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Processing: Creative Coding and Computational Art

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PROCESSING: CREATIVE CODING AND COMPUTATIONAL ART<br />

118<br />

Figure 4-4. Blind spot example<br />

Some persistence of vision begins at a fairly low frame rate. Flip books are a good example<br />

of this; it doesn’t take too much speed to get some sense of animated motion. Film has<br />

a frame rate of 24 fps (frames per second). NTSC video is about 30 fps (actually, 29.97,<br />

with two interlaced fields each refreshing at that rate to avoid flicker). Web animation/<br />

video ranges from 12 fps to over 30 fps, depending upon connection speed, file size, the<br />

processor, <strong>and</strong> so on. At 12 fps, you notice a flicker in animation, but 12 fps was about as<br />

good as it got in the early days of the Web. Faster modems <strong>and</strong> the proliferation of broadb<strong>and</strong><br />

now allow web animation to approach comparable frame rates to film <strong>and</strong> video. In<br />

addition, web streaming technologies <strong>and</strong> improved codecs (compression algorithms)<br />

were developed to allow motion data to begin playing in the browser while content was<br />

still downloading, increasing image quality <strong>and</strong> eliminating long download delays. Outside<br />

of the Web, it is also possible to shoot film or generate computer animation with much<br />

higher frame rates than 30 fps, allowing you to do things like slow down the film <strong>and</strong> still<br />

get smooth motion. This is precisely what artist Bill Viola did in his video art piece The<br />

Quintet of Remembrance, installed at The Metropolitan Museum of <strong>Art</strong> in New York. Viola<br />

shot 60 seconds of footage for the piece with very high-speed film. He then slowed the<br />

piece down to over 16 minutes. In the piece, five actors, st<strong>and</strong>ing in a tight grouping, are<br />

each expressing intense emotion, referencing three important historical paintings. The<br />

silent piece unfolds incredibly slowly, yet with absolute clarity <strong>and</strong> free of any flicker,<br />

creating a very unique <strong>and</strong> memorable viewing experience. The high-speed film obviously<br />

captured enough frames to allow it to be played back 16 times slower, while still maintaining<br />

at least a 24 fps frame rate. Here’s a link to the piece: www.metmuseum.org/toah/<br />

ho/11/na/ho_2001.395a-I.htm.<br />

Popular computer animation software applications such as Flash, After Effects, <strong>and</strong><br />

LightWave borrow concepts from traditional animation, film, <strong>and</strong> video. These applications<br />

are timeline-based, in which users specify keyframes—the beginning <strong>and</strong> ending points of<br />

animated sequences—<strong>and</strong> the software generates the frames between the keyframes, or<br />

the in-betweens, in animation speak. In the golden days of traditional cell animation, the<br />

master animator created the keyframes, while the apprentice animators (the human inbetweeners)<br />

h<strong>and</strong>led the rest of the frames. In digital animation, it doesn’t matter if the<br />

animated object or effect is an imaging filter, 3D character, ball, light, camera, texture<br />

map, or particle generator; every object has a set of properties (x <strong>and</strong> y coordinates, width,<br />

height, etc.) that can be changed over time by setting keyframes on the timeline. Some of<br />

the higher-end animation tools even have their own proprietary programming languages<br />

built into the application, allowing code to control these timeline envelopes as well.<br />

Animation software applications can be divided up by their core functionality. For example,<br />

the three popular animation packages I referenced—Flash, After Effects, <strong>and</strong> LightWave—<br />

are each used for different primary purposes. Flash is used for 2D web-based animation<br />

<strong>and</strong> web design/development; After Effects is used for motion design, compositing, <strong>and</strong><br />

imaging effects for film <strong>and</strong> video; <strong>and</strong> LightWave is used for 3D modeling <strong>and</strong> animation.

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