Showing posts with label 3D Animation Glossary. Show all posts
Showing posts with label 3D Animation Glossary. Show all posts

Wednesday, April 21, 2010

Animation Glossary : O and P

Welcome to Tej Kohli Animation Glossary
Object
A generic term describing any item that can be inserted into and manipulated within a 3D scene. Models, lights, particle emitters and cameras are all objects.

Object file See: File format.

Origin See: Co-ordinate System, Axis.

Parent See: Hierarchy.

Patch
An area of a NURBS surface enclosed by a span square: the shape created by the intersection of four isoparms, two in the U direction, and two in the V direction.

Particle System
An animation system consisting of a large number of very small points whose behaviour is determined mathematically. A particle system typically consists of an emitter (which may be a point, surface or volume, and may emit particles directionally or in all directions) and a series of fields that determine the motion of those particles. Individual particles have a finite lifespan, and may possess attributes (such as colour, radius, and opacity) that vary over the course of that lifespan. Particle effects are commonly used to simulate fire, smoke, steam and other fluids, or to control complex animations such as crowd scenes.

Phong See: Shading.

Photogrammetry
Also known as image-based modelling, photogrammetry is the process of generating a fully textured 3D model from a series of photographs of a real object. Although it was once an expensive high-end technique, there is now a range of increasingly inexpensive photogrammetry software packages on the market.

Plane
A two-dimensional surface in Cartesian co-ordinate space. Essentially a flat sheet extending infinitely in all directions, a plane may be used to aid object manipulation, positioning and construction, and is not usually made visible in a final render.

Plugin
A small piece of third-party software that is loaded into a 3D application in order to extend its functionality. Plugins commonly perform such specialist tasks as file conversion or data export, texture generation, and physics or fluid simulation. There are thousands of plugins currently available on the Internet, both commercially and as free downloads.

Point
A one-dimensional point in coordinate space. Points can be linked up to form polygons, used as control
vertices for NURBS curves, or employed as nulls to control lights or cameras, amongst other functions.

Polygon
A geometry element formed by connecting three or more points. A triangle, or three-point polygon, is the simplest form of polygonal geometry. Polygonal modelling is a fast, intuitive method of creating 3D objects, but does not easily generate smooth curved surfaces.

Post Processing
The manipulation of a rendered image, either to improve the quality of that image, or to create effects that cannot easily be achieved directly within the 3D software itself. Some 3D software packages can be set to automatically apply post-processing effects, such as motion blur or Depth of Field, after a frame is rendered.

Preset
A pre-generated list of settings for a particular 3D software package. Presets are usually used to control and customise properties such as rendering or lighting styles. Like plugins, they may either be commercial products, or freely downloadable from the Internet.

Preview
A time-saving method of checking the progress of a project by rendering it at a lower quality, resolution or frame rate than will be used for the final project.

Primitive
A simple three-dimensional form used as the basis for constructive solid geometry modelling techniques. Typical primitives include the plane, the cube, the sphere, the cone and the torus.

Procedural Texture
A texture map that is generated by a mathematical function, rather than a real-world bitmap image projected over the surface of an object.

ProjectionThe process by which a twodimensional texture map is applied over the surface of a threedimensional object, as if it were an image projected from a slide projector. There are several common projection types, including Planar, Cubic, Spherical and Cylindrical. Which one is most appropriate depends on the type of map being projected, and the shape of the object it is being projected upon.

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Friday, January 22, 2010

3D Animation Glossary : M


Learn 3D animation Vocabulary at Tej Kohli Animation Blog. Given below is the list of all the words starting with M.

Match-moving (Same as Camera Tracking)

Camera tracking is the process of ‘extracting’ the motion of the camera in space from a piece of live-action footage. This motion data can then be imported into a 3D software package and used to animate the virtual camera, in order to better match the rendered output to that of the source footage during the
compositing process.

Material

A set of mathematical attributes that determine the ways in which the surface of a model to which they are applied reacts to light. These attributes are sub-divided into individual channels.

Mask

An area that can be protected and isolated from changes applied to the rest of the image.

Mesh

The surface geometry of a 3D model, made up of a series of linked geometry elements such as polygons, patches or NURBS surfaces.

Metaball Modelling

A technique in which models are created using spheres (or, more rarely, other primitive objects) that attract and cling to each other according to their proximity to one another and their field of influence. Metaball modelling is particularly useful for creating organic objects.

Model

Used as a verb, to model means to build a 3D object. Used as a noun, it means the 3D object created as the end product of the modelling process. A variety of different methods are used in 3D modelling, including polygonal, NURBS, Sub-D and metaball techniques.

Modifier
Same as Deformer
Usually: a modelling tool which deforms the structure of an entire object. However, the exact meaning of the term varies from software package to software package.

Morph
To transform from one state to another. Morphing is commonly used in lip-synching, in order to transform the head model of a character between a variety of preset states (or ‘morph targets’),
corresponding to common facial expressions, in order to create the illusion of speech.

Motion Blur
An artefact of real-world cinematography in which the camera’s target object is moving too quickly for the camera to record accurately, and therefore appears blurred. Many 3D software packages simulate motion blur as a rendering effect, in order to increase the realism of 3D images or animation.

Motion Capture
Often abbreviated to mo-cap, motion capture is the process of recording the movements of a live actor, and converting them to a 3D data format which can then be applied to a virtual character.

Multi-pass Rendering
To render out the lighting or surface attributes of a scene as separate images, with a view to compositing them together later. Multi-pass rendering can be used simply to speed up the rendering process, or in order to develop the look of a scene by compositing the different passes together in various permutations.

Thursday, January 14, 2010

Tej Kohli's 3D Animation Glossary - J, K and L

Check out Tej Kohli's animation glossary for the alphabets J,K and L. Tej Kohli blog brings you a comrehensive list of animation related words, to help you improve your vocabulary.

Joints
Points of articulation between the bones in a character rig.

Keyframe
An image, or set of attributes for a 3D scene, used as a reference point in animation. The artist usually sets up keyframes manually at significant points in the action, and the computer calculates the in between values automatically.

Lathing
A modelling technique in which a two-dimensional profile is duplicated in rotation around a reference axis, and the duplicates joined up to create a continuous three-dimensional surface. Lathing is particularly useful for creating objects with rotational axes of symmetry, such as plates, glasses, vases or wheels.

Layer
A level of an image that can be edited independently of the rest of the image.

Lens
In a real camera, a lens is a curved piece of glass or other transparent material that focuses light onto the film. Modern 3D software is capable of simulating a variety of optical distortions created by imperfections in real-world lenses, adding realism to the rendered output.

Lens Flare
A bright pattern on an image caused by the reflection and refraction of light within a camera. Although lens flares are actually artefacts of the photographic process, many 3D software packages offer artists the opportunity to add them deliberately in order to increase the realism of rendered output.

Light
A point or volume that emits light onto a 3D object. Types of light supported within 3D packages include Point lights, which emit light in all directions from a single point; Spot lights, which emit light in a cone; Distant or Directional lights, which emit light rays in parallel, illuminating all surfaces within a scene; and Area lights, which emit light from two-dimensional surfaces.

Lip Synching
The process of matching a character’s facial movements to a spoken soundtrack during facial animation.

Lofting
A modelling technique in which a continuous three-dimensional surface is created by selecting and
joining multiple two-dimensional cross sections or profiles.

Look Development
The process of developing the look of a 3D scene by compositing separate render passes together in
different permutations.

Low-Poly Modelling
The process of creating simplified models with low polygon counts, usually for use in videogames, where scenes must be rendered in real time, by software with a limited ability to handle complex models.

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Thursday, August 21, 2008

3D Animation Glossary : I


Tej Kohli says that person have to fight in right direction and also have to use latest news , updates knowledge about that field in which they want to make their career . Sometimes Tej kohli that people taking good training but unable to get job profile or even work .
Lets keep your Knowledge up with Tej Kohli 3D Animation Glossary , words starting with Letter ‘I”
Image-Based Lighting : While we are creating real time lighting effects to control the surface illumination of 3D object , a technique is used to map the reference image to environment image which is called as Image Based Lightening.
In-betweening : While an artists generating two keyframes , then he has to generate intermediate transitions between two . Which is drawn from traditional cel animation , in which artist have to make start and end keyframs of a sequence (typically one second apart), a breakdown artist does the breakdowns (typically four frames apart), and an ‘in-between’ completes the rest.

Interpolation : While 3D software packages calculating in between positions between two keyframs a mathematical procedure is used is called Interpolation .
Inverse Kinematics : Often abbreviated to IK, Inverse Kinematics is a character animationtechnique in which the end bone of a chain - for example, a limb – is assigned a goal object. When the goal object moves, the bone moves with it, dragging the rest of the chain behind it. The movement propagates from the free end of the chain towards the fixed point: the reverse of Forward Kinematics.

Isoparm : Lines on a NURBS surface connecting points of constant U or V co-ordinate
values, and representing crosssections of the NURBS surface in the U or V directions.
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Thursday, July 31, 2008

3D Animation Glossary : H



Tej kohli want to make young generation to choose their own way and having skills which according to market needs and requirement. Tej Kohli 3D animation glossary brings some technical terms which starts with word H.
Hard-Body Dynamics : Basically it has many meaning and know as many other words like some times pounced as rigid-body dynamics , hard body dynamics which can be used to simulate the
physical behaviour of rigid objects that do not deform upon collision.
Hardware Rendering : Sometimes called as display rendering , a 3D scene within the viewports on a 3D software which is basically hardware rendering preview. Which used for providing real time on-screen feedback about the effects of changes makes to the scene and omit processor intensive effects like volumetrics, shadowing and realistic refraction.
HDRI : Basically HDRI stands for ‘High Dynamic Range Image ‘ and which is a 2D image which used in a file format with greater range of luminance values which is greater than a standard Bitmap image HDR images are often used as environment maps in image-based lighting techniques to create subtle, real-world lighting effects.
Hierarchy : When we describe a model then the relationship between sub-objects , as like one scene to another scene . Existence of any sub-objects classifies as parents , children or even independents . There are motion in such a way that parents objects can effect child objects but child effects cannot affect parent objects.
History : While an 3D scene is created many object values had been changed as a record of the previous values of the object had saved and enable user to get previous view of the scene . This is called 3D animation objects history and most valuable during modeling process.
Hull : A series of straight lines connecting the CVs of a NURBS surface.
HDR/Rendering/HDRR: Also know as ‘High Dynamic Range ‘which is using for rendering 3D compute graphics scene by using lightning calculations done in high definition range . Basically it is new lighting model used to illuminate 3D worlds. Video and computer games and many animation movies for creating more realistic scenes than with conventional lighting models.
Heightmap : For three-dimensional data , grayscale image is used . Mostly used in bump mapping , displacement mapping and for for terrain mesh generation. . In a heightmap, the intensity of a pixel's color represents the height displacement of the mesh's corresponding coordinate. A white pixel represents the highest point in the map while a black pixel marks the lowest point in the map.
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Tuesday, July 22, 2008

3D Animation Glossary : G


Tej kohli finds that animation now growing its feather and proving much of opportunity for every age person. Tej Kohli 3D Animation Glossary now defines words starts with word ‘G’.


Global Illumination
: It be radiosity or even ray tracing rendering techniques in wider sense . Basically it is a measurement for computing the all possible light interaction between surface while a scene is made for making true image which seems to be real time images . For this combination of all diffuse and specular reflection are used. For Global Illumination simulation many effects like that color bleeding caustics are also included.
Graph Editor : While we design an object in an imaging , many times shapes , shades and color of objects need to be changed . Making an object and for setting through various scene requires various attributes of objects be changed according to time while displayed graphically , in the form of F-Curve . For this special software are attached with GUI which are known as Graph Editor
Grime Map : Also known as ‘dirt maps’, grime maps are two-dimensional images applied to a particular channel of a material. When the image is projected across the surface of an object, it breaks up that channel’s flat, even value, creating realistic surface variations.
Group: A set of sub-objects within a model or scene that move and behave as a single entity, yet can still be split apart (ungrouped), if necessary. Most complicated models are constructed from several less complex parts that need to maintain the same spacing and orientation; grouping provides a way of locking the relative positions of the objects without joining them permanently.
GUI: Graphical User Interface. An iconbased interface that controls a 3D software package. Although the GUI varies from program to program, there are certain basic conventions
governing the layout of the main professional 3D applications.
Global illumination:
Family of algorithms wich, when determining the light falling on a surface, take into account not only the light which has taken a path directly from a light source (direct illumination), but also light which has undergone reflection from other surfaces in the world (indirect illumination).
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Thursday, July 17, 2008

3D Animation Glossary : F



Tej Kohli defines 3D animations mostly used technical terms which are started with Word ‘F’. Comprehensive guide for making career in 3D animation by Tej Kohli.

Face: The face usually defined as back and front of extruded object. Basically object which is used to make an 3D extruded object.
Fall-off : Basically it cab be di\fibed as diminishes of light intensity while the distance increase from the source . In matically its can be calculated inverse square law .that states “intensity is inversely proportional to the square of the distance.” But while we are considering 3D animation Fall-Off we have to do different type of calculations .

F-Curve : It’s an abbreviation of Function curve which is displayed in the Graph editor of 3D Software package which is used in animation process in many times like display and to control a particular attribute of an object with in different time frame
File Format : 3D object scene or or data making up in which format is stored are called File format . Basically now a day s only two types of 3D file format are available for storing object ,
like LWO which is also known as LightWave and the next one is 3DS format in 3ds max , containing geometry details and object surface properties. LWS and MAX are basically equivalents, because both contain global information about lighting animation and camera data .Some other widely used 3D Animation file format are DXF and IGES which are used in CAD and NURBS models .OBJ object format and cross platform FBX format developed by Kaydara for the interchange of motion data between 3D applications.
Flythrough : It is special type of animation in which camera moves around the scene, usually objects moving infront of stationary camera.
Forward Kinematics: It is also known as FK , which is character animation techniques used for controlling motion of bones in a chain , lets imagine a limb , for that rotation propagate from bone to bone towards the free end of the chain.
Frame: Frame is basically are two dimensional image , but while we are discussing in computer term . its be nothing but be ‘frames per second’ (fps) which measurement of number of images which be displayed per second to give the impression of moving image .Some features of Frames are film work, this value is usually 24; for the European PAL broadcast format, 25; and for the US NTSC broadcast format, 30 fps.


F-Stop The common term for the aperture setting (f-number) of a lens; the f-number is equal to the focal length of a lens divided by the diameter of the aperture
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Tuesday, June 10, 2008

3D Animation Glossary : C -II

Tej Kohli giving some useful abbreviation that start with capital 'C' and widely used in animation.

CGI : Its stands for “Computer Generated Imagery” . With the use of computer software and technology or even we can say images generated by computer aid are known as CGI. Many persons are in believes that CGI is only related to 3D animation, but in reality it is widely applicable in various point.
Channel : Channel has different means in different terms , while we discussing Two-dimensional image , it refer to be a sub-image composed only of the values fro a single component of a given pixel. Different type if image color system has different channel like grayscale has only one color , RGB has three color and CMYK has four color .For the material object its applies to be one particular subset of the properties which determines the way in which a surface reacts to light, including colour, reflectivity, transparency, diffusion, specularity and bump.
Character Animation : Animation sub area which deals with the simulation of living obejects varied movements. Before making the object model move an underlying skeleton , constraints and controller must be set which called rigging process.
Colour Bleeding : Transferring of color of one object color to neighboring object because of light bouncing from one surface to other. For example caustics, colour bleeding is a complex real-world lighting effect, and one that rendering software has only recently become able to simulate accurately.
Colour Space : Mathematical calculation for defining way of color representation in an image . Some common and well known color spaces includes are RGB (Red , Green , Blue ) having 24bit depth and mostly used in broadcasting applications. Little known but widely used color schema is CMYK (Cyan, Magenta, Yellow, Black) having 32 bit depth and mostly used in print illustration work .
Compositing : Process of combining multiple image into one image . Mostly used in film for
Making live actor with computer generated background reverse also true. Also used for multi-pass rendering to combine the various render passes in different ways to control the look of a scene.
Compression : Process of reducing quantity of data in the making of an image . Compression is very affective tool but its can de be non-destructive (‘lossless’) or destructive (‘lossy’), in which data set is discarded permanently. For example converting still image into JPEG.
Constrain : To restrict the motion of an object to one or two planes, or to a certain range of values within a plane, in order to simplify the process of animation. Constraints are commonly imposed on joints within a skeleton during the process of rigging a character for animation, in
order to prevent that character from performing actions that would be physically impossible.
Constructive Solid Geometry : A modeling technique that combines simple solid forms, or
primitives, into more complex models, by means of Boolean operations. Common primitives
include the plane, the cube, the sphere, the cone and the torus.
Co-ordinate System : A set of numerical values used to denote a location in 3D space. In the
Cartesian co-ordinate system, three orthogonal ‘world axes’ (the X, Y and Z axes) are used to define the position of a point relative to the intersection of these axes, or origin. Other co-ordinate systems can be used for modeling and texture projection.
CV : Control Vertex. A control point used to manipulate the shape of a NUBS curve.
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Sunday, May 25, 2008

3D Animation Glossary : B


Beauty Pass : Beauty pass is one the scene that features most significant information about objects , when rendering multiple passes of the scene. It contain main full-coloring
rendering of those objects, including diffuse illumination and does not having any significance with reflections, highlights, and shadows, which are usually separate passes.
Bit Depth: Bit is the smallest unit for storing object in memory , A 1 bit image is Black and white , 8 bit image provide 256 color palette, 24-Bit provides 16.7 million color that also called true color . A 32-bit image provides the same palette, plus an 8-bit greyscale alpha channel. So Bit Depth is nothing but “number of bits used to define shade or color of each pixel with in an image.
Bitmap : An image arranged accordingly to bit location in columns. Resolution of a PostScript file processed through a RIP will have a bitmap image with the characteristics and resolution of the particular output device (for example, laser printer at 300 upto 1200dpi, imagesetters at 1270dpi upto 5080dpi).
Blinn :Shading.
Blue screen Footage :Its can be defined as live footage shot against with single backdrop color (either green or blue) with a view to composition it into computer generated background. Every pixel with the same color value as the backdrop is replaced by CG image.
Bone: Rigid object similar to real bone which is placed inside the ‘skeleton’ of
a character during the process of rigging it for animation Bone movement acts upon the mesh
of the character model, deforming it.

Boolean : In the animation terminology Boolean is nothing but making an object , combining two objects with mathematical operators. The operation which are applied on that objects are subtraction , merging or even intersection of two objects.
Bounding Box : Smallest regular shaped box which enclosed a 3D object usually rectangular in shape .
Bump Map : 3D software package used a black and white image to simulate three dimensional detail of on the surface of an object . When projected over the surface of the object, parts of the surface beneath white areas of the image are raised; those beneath black
areas are depressed. Bump mapping is purely a rendering effect, however, and does not affect the underlying geometry of the model.
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Thursday, May 15, 2008

3D Animation Glossary : A



3D : Its basically Three-Dimensions graphic view of any part of body or even space that have width, length and Breath .

Algorithm : It’s a procedure following which we can get designated results , in 3D animation terms are algorithm used for generating texture , rendering images and controlling behavior or motion of any object by calculating mathematically .
Alpha Channel : Top 32-bit pixel which mainly used for other type of calculation besides generating color for image , its contains mask data which is used for separating an image from background which can be used for composition .
Ambient Light: Illumination level which generating artificially and representing infinite diffuse reflections from all surface wihin 3D scene , making possible that even surface without direct illumination become
visible to the user.
Animation: Process which create illusion of movement by projection of a still image series called frames. Sometimes its refer collection of techniques for making an 3D animation films and controlling object motion and camera for making a shot or scene in a animated move. More specially animation is keyframe animation , in which artist sets objects positions at certain key points in a action of scene and computer calculated their intervening positions through a
process of interpolation or ‘inbetweening’,and proceduralanimation, in which the motion is controlled automatically via a series of mathematical formulae.
Animatic : Basically its nothing but be rough sketch or even animation that give animator some idea about timings of sequence for making animated storyboard .
Anti-aliasing : Method of reducing or preventing rendering art facts by using color information to simulate a higher screen resolution .Basically process of softening the unnaturally precise or stepped edges (sometimes known as ‘the jaggies’) created when a computergenerated
object is placed against a contrasting background by using pixels of intermediate shades as a buffer between the two.
Aperture : While we taking about real camera size or openings that light passes through ( knows as f-stop) in order to reach the film. Larger the f-stop smaller the opening. Sometimes Animation software make you able to mimic the effects of different aperture settings on a record images
Aspect Ratio : Ratio between width and height of an image of making an image. Common aspect ratio for broadcast images is 4:3 and 16:9 widescreen.
Axis :A hypothetical linear path around which an object can be rotated, or across which it can be mirrored. In the Cartesian co-ordinate system, the three world axes, X, Y and Z (width, height and depth) define directionality within the 3D universe. Hence, a co-ordinate of (0,0,0) defines the origin of the world.
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