Mathematics in computer animationSaty Raghavachary, DreamWorks Feature Animation |
It is *all* math!!
From tiling patterns to topology to differential geometry to integral calculus, practically every branch of math is useful in some aspect of computer graphics/animation
Let us start looking at examples - we'll use Youtube clips, trailers and clips from DW's movies, wikipedia entries, research papers etc. to illustrate the ubiquitous use of math in CG.
Perlin noise is a workhorse function that can replicate the look/motion of fluids, smoke, wood, marble, banana peel spots.. Animating it (over time) is a great way to replicate ocean waves.
Spline curves and surfaces offer an intuitive, controllable way to model smooth curves and surfaces.
A deceptively simple, recursive, polygon (quad)-splitting algorithm creates smooth 'limit' surfaces out of low-resolution polygonal models.
Monte Carlo techniques are used to sparsely *sample* a scene's environment while rendering. This is useful for producing soft shadows, color bleeding across surfaces, etc.
The most common technique to sim cloth uses a connected springs model. Here is more detail.
What if we could 'warp' the volume that a character (or part of it) is embedded in?
Needless to say, this makes for a *GREAT* career! To help you explore, here are some links..
CG sites (academic, hobbyist, studios..):
Online learning:
CG software:
Programming:
Gallery/fun: