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Interpolation: PPT by - Abhishek Beloshe Sub - Game Programming Class - T.Y. Comp Science Roll No - 1909805

This document discusses interpolation techniques used in computer graphics. It defines interpolation as filling in frames between key frames. Linear interpolation generates values spaced equally between start and end values based on a parameter between 0 and 1. Non-linear interpolation is used when more values are needed, using trigonometric or polynomial functions. Applications include smoothly interpolating an object's path, position, speed, and orientation over time.

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0% found this document useful (0 votes)
248 views6 pages

Interpolation: PPT by - Abhishek Beloshe Sub - Game Programming Class - T.Y. Comp Science Roll No - 1909805

This document discusses interpolation techniques used in computer graphics. It defines interpolation as filling in frames between key frames. Linear interpolation generates values spaced equally between start and end values based on a parameter between 0 and 1. Non-linear interpolation is used when more values are needed, using trigonometric or polynomial functions. Applications include smoothly interpolating an object's path, position, speed, and orientation over time.

Uploaded by

abhishek
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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PPT BY - ABHISHEK BELOSHE

INTERPOLATION Sub - Game Programming


Class - T.Y. Comp Science
Roll No - 1909805
INTRODUCTION-
In the context of computer graphics, interpolation is in betweening, or filling in
frames between the key frames.
Interpolation is not a branch of mathematics but rather a collection of techniques the
reader will find useful when solving computer graphics problems.
Basically, an interpolant is a way of changing one number into another.
These numbers could then be used to translate, scale, rotate an object, move a virtual
camera, or change the position, colour or brightness of a virtual light source.
LINEAR INTERPOLATION-
A linear interpolant generates equal spacing between the interpolated values for equal
changes in the interpolating parameter.
Given two numbers n1 and n2, which represent the start and final values of the interpolant,
we require an interpolated value controlled by a parameter t that varies between 0 and 1.
When t = 0, the result is n1, and when t = 1, the result is n2.
A solution to this problem is given by:
n = n1 + t(n2 − n1)
Consider the task of moving an object between two locations (x1, y1, z1) and (x2, y2, z2).
The interpolated position is given by
x = x1(1 − t) + x2t
y = y1(1 − t) + y2t for 0 ≤ t ≤ 1
z = z1(1 − t) + z2t
NON-LINEAR INTERPOLATION-
When for some number of steps more interpolated values are needed to produce, then we use
non-linear interpolation.
This is achieved through various mathematic techniques such as trigonometric functions or
polynomials.
Trigonometric interpolation:
oWe know that 𝑠𝑖𝑛2 (β) + 𝑐𝑜𝑠 2 (β) = 1, which satisfies one of the requirements of an interpolant:
the terms must sum to 1.
o If β varies between 0 and π/2, 𝑐𝑜𝑠 2 (β) varies between 1 and 0, and 𝑠𝑖𝑛2 (β) varies between
0 and 1, which can be used to modify the two interpolated values n1 and n2 as follows:
n = n1 𝑐𝑜𝑠 2 (t) + n2 𝑠𝑖𝑛2 (t) for 0 ≤ t ≤ π/2
APPLICATIONS-
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.
Going further, orientations (rotations) of objects and parts of objects can be
interpolated as well as parts of complete characters(i.e. used in cartoon films).

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