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CGI Animation Essentials
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Particle System
A technique in computer graphics to simulate fuzzy phenomena, which are otherwise very hard to reproduce with conventional rendering techniques - examples are fire, smoke, or sparks.
Rigging
The process of creating the bone structure of a 3D model to allow the animator to move and pose it in a realistic manner.
Bump Mapping
A technique in computer graphics for simulating bumps and wrinkles on the surface of an object without having to model these details.
Polygon Mesh
A collection of vertices, edges, and faces that define the shape of a polyhedral object in 3D computer graphics and solid modeling.
Non-Photorealistic Rendering (NPR)
An area of computer graphics that focuses on enabling a wide variety of expressive styles for digital art.
Displacement Mapping
A technique in computer graphics for adding geometric detail to a polygon surface by modifying each vertex's position through a displacement map.
Inverse Kinematics
A technique in computer graphics used to calculate the motion of a kinematic chain (a jointed structure like a skeleton) to reach a desired end point.
Alpha Compositing
The process of combining an image with a background to create the appearance of partial or full transparency.
Texture Mapping
A method for defining high frequency detail, surface texture, or color information on a 3D model.
Rendering
The process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of computer programs.
Ray Tracing
A rendering technique for generating an image by tracing the path of light as pixels in an image plane and simulating the effects of its encounters with virtual objects.
Motion Capture
The process of recording the movement of objects or people to animate digital character models.
Subsurface Scattering
A mechanism of light transport in which light penetrates the surface of a translucent object, is scattered by interacting with the material, and exits the surface at a different point.
Ambient Occlusion
A shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. The more occluded or surrounded by other objects a point is, the darker it is rendered.
Shader
A set of software instructions that define the way graphics hardware renders light, shadow, texture, and color during the rendering process.
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