Computer animation in the context of Computer monitor


Computer animation in the context of Computer monitor

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⭐ Core Definition: Computer animation

Computer animation is a digital successor to stop motion and traditional animation. Instead of a physical model or illustration, a digital equivalent is manipulated frame-by-frame. Also, computer-generated animations allow a single graphic artist to produce such content without using actors, expensive set pieces, or props. To create the illusion of movement, an image is displayed on the computer monitor and repeatedly replaced by a new similar image but advanced slightly in time (usually at a rate of 24, 25, or 30 frames/second). This technique is identical to how the illusion of movement is achieved with television and motion pictures.

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Computer animation in the context of Animation

Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animation has been recognized as an artistic medium, specifically within the entertainment industry. Many animations are either traditional animations or computer animations made with computer-generated imagery (CGI). Stop motion animation, in particular claymation, is also prominent alongside these other forms, albeit to a lesser degree.

Animation is contrasted with live action, although the two do not exist in isolation. Many filmmakers have produced films that are a hybrid of the two. As CGI increasingly approximates photographic imagery, filmmakers can relatively easily composite 3D animated visual effects (VFX) into their film, rather than using practical effects.

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Computer animation in the context of William Fetter

William Fetter, also known as William Allan Fetter or Bill Fetter (March 14, 1928 – June 23, 2002), was an American graphic designer and pioneer in the field of computer graphics. He explored the perspective fundamentals of computer animation of a human figure from 1960 on and was the first to create a human figure as a 3D model. The First Man was a pilot in a short 1964 computer animation, also known as Boeing Man and now as Boeman by the Boeing company. Fetter preferred the term "Human Figure" for the pilot. In 1960, working in a team supervised by Verne Hudson, he helped coin the term Computer graphics. He was art director at the Boeing Company in Wichita.

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Computer animation in the context of Computer-generated imagery

Computer-generated imagery (CGI) is a specific-technology or application of computer graphics for creating or improving images in art, printed media, simulators, videos and video games. These images are either static (i.e. still images) or dynamic (i.e. moving images). CGI both refers to 2D computer graphics and (more frequently) 3D computer graphics with the purpose of designing characters, virtual worlds, or scenes and special effects (in films, television programs, commercials, etc.). The application of CGI for creating/improving animations is called computer animation (or CGI animation).

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Computer animation in the context of Fulldome

Fulldome refers to immersive dome-based video display environments. The dome, horizontal or tilted, is filled with real-time (interactive) or pre-rendered (linear) computer animations, live capture images, or composited environments.

Although the current technology emerged in the early-to-mid 1990s, fulldome environments have evolved from numerous influences, including immersive art and storytelling, with technological roots in domed architecture, planetariums, multi-projector film environments, flight simulation, and virtual reality.

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Computer animation in the context of Lucasfilm

Lucasfilm Ltd. LLC is an American film and television production company founded by filmmaker George Lucas in December 10, 1971 in San Rafael, California, and later moved to San Francisco in 2005. It is best known for creating and producing the Star Wars and Indiana Jones franchises, as well as its leadership in developing special effects, sound, and computer animation for films. Since 2012, Lucasfilm has been a subsidiary of The Walt Disney Studios, who also owns former Lucasfilm subsidiary Pixar.

The company's films Star Wars: Episode I – The Phantom Menace (1999), Star Wars: Episode VII — The Force Awakens (2015), Rogue One: A Star Wars Story (2016), Star Wars: Episode VIII — The Last Jedi (2017), and Star Wars: Episode IX — The Rise of Skywalker (2019) are all among the 50 highest-grossing films of all time, with The Force Awakens becoming the highest-grossing film in the United States and Canada. On October 30, 2012, Disney acquired Lucasfilm for $4.05 billion in the form of cash and in stock (equivalent to about $6 billion today). Lucasfilm is currently one of five live-action film studios within the Walt Disney Studios, alongside Walt Disney Pictures, Marvel Studios, 20th Century Studios and Searchlight Pictures.

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Computer animation in the context of Traditional animation

Traditional animation (or classical animation, cel animation, or hand-drawn animation) is an animation technique in which each frame is drawn by hand. The technique was the dominant form of animation of the 20th century in the United States until there was a shift to computer animation in the industry, such as 3D computer animation. Despite this, the process remains commonly used primarily in the form of digital ink and paint for television and film, especially when outsourced.

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Computer animation in the context of Live action

Live action is a form of cinematography or videography that uses photography instead of animation. Some works combine live action with animation to create a live-action animated feature film. Live action is used to define film, video games or similar visual media. Photorealistic animation, particularly modern computer animation, is sometimes erroneously described as "live action", as in the case of some media reports about Disney's remake of the traditionally animated The Lion King from 1994. According to the Cambridge English Dictionary, live action involves "real people or animals, not models, or images that are drawn, or produced by computer".

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Computer animation in the context of Live-action animation

Live-action animation is a film genre that combines live-action filmmaking with animation.Projects that are both live-action and computer animation tend to have fictional characters or figures represented and characterized by cast members through motion capture and then animated and modeled by animators. Films that are live-action and traditional animation use hand-drawn, computer-generated imagery (CGI), or stop-motion animation.

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Computer animation in the context of Frame rate

Frame rate, most commonly expressed in frame/s, frames per second or FPS, is typically the frequency (rate) at which consecutive images (frames) are captured or displayed. This definition applies to film and video cameras, computer animation, and motion capture systems. In these contexts, frame rate may be used interchangeably with frame frequency and refresh rate, which are expressed in hertz (Hz). Additionally, in the context of computer graphics performance, FPS is the rate at which a system, particularly a GPU, is able to generate frames, and refresh rate is the frequency at which a display shows completed frames. In electronic camera specifications frame rate refers to the maximum possible rate frames could be captured, but in practice, other settings (such as exposure time) may reduce the actual frequency to a lower number than the frame rate.

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Computer animation in the context of 3D computer graphics

3D computer graphics, sometimes called 3D computer-generated imagery (3D-CGI), are computer graphics that use a three-dimensional (3D) representation of geometric data (often Cartesian) stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time.

3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems.

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Computer animation in the context of Workstation

A workstation is a special computer designed for technical or scientific applications. Intended primarily to be used by a single user, they are commonly connected to a local area network and run multi-user operating systems. The term workstation has been used loosely to refer to everything from a mainframe computer terminal to a PC connected to a network, but the most common form refers to the class of hardware offered by several current and defunct companies such as Sun Microsystems, Silicon Graphics, Apollo Computer, DEC, HP, NeXT, and IBM which powered the 3D computer graphics revolution of the late 1990s.

Workstations formerly offered higher performance specifications than mainstream personal computers, especially in terms of processing, graphics, memory, and multitasking. Workstations are optimized for the visualization and manipulation of different types of complex data such as 3D mechanical design, engineering simulations like computational fluid dynamics, animation, video editing, image editing, medical imaging, image rendering, computational science, generating mathematical plots, and software development. Typically, the form factor is that of a desktop computer, which consists of a high-resolution display, a keyboard, and a mouse at a minimum, but also offers multiple displays, graphics tablets, and 3D mice for manipulating objects and navigating scenes. Workstations were the first segment of the computer market to present advanced accessories, and collaboration tools like videoconferencing.

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Computer animation in the context of DreamWorks Animation

DreamWorks Animation LLC (DWA, also known as DreamWorks Animation Studios or simply DreamWorks) is an American animation studio, owned by Comcast's NBCUniversal as part of Universal Pictures, a division of Universal Filmed Entertainment Group. The studio has produced 53 feature films; its first film, Antz, was released on October 2, 1998, and its latest film, Gabby's Dollhouse: The Movie, was released on September 26, 2025. Their upcoming slate of films Forgotten Island on September 25, 2026, Cocomelon: The Movie in February 26, 2027, the live-action remake of How to Train Your Dragon 2 on June 11, 2027, Shrek 5 on June 30, 2027, and an untitled film on September 22, 2028.

Formed as a division of DreamWorks Pictures on October 12, 1994, with alumni from Amblin Entertainment's former animation branch Amblimation, it was spun off into a separate company on October 27, 2004. NBCUniversal acquired DreamWorks Animation for $3.8 billion in 2016. The studio initially made some traditionally animated films, as well as three stop-motion co-productions with Aardman Animations, but now exclusively relies on computer animation. However, in 2022, President Margie Cohn stated that the studio is open to traditional animation.

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Computer animation in the context of Motion capture

Motion capture (sometimes referred as mocap or mo-cap, for short) is the process of recording high-resolution movement of objects or people into a computer system. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robots.

In films, television shows and video games, motion capture refers to recording actions of human actors and using that information to animate digital character models in 2D or 3D computer animation. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture. In many fields, motion capture is sometimes called motion tracking, but in filmmaking and games, motion tracking usually refers more to match moving.

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Computer animation in the context of Three-dimensional computer graphics

3D computer graphics, sometimes called 3D computer-generated imagery (3D-CGI), refers to computer graphics that use a three-dimensional (3D) representation of geometric data (often Cartesian) stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time.

3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems.

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