| dc.contributor.author | Hasan, Mohammad Kamrul | |
| dc.date.accessioned | 2020-11-28T07:35:53Z | |
| dc.date.available | 2020-11-28T07:35:53Z | |
| dc.date.issued | 2020-10-10 | |
| dc.identifier.uri | http://dspace.daffodilvarsity.edu.bd:8080/handle/123456789/5167 | |
| dc.description | 2D computer graphics is that the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. It may mention to the branch of computer science that comprises such techniques or to the models themselves. 2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, for example typography, cartography, technical drawing, advertising, etc. In those applications, the two-dimensional image isn’t just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they provide more direct control of the image than 3D computer graphics (whose approach is more like photography than to typography). In many domains, like desktop publishing, engineering, and business, an outline of a document supported 2D computer graphics techniques are often much smaller than the corresponding digital image—often by an element of 1/1000 or more. This representation is additionally more flexible since it is often rendered at different resolutions to suit different output devices. For these reasons, documents and illustrations are often stored or transmitted as 2D graphic files. 2D computer graphics within the 1950s, supported vector graphics devices. These were largely supplanted by raster-based devices within the following decades. The PostScript language and therefore the X Window System protocol were landmark developments within the sector. | en_US |
| dc.description.abstract | This project is a 2D short film animation about the story of the adventurous sea expedition of two friends. Target audience of this project are children and high school students. Cartoon Animation has great impact on children’s mind, because all children like to see cartoons. In the media world nowadays, it's created the Reward Center in technologies, and caused many syndromes to children. It affects the new generation with more offensive characters and negative minds in sociability. Moreover, it obstructed their learning of right behaviors. In this case, it is easy to teach them something with cartoon animation. From that sense, we decide to make a 2D short animated film, through which to entertain them and give an idea about the pole star. Therefore, the field of animation has also been injected into technological advances. The transmission of information is difficult to convey accurately and interactively to users. Therefore, animation and motion capture are the best options for use today. As a result, the results of this project can have a huge impact on the animation industry in making video or animation more interesting in 2D animation. | en_US |
| dc.language.iso | en | en_US |
| dc.publisher | Daffodil International University | en_US |
| dc.subject | Animation | en_US |
| dc.subject | Technology | en_US |
| dc.title | Final Year Project the Pole Star | en_US |
| dc.title.alternative | 2D Animated Short Film | en_US |
| dc.type | Other | en_US |