有剧本和演员的电脑动画

Craig W. Reynolds
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引用次数: 254

摘要

讨论了计算机动画控制的技术和思想。使用演员/脚本动画系统(ASAS),动画师将序列描述为正式的书面脚本,这实际上是动画/图形语言中的程序。获得所需的动画就相当于“调试”脚本。典型的图像处理与ASAS合成,3D透视,彩色,阴影图像。然而,动画控制技术独立于显示系统的底层软硬件,因此适用于其他类型(静止、B&W、2D、线条绘制等)。动态(和静态)图形基于一组几何对象数据类型和这些类型上的一组几何运算符。这两个集合都是可扩展的。操作符应用于模块化动画程序结构控制下的对象。这些结构(称为参与者)允许并行性、独立性和可选的同步性,因此它们可以呈现事件的全部时间顺序。演员是模拟电影中假想角色的化身。一种类型的动画数可以用来驱动带有动态参数的几何表达式(嵌套几何运算符)来产生动画对象。当前人工智能研究中使用的编程风格启发了ASAS的设计,ASAS实际上是对Lisp编程环境的扩展。ASAS是在学术研究环境中开发的,并向商业动态图形制作的“现实世界”过渡。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Computer animation with scripts and actors
A technique and philosophy for controlling computer animation is discussed. Using the Actor/Scriptor Animation System (ASAS) a sequence is described by the animator as a formal written SCRIPT, which is in fact a program in an animation/graphic language. Getting the desired animation is then equivalent to “debugging” the script. Typical images manipulated with ASAS are synthetic, 3D perspective, color, shaded images. However, the animation control techniques are independent of the underlying software and hardware of the display system, so apply to other types (still, B&W, 2D, line drawing ...). Dynamic (and static) graphics are based on a set of geometric object data types and a set of geometric operators on these types. Both sets are extensible. The operators are applied to the objects under the control of modular animated program structures. These structures (called actors) allow parallelism, independence, and optionally, synchronization, so that they can render the full range of the time sequencing of events. Actors are the embodiment of imaginary players in a simulated movie. A type of animated number can be used to drive geometric expressions (nested geometrical operators) with dynamic parameters to produce animated objects. Ideas from programming styles used in current Artificial Intelligence research inspired the design of ASAS, which is in fact an extension to the Lisp programming environment. ASAS was developed in an academic research environment and made the transition to the “real world” of commercial motion graphics production.
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