And I can write that a little bit simpler as A plus two B over three. So, the algebra would say that M is one copy of A plus two copies of B and then I have to divide by three for this to be a proper average. There isn't anything particularly special about weighting B twice as heavily as A it's just a simple non-midpoint example. So, let's look at our line segment AB again but instead of wanting to compute the midpoint suppose I want to compute a point M, say right about here, that weights B twice as heavily as A. Our first step in the search of that formula is to generalize the idea of averaging or midpoints to the idea of weighted averages. And that formula will allow us to write computer programs like this one, that will be able to draw the parabola without ever having to draw any of the string art lines. So what we're going to do is develop a formula that will allow us to compute points exactly on the parabola. I find it really fascinating, how the algebra and the geometry conspire to create beautiful art. In fact, this bridge between these two worlds was one of the things that really drew me into computer graphics in the first place. The worlds of images and geometry and the world of algebra, numbers, and equations. So somehow we have to bridge these two worlds. But at Pixar we also have to create computer programs and computers think best in terms of numbers, equations, and algebra. So far our discussion has been largely visual and geometric and that's good because that's how our artists think. I haven't watched them yet, but I would imagine there is a lot more detail on the actual process of modeling characters in the Character Modeling lessons: The concept artists may also make sculptures of characters, called maquettes, so that everyone can be sure that the character works as well in three dimensions as it does in two.įrom there, the process is pretty much as described in the Pipeline Video at the beginning of the course: The new drawings are shown, and this process continues until each character and the setting satisfy everyone involved. This time they're more detailed, and they incorporate the feedback they got. Then the concept artists return to making drawings. The concept artists start by making lots of rough sketches of the characters, showing them in batches to the development team and getting feedback on what works and what doesn't. These writers, producers, and creative directors (the development team) describe the characters and setting to concept artists. However it happens, eventually they have an outline of the kind of story they want to tell, and they have some idea of the kinds of characters and environments they'll need to tell it. Maybe one person writes the entire story and presents it, or maybe lots of people talk about it and throw ideas around. When someone has an idea to make an animated film, the first thing they start with is story. There are plenty more means, but that'll give you a couple to play with on your visit here today.It's outside the scope of this lesson, but I'll answer anyway. This is how you compute average speed, and is useful in a few other fields. Harmonic mean – the average you get when dividing the length of a set of (non-zero) numbers by the sum of their reciprocals.For financial returns, look to this type. Geometric mean – the average you get when multiplying n numbers in a set together then taking the set's nth root.Of course, there are other types of averages: That's the same method this tool takes – it adds up all the percentages you input, then divides. Most commonly, this type of average is actually the arithmetic mean (see our basic average calculator) – the number you get when adding all the numbers in a set then dividing by the number of numbers. It's a measure of the central tendency of the percentages. The average (or the mean) of a set of percentages is a number that represents or summarizes the whole set. 4 Using the Percentage Average Calculator What is the Percentage Average or Percentage Arithmetic Average?
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