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Interpolation (computer graphics)

Interpolation (computer graphics) is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Interpolation (computer graphics) rather than just read about it. In short: In the context of live-action and computer animation, interpolation is inbetweening, or filling in frames between the key frames. It typically calculates the in-between frames through use of (usually) piecewise polynomial interpolation to draw images semi-automatically.

Key takeaways

  • Interpolation (computer graphics) belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Interpolation (computer graphics) to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Interpolation (computer graphics) from memory before moving on to harder problems.

Reference excerpt

In the context of live-action and computer animation, interpolation is inbetweening, or filling in frames between the key frames. It typically calculates the in-between frames through use of (usually) piecewise polynomial interpolation to draw images semi-automatically. For all applications of this type, a set of "key points" is defined by the graphic artist. These are values that are rather widely separated in space or time, and represent the desired result, but only in very coarse steps. 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. For a typical example of 2-D interpolation through key points see cardinal spline. For examples which go near key points see nonuniform rational B-spline, or Bézier curve. This is extended to the forming of three-dimensional curves, shapes and complex, dynamic artistic patterns such as used in laser light shows. The process can be extended to motions. The path of an object can be interpolated by providing some key locations, then calculating many in between locations for a smooth motion. In addition to position, the speed or velocity, as well as accelerations along a path, can be calculated to mimic real-life motion dynamics. Where the subjects are too large or complex to move, the camera position and orientation can be moved by this process. This last is commonly called motion control. Going further, orientations (rotations) of objects and parts of objects can be interpolated as well as parts of complete characters. This process mimics that used in early cartoon films. Master animators would draw key frames of the film, then, junior animators would draw the in-between frames. This is called inbetweening or tweening and the overall process is called "key frame animation". To make these motions appear realistic, interpolation algorithms have been sought which follow, or approximate real life motion dynamics. This applies to things such as the motion of arms and legs from frame to frame, or the motion of all parts of a face, given the motion of the important, key points of the face. Defining the motion of key strands of hair, spread around an animal, can be made into full fur. Using custom algorithms, motions with unique, unnatural and entertaining visual characteristics can be formed. The color of an object can be defined by key color-locations or frames allowing the computation of smooth color gradients around an object or varying in time. Algorithms such as the Kochanek–Bartels spline provide additional adjustment parameters which allow customizing the in-between behavior to suit a wide variety of situations. Another important area of this subject is the computational burden of these algorithms. Algorithms with faster execution times are sought to produce more of these results in less time in order to complete these projects quicker. As the resolution increases to produce animated feature films, the amount of processing can increase greatly.

See also Anisotropic filtering Bilinear interpolation Morphing Motion interpolation

References

Worked examples

Example 1 — a first encounter with Interpolation (computer graphics)

Start with the simplest possible case. Write down what Interpolation (computer graphics) claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Interpolation (computer graphics) before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Interpolation (computer graphics) ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Interpolation (computer graphics)

In research
Interpolation (computer graphics) appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Interpolation (computer graphics) in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Interpolation (computer graphics) is common in secondary-school and first-year university syllabi. It links to neighbouring topics Interpolation, Splines (mathematics), so understanding it makes those chapters shorter.
In everyday life
Look for Interpolation (computer graphics) outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Interpolation (computer graphics) in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Interpolation (computer graphics) means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Interpolation (computer graphics) out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Interpolation (computer graphics) in simple terms?

In the context of live-action and computer animation, interpolation is inbetweening, or filling in frames between the key frames. It typically calculates the in-between frames through use of (usually) piecewise polynomial interpolation to draw images semi-automatically.

Why does Interpolation (computer graphics) matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Interpolation (computer graphics)?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Interpolation (computer graphics).

Tags

  • Interpolation
  • Splines (mathematics)

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