Do you love Pixar movies? Do you want to do computer animations and work on cool projects like Pixar movies? If so, you should read this blog.
If you are a good physics and math student, you will have no problem with animation. Interestingly, according to Tony DeRose, Pixar's Senior Scientist, computer animation models objects at greater scale and detail than even physics. For example, a big challenge in animation is quickly generating smooth curves with high fidelity.
For years, in both computer animation and video games, researchers mapped 3D objects with polygons. But the problem with polygons is that at close detail, you can see every one of them — a fatal problem when the illusion depends on ignoring individual frames and pixels. The trend has been is to replace polygons with parabolas, curving surfaces that are continuous at arbitrary levels of detail. But you still need to define these curves quickly to match a finite number of points or planes. So mathematicians have worked to develop different methods for quickly generating smoothly curved surfaces. These are typically called subdivision surfaces because of how they're calculated, by repeatedly splitting and averaging the midpoint of a line.
Pixar's Oscar winning movie, Geri's Game, was the first time subdivision surfaces were used in computer animation. Soon it was being widely used at Pixar. Whether it is modeling the complex shape of an old man's nose or even buildings and their windows, all of these are being modeling using parabolas.
The coordinates of the vertex of the parabola are
(-b/2, c – b2/4) .
From the given graph, both the x and y coordinates of the vertex are negative, so:
-b/2 < 0 and c – b2/4 < 0
This means that b > 0 and 4c < b2 is the correct answer.
Answer is (a).
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