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Computer animation via optical video disc /Bender, Walter. January 1900 (has links)
Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1981. / Includes bibliographical references (leaves 43-45).
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From the screen through the screen /O'Loughlin, Marianne. January 1993 (has links)
Thesis (M.F.A.)--Rochester Institute of Technology, 1993. / Typescript. Includes bibliographical references (leaf 38).
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Interactive tools for biomechanical modeling and realistic animationKaufman, Andrew 11 1900 (has links)
We describe a semi-automatic technique for modeling and animating complex musculoskeletal systems using a strand based muscle model. Using our interactive tools, we are able to generate the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the traditional animation pipeline with a biomechanical simulator capable of dynamic simulation with complex routing constraints on muscles and tendons. We integrate our musculoskeletal modeling and animation toolkit into a professional 3D production environment, thereby enabling artists and scientists to create complex musculoskeletal systems that were previously inaccessible to them. We demonstrate the applications of our tools to the visual effects industry with several animations of the human hand and applications to the biomechanics community with a novel model of the human shoulder.
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Interactive tools for biomechanical modeling and realistic animationKaufman, Andrew 11 1900 (has links)
We describe a semi-automatic technique for modeling and animating complex musculoskeletal systems using a strand based muscle model. Using our interactive tools, we are able to generate the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the traditional animation pipeline with a biomechanical simulator capable of dynamic simulation with complex routing constraints on muscles and tendons. We integrate our musculoskeletal modeling and animation toolkit into a professional 3D production environment, thereby enabling artists and scientists to create complex musculoskeletal systems that were previously inaccessible to them. We demonstrate the applications of our tools to the visual effects industry with several animations of the human hand and applications to the biomechanics community with a novel model of the human shoulder.
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Interactive tools for biomechanical modeling and realistic animationKaufman, Andrew 11 1900 (has links)
We describe a semi-automatic technique for modeling and animating complex musculoskeletal systems using a strand based muscle model. Using our interactive tools, we are able to generate the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the traditional animation pipeline with a biomechanical simulator capable of dynamic simulation with complex routing constraints on muscles and tendons. We integrate our musculoskeletal modeling and animation toolkit into a professional 3D production environment, thereby enabling artists and scientists to create complex musculoskeletal systems that were previously inaccessible to them. We demonstrate the applications of our tools to the visual effects industry with several animations of the human hand and applications to the biomechanics community with a novel model of the human shoulder. / Science, Faculty of / Computer Science, Department of / Graduate
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The use of graphics, animation, and interactivity in a computer-based lesson on light in digital space /Vance, Alexander Phillip, January 2005 (has links) (PDF)
Selected Project (M.S.)--Brigham Young University. Dept. of Instructional Psychology and Technology, 2005. / Includes bibliographical references (leaves 52-55).
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