| Technology advances over the past decade have enabled rapid
innovations in animation and video games. Effects which may have been
implausible just a few years ago can now be achieved quickly and
inexpensively. The quality of visual effects has improved such that
distinguishing live action from computer generated scenes is sometimes
difficult. Although the animation we experience in theatres and in
video games may appear simple, digital animation is a complex and
nuanced process that involves large-scale asset and configuration
management.
Each sequence in an animated film requires coordinating thousands
of objects and their relationships. The graphic artist must consider
assets such as models, textures, storyboards, design drawings,
animatics, lighting, and production notes. All of this information
needs to be stored, categorized, analyzed, and sequenced in an
organizational framework that is intuitive and flexible. It must be
possible to access a particular process, model, or flow based upon the
context required at that moment.
Scene and dependency graphs are often the preferred underlying
implementation data structure for these contextual flows, models, and
processes. A scene or dependency graph is a specialized data
structure, usually adopted from an application data structure or
database, from which the graphics system can efficiently render a
scene and perform first-level interaction handling.
Complete with a robust graph and drawing model, Tom Sawyer's
visualization solutions provide an underlying engine for representing
objects and relationships in a compact logical architecture. Along
with a customizable graphical user interface, our solutions provide a
complete diagramming framework that enables users to interactively
create visual models.
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