AnimationProject1

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A) The first thing you should do is create a character. You can do this by using a computer

tool to sketch the character or their outline. Or, you can download a character of your choice from

the Web. Save the character as a .jpeg file to keep things simple. You might also want to figure

out how to fill the character to create the desired coloration, etc.

As an example for you, I have placed the file CharlieBrown.jpg in the Matlab Files module on

Canvas. If you read in the picture using the command:

>>

CB=imread(’CharlieBrown.jpg’);

(you might have to switch to the directory with the .jpg file to make it work), the net result is that

matrix CB will hold the RGB values for the Charlie Brown picture (it is actually a 3-D array, but

don’t worry about that for now). Next, run the CB matrix through the Jpeg2pointsConverter2

script using the command:

>>

CBout = Jpeg2pointsConverter2(CB,220);

Note that 220 is the THRESHOLD value used by the Jpeg2pointsCoverter2 script. When you

choose your own character, you will have to see if the image looks OK and the number of total

points in the output matrix (CBout here) is only a few thousand. If you don’t like the resulting

image or it has too many points, try again with a different THRESHOLD value (higher THRESH-

OLD values give fewer points). You should read the help info at the top of Jpeg2pointsConverter

to see more details.

(B) For this first stage of your animation you should take your character and transform

it by each of these

required matrix transform elements

: (a) rotations, (b) shifts, (c) shears,

reflections, or rescalings, (d) transformations or alterations of your character such as a morph.

Show a before and after plot for each case, and record the transformation matrices (or morphing

rules if you use them).

(C) Make your character walk off the screen along some vector path. You can do this in

several ways, but in your write-up, be sure to explain the methods you used (for example, you can

use the homogeneous coordinates approach that was used in the moveN.m script; or, you can use

the matrix outer product approach that will be described in class).

This next part is more complicated, since it involves having your character away from the origin,

sitting somewhere in the “scene.” Then, since most of our transformations are defined around

the origin, you must (mathematically) transport your character to reference coordinates about the

origin, where you will transform it before placing it back in the scene. For your write-up of this

part, you should include your matlab code and explain the transformations that you used.

(D) For this more advanced part of your animation, I want you to write a matlab func-

tion/script that can take in a character located anywhere in a scene, transform it to reference

coordinates where you can perform transformations, then do the transformations and put the char-

acter back in the scene. You should take your character and transform it multiple times within

a

for loop

by at least two of these

matrix transform elements

: (a) rotations, (b) shears,

reflections, or rescalings, (c) other transformations/alterations or morphs of your character. Show

some plots to capture the action and include them in your write-up.

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