BCA502 GRAPHICS & MULTIMEDIA UNIT-IV
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1 4.1 Components of Multimedia The primary characteristics of a multimedia system is the use of more than one kind of media to deliver content and functionality. Multimedia items generally fall into one of five main categories and use varied techniques for digital formatting. Text: It is an easy content type to forget when considering multimedia system, but text content is by far the most common media type in computing applications. Most multimedia systems use a combination of text and other media to deliver functionality. Images: Digital photographs can display application content or can alternatively form part of a user interface. Interactive elements, such as buttons, often use custom images created by the designers and developers involved in an application. Digital image files use a variety of formats and file extension. Among the most common are JPEG and PNGs. Both of these often appear on websites, as the formats allow developers to minimize on file size while maximize on picture quality. Audio: Audio files and streams play a major role in some multimedia systems. Audio files appear as part of application content and also to aid interaction. Audio formats include MP3, WMA, Wave, MIDI and RealAudio. Video: Digital video appears in many multimedia applications, particularly on the Web. Common digital video formats include Flash, MPEG, AVI, WMV and QuickTime. Animation:Animated components are common within both Web and desktop multimedia applications. Animations can also include interactive effects, allowing users to engage with theanimation action using their mouse and keyboard. Components of Multimedia System Hardware and Software required for a multimedia system: Capture devices Video Camera, Video Recorder, Audio Microphone, Keyboards, mice, graphics tablets, 3D input devices, tactile sensors, VR devices, Digitising / Sampling Hardware. Storage Devices Hard disks, CD-ROMs, DVD, Pen Drives, etc. Communication Networks Ethernet, Token Ring, FDDI (Fibber Distributed Data Interface), ATM, Intranets, Internets. Computer Systems Multimedia Desktop machines, Workstations, MPEG (Moving Picture Expert Group)/ VIDEO / DSP Hardware. Display Devices CD-quality speakers, HDTV, SVGA, Hi-Res monitors, Colour printers etc. 4.2 MultimediaInput/Output Technologies : Storage and retrieval technologies Multimedia applications can include many types of media, viz. Text, Images, Audio, Video, and Animation. As per nature data of all these may be in a variety of formats, and all data must be in the form of digital information. A majority of this data is large and the different media may need synchronization. The data have usually temporal (pertaining to time) relationship as an integral property. Some media is time independent. e.g. Normal data, text, single images and graphics. Some are time dependant media: e.g. Video, Animation and Audio. Around us there is full of Analog signals:various sensors like Transducers, Thermocouples, Temperature sensor, microphones, acoustic sensor convert the medium they sense into electrical signals. rdayal42@gmail.com Page 52
2 Continuous (Analog) signals must be converted or digitised for computer processing. Discrete (Digital) signals are readily dealt with computer processing. Special H/w devices (ADC) are used to convert Analog to Digital Take analogue, signals from analogue sensor (e.g. microphone) and digitally sample data. Digital to Analog Converter (DAC) Converse operation is done by another specific H/w (D A C) Take digital signal, possible after modification by computer (e.g. volume change, equalization) Outputs an analogue signal that may be played by analogue output device (e.g. Loudspeaker, RGB monitor / display). Collectively the Analog-to-Digital to-analog pipeline is as follow: In addition to conversion, various operations are also done in pipeline viz. Antialiasing filters (major part of Analog conditioning) are needed at the input to remove frequencies above the sampling limit that would result in aliasing. The antialiasing filter at the output removes the aliases that result from the sampling, After the anti-aliasing filter, the analogue / digital converter (ADC) quantises the continuous input into discrete levels, rdayal42@gmail.com Page 53
3 After digital processing, the output of the system is given to a digital / analogue converter (DAC) converts the discrete levels into continuous voltages or currents, The output must also be filtered with a low pass filter to remove the aliases from the sampling, Subsequent processing can include further filtering, mixing, or other operations. 4.3 Architectural considerations File formats :Various file formats are available to store multimedia files. SVG (Scalable Vector Graphics) SVG is an XML-based vector graphics format, so it can be scaled without getting blurry or pixelated, is easy to edit and usually produce reasonably small files. SVG is preferred when creating diagrams, flags,etc. PNG (Portable Network Graphics) PNG is a format which supports Alpha transparency, meaning that the exact pixel colour is preserved when saving, and can be used for any kind of drawings / diagrams that is not available in SVG format. PNG is good for scanned images, or print quality photographs, and low colour depth images. These generally include flags, graphics, icons and certain screenshots. JPEG (Joint Photographic Expert Group JPEG is appropriate for photographs. PNG is a lossless full-colour format. JPEG is always a lossy format even at the highest quality settings. Lossless formats do not degrade after being saved repeatedly, but lossy ones do; A lossless version of the file allows the file to be tweaked for various purposes cropping, level adjustment, and so on without a loss in quality. GIF (Graphics Interchange Format) GIF is a lossless, 8-bit colour format (maximum of 256 colours) and are used mainly for animated images. TIFF (Tagged Image File Format) TIFF generally serves as a lossless format, similar to PNG, but with much less comparison. TIFF files can be displayed in resized (thumbnail) form. TIFF files are not supported by most Internet browsers. XCF (experimental Computing Facility) XCF is very useful to upload the Gimp files so that others can continue working with it directly. In other formats text and layer-information are lost. SOUND MIDI (Musical Instrument Digital Interface) OggSpeex is intended for recordings of speech. OggVorbis is for general audio and is lossy (quality is reduced) FLAC is for general audio and is lossless (quality is preserved). 4.4 Multimedia Applications: Applications can be categorised in following categories: Information system Electronic publishing, Hospital Information system, Navigation and Information system, Remote representation Conferencing Applications, Distance learning, Remote auction, rdayal42@gmail.com Page 54
4 Remote robotic agents, Virtual reality, Entertainment Digital Television, Video-on-demand, Widely distributed interactive games Animation Animation means giving life to any object in computer graphics. It has the power of injecting energy and emotions into the most seemingly inanimate objects. Computer-assisted animation and computer generated animation are two categories of computer animation. It can be presented via film or video. Animation can be used in many areas like entertainment, computer aided design, scientific visualization, training education, e-commerce and computer Art. Animation Techniques Animators have invented and used a variety of different animation technique. Basically there are six techniques : Traditional Animation (Frame by frame) Key framing Procedural Behavioural Performance based (Motion Capture) Physically Based (Dynamics) Morphing Principles of Animation The following principles of animation were developed by the old men of Walt Disney Studios, amongst them Frank Thomas and Ollie Johnston during the Squash and Stretch This action gives the illusion of weight and volume to a character as it moves. Squash and stretch is useful in animating dialogue and doing facial expression. 2. Anticipation This prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. A dancer does not just leap off the floor. 3. Staging Staging directs the audience s attention to the story or idea being told. Care must be taken in background design so it is not obscuring the animation. 4. Straight Ahead and Pose to Pose Animation Start ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. We can lose size, volume, and proportions with this method, but it does have spontaneity and freshness. Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. 5. Follow through and overlapping action When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail. Nothing stops all at once. This is followthrough. Overlapping action is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction. rdayal42@gmail.com Page 55
5 6. Slow-Out and Slow-In As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like. 7. Arcs All actions, with few exceptions (such as the animation of mechanical device), follow an arc or slightly circular path. This is especially true for the human figure and the action of animals. Arcs give animation a more natural action and better flow. 8. Secondary Action This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. A character is angrily walking toward another character. The walk is forceful, aggressive, and forward leaning. The leg action is just short of a stomping walk. The secondary action is a few strong gestures of the arms working with the walk. 9. Timing Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest in the movement. 10. Exaggeration Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. It is like a caricature of facial features, expressions, poses, attitudes and actions. 11. Solid Drawing The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. 12. Appeal A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All character must be appealing, whether they are heroic, villainous, comic or cute. Appeal includes an easy to read design, clear drawing, and personality development that will capture and involve the audience s interest. 4.6 Problems in Animation In last few years several systems have been developed for aiding in the conventional twodimensional animation process. The principal difficulty is that the animator s drawings are two dimensional projections of three dimensional characters as visualised in the animators head, hence information is lost, i.e. a leg obscures another. Character animation is a continuum, and extreme of such continuum becomes very sensitive. At the low end, the action is very simple. Movement is more indicated than actually performed. There is a lot of repeat animation, cycles, sound effects to indicate action, etc. Actually, it is hard to imagine how it could be made much simpler even with a computer. A second problem not generally recognised is that a production animation system requires the management of hundreds of thousands of drawings, hence database management techniques not normally found in experimental animation system. rdayal42@gmail.com Page 56
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