reality. Lawrence Erlbaum Associates. ISBN 978-0-8058-1549-8.
  • Peitgen, Heinz-Otto; Jürgens, Hartmut; Saupe, Dietmar (2004). Chaos and Fractals: New Frontiers of Science. Springer Science & Business Media. ISBN 978-0-387-20229-7.
  • Sondermann, Horst (2008). Light Shadow Space: Architectural Rendering with Cinema 4D. Vienna: Springer. ISBN 978-3-211-48761-7.

External links

  • – a course page at Ohio State University that includes all the course materials and extensive supplementary materials (videos, articles, links).
  • CG101: A Computer Graphics Industry Reference ISBN 073570046X Unique and personal histories of early computer graphics production, plus a comprehensive foundation of the industry for all reading levels.
  • F/X Gods, by Anne Thompson, Wired, February 2005.
  • "History Gets A Computer Graphics Make-Over" Tayfun King, Click, BBC World News (2004-11-19)
  • NIH Visible Human Gallery

computer, generated, imagery, specific, technology, application, computer, graphics, creating, improving, images, printed, media, simulators, videos, video, games, these, images, either, static, still, images, dynamic, moving, images, both, refers, computer, g. Computer generated imagery CGI is a specific technology or application of computer graphics for creating or improving images in art printed media simulators videos and video games These images are either static i e still images or dynamic i e moving images CGI both refers to 2D computer graphics and more frequently 3D computer graphics with the purpose of designing characters virtual worlds or scenes and special effects in films television programs commercials etc The application of CGI for creating improving animations is called computer animation or CGI animation Morphogenetic Creations computer generated digital art exhibition by Andy Lomas at Watermans Arts Centre west London in 2016 Contents 1 History 2 Static images and landscapes 3 Architectural scenes 4 Anatomical models 5 Cloth and skin images 6 Interactive simulation and visualization 7 Computer animation 8 Text to image models 9 Virtual worlds 10 In courtrooms 11 Broadcast and live events 12 Motion capture 13 See also 14 References 14 1 Citations 14 2 Sources 15 External linksHistory EditThe first feature film to make use of CGI was the 1973 film Westworld 1 Other early films that incorporated CGI include Star Wars Episode IV 1977 1 Tron 1982 1 Golgo 13 The Professional 1983 2 The Last Starfighter 1984 3 Young Sherlock Holmes 1985 1 and Flight of the Navigator 1986 4 The first music video to use CGI was Dire Straits award winning Money for Nothing 1985 whose success was instrumental in giving the process mainstream exposure 5 The evolution of CGI led to the emergence of virtual cinematography in the 1990s where the vision of the simulated camera is not constrained by the laws of physics Availability of CGI software and increased computer speeds have allowed individual artists and small companies to produce professional grade films games and fine art from their home computers Static images and landscapes EditSee also Fractal landscape and Scenery generator A fractal landscape created in Terragen Not only do animated images form part of computer generated imagery natural looking landscapes such as fractal landscapes are also generated via computer algorithms A simple way to generate fractal surfaces is to use an extension of the triangular mesh method relying on the construction of some special case of a de Rham curve e g midpoint displacement 6 For instance the algorithm may start with a large triangle then recursively zoom in by dividing it into four smaller Sierpinski triangles then interpolate the height of each point from its nearest neighbors 6 The creation of a Brownian surface may be achieved not only by adding noise as new nodes are created but by adding additional noise at multiple levels of the mesh 6 Thus a topographical map with varying levels of height can be created using relatively straightforward fractal algorithms Some typical easy to program fractals used in CGI are the plasma fractal and the more dramatic fault fractal 7 Many specific techniques been researched and developed to produce highly focused computer generated effects e g the use of specific models to represent the chemical weathering of stones to model erosion and produce an aged appearance for a given stone based surface 8 Architectural scenes Edit A computer generated image featuring a house at sunset made in Blender Modern architects use services from computer graphic firms to create 3 dimensional models for both customers and builders These computer generated models can be more accurate than traditional drawings Architectural animation which provides animated movies of buildings rather than interactive images can also be used to see the possible relationship a building will have in relation to the environment and its surrounding buildings The processing of architectural spaces without the use of paper and pencil tools is now a widely accepted practice with a number of computer assisted architectural design systems 9 Architectural modeling tools allow an architect to visualize a space and perform walk throughs in an interactive manner thus providing interactive environments both at the urban and building levels 10 Specific applications in architecture not only include the specification of building structures such as walls and windows and walk throughs but the effects of light and how sunlight will affect a specific design at different times of the day 11 12 Architectural modeling tools have now become increasingly internet based However the quality of internet based systems still lags behind that of sophisticated in house modeling systems 13 In some applications computer generated images are used to reverse engineer historical buildings For instance a computer generated reconstruction of the monastery at Georgenthal in Germany was derived from the ruins of the monastery yet provides the viewer with a look and feel of what the building would have looked like in its day 14 Anatomical models EditSee also Medical imaging Visible Human Project Google Body and Living Human Project A CT pulmonary angiogram image generated by a computer from a collection of x rays Computer generated models used in skeletal animation are not always anatomically correct However organizations such as the Scientific Computing and Imaging Institute have developed anatomically correct computer based models Computer generated anatomical models can be used both for instructional and operational purposes To date a large body of artist produced medical images continue to be used by medical students such as images by Frank H Netter e g Cardiac images However a number of online anatomical models are becoming available A single patient X ray is not a computer generated image even if digitized However in applications which involve CT scans a three dimensional model is automatically produced from many single slice x rays producing computer generated image Applications involving magnetic resonance imaging also bring together a number of snapshots in this case via magnetic pulses to produce a composite internal image In modern medical applications patient specific models are constructed in computer assisted surgery For instance in total knee replacement the construction of a detailed patient specific model can be used to carefully plan the surgery 15 These three dimensional models are usually extracted from multiple CT scans of the appropriate parts of the patient s own anatomy Such models can also be used for planning aortic valve implantations one of the common procedures for treating heart disease Given that the shape diameter and position of the coronary openings can vary greatly from patient to patient the extraction from CT scans of a model that closely resembles a patient s valve anatomy can be highly beneficial in planning the procedure 16 Cloth and skin images Edit Computer generated wet fur created in Autodesk Maya Models of cloth generally fall into three groups The geometric mechanical structure at yarn crossing The mechanics of continuous elastic sheets The geometric macroscopic features of cloth 17 To date making the clothing of a digital character automatically fold in a natural way remains a challenge for many animators 18 In addition to their use in film advertising and other modes of public display computer generated images of clothing are now routinely used by top fashion design firms 19 The challenge in rendering human skin images involves three levels of realism Photo realism in resembling real skin at the static level Physical realism in resembling its movements Function realism in resembling its response to actions 20 The finest visible features such as fine wrinkles and skin pores are the size of about 100 µm or 0 1 millimetres Skin can be modeled as a 7 dimensional bidirectional texture function BTF or a collection of bidirectional scattering distribution function BSDF over the target s surfaces Interactive simulation and visualization EditMain article Interactive visualization Interactive visualization is the rendering of data that may vary dynamically and allowing a user to view the data from multiple perspectives The applications areas may vary significantly ranging from the visualization of the flow patterns in fluid dynamics to specific computer aided design applications 21 The data rendered may correspond to specific visual scenes that change as the user interacts with the system e g simulators such as flight simulators make extensive use of CGI techniques for representing the world 22 At the abstract level an interactive visualization process involves a data pipeline in which the raw data is managed and filtered to a form that makes it suitable for rendering This is often called the visualization data The visualization data is then mapped to a visualization representation that can be fed to a rendering system This is usually called a renderable representation This representation is then rendered as a displayable image 22 As the user interacts with the system e g by using joystick controls to change their position within the virtual world the raw data is fed through the pipeline to create a new rendered image often making real time computational efficiency a key consideration in such applications 22 23 Computer animation EditMain article Computer animation See also History of computer animation source source source source source source source source source source Machinima films are by nature CGI films While computer generated images of landscapes may be static computer animation only applies to dynamic images that resemble a movie However in general the term computer animation refers to dynamic images that do not allow user interaction and the term virtual world is used for the interactive animated environments 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 Computer generated animations are more controllable than other more physically based processes such as constructing miniatures for effects shots or hiring extras for crowd scenes and because it allows the creation of images that would not be feasible using any other technology It can also allow a single graphic artist to produce such content without the use of actors expensive set pieces or props To create the illusion of movement an image is displayed on the computer screen and repeatedly replaced by a new image which is similar to the previous image but advanced slightly in the time domain usually at a rate of 24 or 30 frames second This technique is identical to how the illusion of movement is achieved with television and motion pictures Text to image models EditThis section is an excerpt from Text to image model edit An image conditioned on the prompt an astronaut riding a horse by Hiroshige generated by Stable Diffusion a large scale text to image model released in 2022 A text to image model is a machine learning model which takes as input a natural language description and produces an image matching that description Such models began to be developed in the mid 2010s as a result of advances in deep neural networks In 2022 the output of state of the art text to image models such as OpenAI s DALL E 2 Google Brain s Imagen and StabilityAI s Stable Diffusion began to approach the quality of real photographs and human drawn art Text to image models generally combine a language model which transforms the input text into a latent representation and a generative image model which produces an image conditioned on that representation The most effective models have generally been trained on massive amounts of image and text data scraped from the web 24 Virtual worlds EditMain article Virtual world A yellow submarine in Second Life Metallic balls created in Blender A virtual world is an agent based and simulated environment allowing users to interact with artificially animated characters e g software agent or with other physical users through the use of avatars Virtual worlds are intended for its users to inhabit and interact and the term today has become largely synonymous with interactive 3D virtual environments where the users take the form of avatars visible to others graphically 25 These avatars are usually depicted as textual two dimensional or three dimensional graphical representations although other forms are possible 26 auditory 27 and touch sensations for example Some but not all virtual worlds allow for multiple users In courtrooms EditComputer generated imagery has been used in courtrooms primarily since the early 2000s However some experts have argued that it is prejudicial They are used to help judges or the jury to better visualize the sequence of events evidence or hypothesis 28 However a 1997 study showed that people are poor intuitive physicists and easily influenced by computer generated images 29 Thus it is important that jurors and other legal decision makers be made aware that such exhibits are merely a representation of one potential sequence of events Broadcast and live events EditWeather visualizations were the first application of CGI in television It has now become common in weather casting to display full motion video of images captured in real time from multiple cameras and other imaging devices Coupled with 3D graphics symbols and mapped to a common virtual geospatial model these animated visualizations constitute the first true application of CGI to TV CGI has become common in sports telecasting Sports and entertainment venues are provided with see through and overlay content through tracked camera feeds for enhanced viewing by the audience Examples include the yellow first down line seen in television broadcasts of American football games showing the line the offensive team must cross to receive a first down CGI is also used in association with football and other sporting events to show commercial advertisements overlaid onto the view of the playing area Sections of rugby fields and cricket pitches also display sponsored images Swimming telecasts often add a line across the lanes to indicate the position of the current record holder as a race proceeds to allow viewers to compare the current race to the best performance Other examples include hockey puck tracking and annotations of racing car performance 30 and snooker ball trajectories 31 32 Sometimes CGI on TV with correct alignment to the real world has been referred to as augmented reality Motion capture EditMain article Motion Capture Computer generated imagery is often used in conjunction with motion capture to better cover the faults that come with CGI and animation Computer generated imagery is limited in its practical application by how realistic it can look Unrealistic or badly managed computer generated imagery can result in the Uncanny Valley effect 33 This effect refers to the human ability to recognize things that look eerily like humans but are slightly off Such ability is a fault with normal computer generated imagery which due to the complex anatomy of the human body can often fail to replicate it perfectly This is where motion capture comes into play Artists can use a motion capture rig to get footage of a human performing an action and then replicate it perfectly with computer generated imagery so that it looks normal The lack of anatomically correct digital models contributes to the necessity of motion capture as it is used with computer generated imagery Because computer generated imagery reflects only the outside or skin of the object being rendered it fails to capture the infinitesimally small interactions between interlocking muscle groups used in fine motor control like speaking The constant motion of the face as it makes sounds with shaped lips and tongue movement along with the facial expressions that go along with speaking are difficult to replicate by hand 34 Motion capture can catch the underlying movement of facial muscles and better replicate the visual that goes along with the audio like Josh Brolin s Thanos See also Edit3D modeling Cinema Research Corporation Cel shading Anime Studio Animation database List of computer animated films Digital image Parallel rendering Photoshop is the industry standard commercial digital photo editing tool GIMP a FOSS digital photo editing application Poser DIY CGI optimized for soft models Ray tracing graphics Real time computer graphics Shader Virtual human Virtual studio Virtual Physiological HumanReferences EditCitations Edit a b c d 14 groundbreaking movies that took special effects to new levels Insider com Halverson Dave December 2005 Anime Reviews The Professional Golgo 13 Play No 48 United States of America p 92 Last Starfighter sequel is super close to happening says Gary Whitta Archived from the original on 2021 08 29 Retrieved 2021 08 29 Hearn Marcus 2005 The Cinema of George Lucas New York City Harry N Abrams Inc p 156 ISBN 0 8109 4968 7 How the Dire Straits Money for Nothing Video Helped CGI Go Mainstream 11 March 2019 a b c Peitgen 2004 pp 462 466 Game programming gems 2 by Mark A DeLoura 2001 ISBN 1 58450 054 9 page 240 1 Digital modeling of material appearance by Julie Dorsey Holly Rushmeier Francois X Sillion 2007 ISBN 0 12 221181 2 page 217 Sondermann 2008 pp 8 15 Interactive environments with open source software 3D walkthroughs by Wolfgang Hohl Wolfgang Hohl 2008 ISBN 3 211 79169 8 pages 24 29 Light The art of exposure GarageFarm 2020 11 12 Retrieved 2020 11 12 Advances in Computer and Information Sciences and Engineering by Tarek Sobh 2008 ISBN 1 4020 8740 3 pages 136 139 Encyclopedia of Multimedia Technology and Networking Volume 1 by Margherita Pagani 2005 ISBN 1 59140 561 0 page 1027 Interac storytelling First Joint International Conference by Ulrike Spierling Nicolas Szilas 2008 ISBN 3 540 89424 1 pages 114 118 Total Knee Arthroplasty by Johan Bellemans Michael D Ries Jan M K Victor 2005 ISBN 3 540 20242 0 pages 241 245 I Waechter et al Patient Specific Models for Minimally Invasive Aortic Valve Implantation in Medical Image Computing and Computer Assisted Intervention MICCAI 2010 edited by Tianzi Jiang 2010 ISBN 3 642 15704 1 pages 526 560 Cloth modeling and animation by Donald House David E Breen 2000 ISBN 1 56881 090 3 page 20 Film and photography by Ian Graham 2003 ISBN 0 237 52626 3 page 21 Designing clothes culture and organization of the fashion industry by Veronica Manlow 2007 ISBN 0 7658 0398 4 page 213 Handbook of Virtual Humans by Nadia Magnenat Thalmann and Daniel Thalmann 2004 ISBN 0 470 02316 3 pages 353 370 Mathematical optimization in computer graphics and vision by Luiz Velho Paulo Cezar Pinto Carvalho 2008 ISBN 0 12 715951 7 page 177 a b c GPU based interactive visualization techniques by Daniel Weiskopf 2006 ISBN 3 540 33262 6 pages 1 8 Trends in interactive visualization by Elena van Zudilova Seinstra Tony Adriaansen Robert Liere 2008 ISBN 1 84800 268 8 pages 1 7 Cite error The named reference imagen verge was invoked but never defined see the help page Cook A D 2009 A case study of the manifestations and significance of social presence in a multi user virtual environment MEd Thesis Available online Biocca amp Levy 1995 pp 40 44 Begault 1994 p 212 Computer generated images influence trial results The Conversation 31 October 2013 Kassin S M 1997 Computer animated Display and the Jury Facilitative and Prejudicial Effects Law and Human Behavior 40 3 269 281 doi 10 1023 a 1024838715221 S2CID 145311101 2 Archived at Ghostarchive and the Wayback Machine Arti AR highlights at SRX the first sports augmented reality live from a moving car retrieved 2021 07 14 Azuma Ronald Balliot Yohan Behringer Reinhold Feiner Steven Julier Simon MacIntyre Blair Recent Advances in Augmented Reality Computers amp Graphics November 2001 Marlow Chris Hey hockey puck NHL PrePlay adds a second screen experience to live games digitalmediawire 27 April 2012 Palomaki Jussi Kunnari Anton Drosinou Marianna Koverola Mika Lehtonen Noora Halonen Juho Repo Marko Laakasuo Michael 2018 11 01 Evaluating the replicability of the uncanny valley effect Heliyon 4 11 e00939 doi 10 1016 j heliyon 2018 e00939 ISSN 2405 8440 PMC 6260244 PMID 30519654 Pelachaud Catherine Steedman Mark Badler Norman 1991 06 01 Linguistic Issues in Facial Animation Center for Human Modeling and Simulation Sources Edit Begault Durand R 1994 3 D Sound for Virtual Reality and Multimedia AP Professional ISBN 978 0 1208 4735 8 Biocca Frank Levy Mark R 1995 Communication in the Age of Virtual Reality Lawrence Erlbaum Associates ISBN 978 0 8058 1549 8 Peitgen Heinz Otto Jurgens Hartmut Saupe Dietmar 2004 Chaos and Fractals New Frontiers of Science Springer Science amp Business Media ISBN 978 0 387 20229 7 Sondermann Horst 2008 Light Shadow Space Architectural Rendering with Cinema 4D Vienna Springer ISBN 978 3 211 48761 7 External links Edit Wikimedia Commons has media related to Computer generated images A Critical History of Computer Graphics and Animation a course page at Ohio State University that includes all the course materials and extensive supplementary materials videos articles links CG101 A Computer Graphics Industry Reference ISBN 073570046X Unique and personal histories of early computer graphics production plus a comprehensive foundation of the industry for all reading levels F X Gods by Anne Thompson Wired February 2005 History Gets A Computer Graphics Make Over Tayfun King Click BBC World News 2004 11 19 NIH Visible Human Gallery Portal Animation Retrieved from https en wikipedia org w index php title Computer generated imagery amp oldid 1150370413, wikipedia, wiki, book, books, library,

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