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Animation and Games - CAD and CAM
In our childhood, we all have seen that the flip books of cricketers that came free with some soft drink and where some pictures of similar person in diverse batting or bowling actions are sequentially arranged in separate pages, so when we flip the pages of the book the picture shows to be in motion. It was a flipbook several papers of the similar size along with an individual drawing on all papers so the viewer could flip by them. This is an easy application of the basic principle of physics termed as persistence of vision. Such low tech animation was fairly popular in the 1800 year while the persistence of vision that is 1/16th of a second was discovered. This discovery led to several more interesting low tech animation devices as the zoetrope, wheel of life, etc. Later, depending on many basic mathematics and physics principles, some researches were conducted that allowed us to produces 2d/3d animations. In this section we will study the transformations implicated in computer graphics but you will see that all transformations are associated to space and not to time. At this time lies the basic dissimilarity between graphics and animation. The dissimilarity is that animation adds to graphics the dimension of time that vastly raises the amount of information to be transmitted
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