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Matakuliah
Tahun
: History of Animation
: 2009
Computer Animation 2D
Pertemuan 09
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•Utah hand (Catmull) and face (Parke) animations produced
(Ref: Catmull, Edwin A System for Computer Generated
Movies.
Proceedings of the ACM National Conference August
1972, p. 422-431. and Parke, Frederic I. Computer Generated
Animation of Faces. Proceedings of the ACM National
Conference 1972)
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•Digitizing system
create accurate computer models of physical entities,
compare physical and virtual articles for manufacturing and
inspection purposes, or align and correlate physical position
with data sets for medical applications
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•Non-Uniform Rational B-Splines (NURBS)
introduced by Tiller (Note: this date is somewhat
misleading, since the concept built on the work of
Vesprille (1975), Riesenfeld (1973), Knapp (1979), Coons
(1968) and Forrest (1972))
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•Catmull-Rom spline
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•A polygon mesh or unstructured grid is a collection of
vertices, edges and faces that defines the shape of a
polyhedral object in 3D computer graphics. The faces
usually consist of triangles, quadrilaterals or other simple
convex polygons, since this simplifies rendering, but may
also be composed of more general concave polygons, or
polygons with holes.
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•The Catmull-Clark algorithm is used in subdivision
surface modeling to create smooth surfaces. It was
devised by Edwin Catmull (of Pixar) and Jim Clark, and
won an Academy Award for Technical Achievement in
2006.
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•Procedural modeling
An L-system or Lindenmayer system is a parallel
rewriting system, namely a variant of a formal grammar
(a set of rules and symbols), most famously used to
model the growth processes of plant development, but
also able to model the morphology of a variety of
organisms, L-systems were introduced and developed
in 1968 by the Hungarian theoretical biologist and
botanist from the University of Utrecht, Aristid
Lindenmayer (1925–1989).
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•3d scanned
is a device that analyzes a real-world object or
environment to collect data on its shape and possibly its
appearance.
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•Images Base Modeling
image-based modeling and rendering (IBMR)
methods rely on a set of two-dimensional images of
a scene to generate a three-dimensional model and
then render some novel views of this scene.
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