Mind Tricks
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 (frame/s) or faster (a frame is one complete image). With rates above 75-120 frames/s no improvement in realism or smoothness is perceivable due to the way the eye and brain process images. At rates below 12 frame/s 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. Movie film seen in theaters in the United States runs at 24 frames per second, which is sufficient to create the illusion of continuous movement. For high resolution, adapters are used.
Realism In the Future of Computer Animation
Realism in computer animation can mean making each frame look photorealistic, in the sense that the scene is rendered to resemble a photograph, or to making the animation of characters believable and lifelike. This article focuses on the second definition. Computer animation can be realistic with or without 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. Many animated films instead feature characters that are anthropomorphic animal(Finding Nemo, Ice Age, Bolt, Madagascar, Over the Hedge, Rio, Kung Fu Panda, Fantastic Mr. Fox, Winnie the Pooh) machines (Cars, WALL-E, Robots), insects(Antz, A Bug's Life, The Ant Bully, Bee Movie) fantasy creatures and characters (Monsters, Inc., Shrek, TMNT, Brave, Epic), or humans with nonrealistic, cartoon-like proportions (The Incredibles, Despicable Me, Up, Megamind, Jimmy Neutron: Boy Genius, Planet 51, Hotel Transylvania). Part of the difficulty in making pleasing, realistic human characters is the uncanny valley: a concept where, up to a point, people have an increasingly negative emotional response as a human replica looks and acts more and more human. Also, some materials that commonly appear in a scene like cloth, foliage, fluids, and hair have proven more difficult to faithfully recreate and animate than others. Consequently, special software and techniques have been developed to better simulate these specific elements.
In theory, realistic computer animation can reach a point where it is indistinguishable from real action captured on film. Where computer animation achieves this level of realism, it may have major repercussion for the film industry.The goal of computer animation is not always to emulate live action as closely as possible. Computer animation can also be tailored to mimic or substitute for other types of animation, such as traditional stop motion animation (Flushed Away). Some of the long-standing basic principles of animation, like squash & stretch, call for movement that is not strictly realistic, and such principles still see widespread application in computer animation.
In theory, realistic computer animation can reach a point where it is indistinguishable from real action captured on film. Where computer animation achieves this level of realism, it may have major repercussion for the film industry.The goal of computer animation is not always to emulate live action as closely as possible. Computer animation can also be tailored to mimic or substitute for other types of animation, such as traditional stop motion animation (Flushed Away). Some of the long-standing basic principles of animation, like squash & stretch, call for movement that is not strictly realistic, and such principles still see widespread application in computer animation.
Movies
CGI film made using Machinima
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, in 1994, and the first completely computer-generated animated movie was Toy Story (1995).