A Research Presented to Prof. Fabian B. Gutierrez
College of Arts and Sciences
AMA University
In partial fulfillment of the Course Requirements
In
ENGLISH 301 CA (Technical, Scientific, & Business Writing)
Presented By:
Ricaro, Virgilio Jr. B.
April 11, 2014
Chapter 1
1.1 Introduction
Animation has survived the mechanical persistence of vision toys popular in the 19th century; found expression as an art form in cinema; it was the means by which to experiment with time-based art and cinematic forms to present new visual vocabularies; it was brilliantly positioned to pioneer the use of computers to create moving images from numbers; it has demystified complex processes; visualised scientific phenomena and provided simulation models to help us understand the world; it has become an essential ingredient in multimedia content; it is imbedded in the control interface display of multi-million dollar jet fighter planes, it is integral to the computer games industry; it increasingly underpins all special effects in motion picture production; and it has provided content in an ideal form to distribute across a bandwidth poor networked environment. Animation is an art form which can come from anywhere and which can go to anywhere - from a large production team working in a highly specialised studio or a lone individual working out of a bedroom, to an Imax Cinema screen several metres wide or a mobile phone screen a few centimetres across.
Just what is computer animation? For decades, animation has been a trade that rested solely in the hands of the entertainment industry; the process required a great deal of time, manpower, and complex equipment to accomplish. However, with the ever-growing movement to computerize the industry, the animation process has become progressively simpler. What was once done with pencils, cels, and paint by a team