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Motion interpolation is a programming technique in data-driven character animation that creates transitions between example motions and extrapolates new motions. Example motions are often created through keyframing or motion capture. However, keyframing is labor-intensive and lacks varieties of motion, and both processes result in motions that ...
The computed interpolation process is then used to insert many new values in between these key points to give a "smoother" result. In its simplest form, this is the drawing of two-dimensional curves. The key points, placed by the artist, are used by the computer algorithm to form a smooth curve either through, or near these points.
Morph target animation, per-vertex animation, shape interpolation, shape keys, or blend shapes [1] is a method of 3D computer animation used together with techniques such as skeletal animation. In a morph target animation, a "deformed" version of a mesh is stored as a series of vertex positions.
Comparison of a slow down video without interframe interpolation (left) and with motion interpolation (right) Motion interpolation or motion-compensated frame interpolation (MCFI) is a form of video processing in which intermediate film, video or animation frames are generated between existing ones by means of interpolation, in an attempt to make animation more fluid, to compensate for display ...
Examples of algorithms for this task include New Edge-Directed Interpolation (NEDI), [1] [2] Edge-Guided Image Interpolation (EGGI), [3] Iterative Curvature-Based Interpolation (ICBI), [citation needed] and Directional Cubic Convolution Interpolation (DCCI). [4] A study found that DCCI had the best scores in PSNR and SSIM on a series of test ...
Gouraud-shaded triangle mesh using the Phong reflection model. Gouraud shading (/ ɡ uː ˈ r oʊ / goo-ROH), named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes.
In computer graphics, slerp is shorthand for spherical linear interpolation, introduced by Ken Shoemake [1] in the context of quaternion interpolation for the purpose of animating 3D rotation. It refers to constant-speed motion along a unit-radius great circle arc, given the ends and an interpolation parameter between 0 and 1.
A more computationally complex method that detects escapes sooner, is to compute distance from the origin using the Pythagorean theorem, i.e., to determine the absolute value, or modulus, of the complex number. If this value exceeds 2, or equivalently, when the sum of the squares of the real and imaginary parts exceed 4, the point has reached ...