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Facial animation

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The realistic modeling of human facial features is both one of the most challenging and sought after elements in computer-generated imagery. Computer facial animation is a highly complex field where models typically include a very large number of animation variables. Historically speaking, the first SIGGRAPH tutorials on State of the art in Facial Animation in 1989 and 1990 proved to be a turning point in the field by bringing together and consolidating multiple research elements and sparked interest among a number of researchers. The Facial Action Coding System (with 46 "action units", "lip bite" or "squint"), which had been developed in 1976, became a popular basis for many systems. As early as 2001, MPEG-4 included 68 Face Animation Parameters (FAPs) for lips, jaws, etc., and the field has made significant progress since then and the use of facial microexpression has increased. In some cases, an affective space, the PAD emotional state model, can be us...

Realism

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Realism in computer animation can mean making each frame look photorealistic, in the sense that the scene is rendered to resemble a photograph or make the characters' animation believable and lifelike. Computer animation can also be realistic with or without the photorealistic rendering. One of the greatest challenges in computer animation has been creating human characters that look and move with the highest degree of realism. Part of the difficulty in making pleasing, realistic human characters is the uncanny valley, the concept where the human audience (up to a point) tends to have an increasingly negative, emotional response as a human replica looks and acts more and more human. Films that have attempted photorealistic human characters, such as The Polar Express , Beowulf , and A Christmas Carol have been criticized as "creepy" and "disconcerting". The goal of computer animation is not always to emulate live action as closely as possible, so many animated f...

Films

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CGI short films have been produced as independent animation since 1976. An early example of an animated feature film to incorporate CGI animation was the 1983 Japanese anime film Golgo 13: The Professional . 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-animated movie was Toy Story (1995), but VeggieTales is the first American fully 3D computer animated series sold directly (made in 1993); its success inspired other animation series, such as ReBoot in 1994. While films like Avatar and The Jungle Book use CGI for the majority of the movie runtime, they still incorporate human actors into the mix.

Animation studios

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The examples and perspective in this section deal primarily with the United States and do not represent a worldwide view of the subject . You may improve this section, discuss the issue on the talk page, or create a new section, as appropriate. ( May 2018 ) (Learn how and when to remove this template message) Some notable producers of computer-animated feature films include: Animal Logic – Films include Happy Feet (2006), Legend of the Guardians: The Owls of Ga'Hoole (2010), Walking with Dinosaurs (2013), The Lego Movie (2014) Aardman Animations  – Films include Flushed Away (2006), Arthur Christmas (2011) Blue Sky Studios – Films include Ice Age (2002), Robots (2005), Horton Hears a Who! (2008), Rio (2011), The Peanuts Movie (2015) DreamWorks Animation – Films include Shrek (2001), Madagascar (2005), Over the Hedge (2006), Kung Fu Panda (2008), Monsters vs. Aliens (2009), How to Train Your Dragon (2010), Rise of the Guardians (2012), The Croods (2013), Tro...

Web animations

The popularity of websites that allow members to upload their own movies for others to view has created a growing community of amateur computer animators. With utilities and programs often included free with modern operating systems, many users can make their own animated movies and shorts. Several free and open-source animation software applications exist as well. The ease at which these animations can be distributed has attracted professional animation talent also. Companies such as PowToon and Vyond attempt to bridged the gap by giving amateurs access to professional animations as clip art. The oldest (most backward compatible) web-based animations are in the animated GIF format, which can be uploaded and seen on the web easily. However, the raster graphics format of GIF animations slows the download and frame rate, especially with larger screen sizes. The growing demand for higher quality web-based animations was met by a vector graphics alternative that relied on the use of a plug...

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: var int x := 0, y := screenHeight / 2; while x < screenWidth drawBackground() drawSpriteAtXY (x, y) // draw on top of the background x := x + 5 // move to the right 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...

Computer-assisted vs. computer-generated

To animate means, figuratively, to "give life to". There are two basic methods that animators commonly use to accomplish this. Computer-assisted animation is usually classed as two-dimensional (2D) animation. Drawings are either hand drawn (pencil to paper) or interactively drawn (on the computer) using different assisting appliances and are positioned into specific software packages. Within the software package, the creator places drawings into different key frames which fundamentally create an outline of the most important movements. The computer then fills in the "in-between frames", a process commonly known as Tweening. Computer-assisted animation employs new technologies to produce content faster than is possible with traditional animation, while still retaining the stylistic elements of traditionally drawn characters or objects. Examples of films produced using computer-assisted animation are The Little Mermaid , The Rescuers Down Under , Beauty and the Beast...