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JourneyMartinsen, Suzann 01 January 2008 (has links)
In my drawings and animation, I create a representation of a culture that is instilled in me, yet foreign. The work is inspired from a childlike perspective to depict a personal primitive experience with the Korean culture. The subtleties of the animations are meant to reflect the quiet nature of Asian paintings and to allow the viewer to experience and interpret it as they choose. I want others to see without hearing words in an already noisy world.
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A Survey of Computer Graphics Facial Animation Methods: Comparing Traditional Approaches to Machine Learning MethodsJohnson, Joseph A 01 June 2021 (has links) (PDF)
Human communications rely on facial expression to denote mood, sentiment, and intent. Realistic facial animation of computer graphic models of human faces can be difficult to achieve as a result of the many details that must be approximated in generating believable facial expressions. Many theoretical approaches have been researched and implemented to create more and more accurate animations that can effectively portray human emotions. Even though many of these approaches are able to generate realistic looking expressions, they typically require a lot of artistic intervention to achieve a believable result. To reduce the intervention needed to create realistic facial animation, new approaches that utilize machine learning are being researched to reduce the amount of effort needed to generate believable facial animations. This survey paper summarizes over 20 research papers related to facial animation and compares the traditional animation approaches to newer machine learning methods as well as highlights the strengths, weaknesses, and use cases of each different approach.
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Personality and PostureMuppala, Madhavi M. 29 September 2008 (has links)
No description available.
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Combining Media Processes for Ideation in 3D Character Design for Computer AnimationMiller, Louis James 08 September 2009 (has links)
No description available.
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Designing an Anatomic Based Eyelid Rig for the Facilitation of Expressive Anthropomorphized Character AnimationEnglish, Ryan Timothy 14 December 2010 (has links)
No description available.
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Previsualization in Computer Animated FilmmakingLemon, Nicole E. 31 August 2012 (has links)
No description available.
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Digital Emulation of Claymation for Video GamesBiekirova, Elnara, Hoang, Nhi, Paulus, Ottar, Huang, Yijun, Le, Pham Hoang An January 2024 (has links)
Claymation is an animation technique developed around a century ago and featured inseveral video games. However, traditional claymation production is not most accessible togame developers due to its specialized skill requirements. This research aims to make theclaymation visual style more accessible by digitally emulating its characteristics usingmethods widely used in game development. Our approach involved developing and iteratingdigital techniques to replicate the surface texture of clay models and the jittery animationquality in a 3D physics-based game, the emulated results of which were evaluated throughinternal and external playtesting. The research team concluded that a combination ofdisplacement maps, normal maps, and color adjustments could be used to emulate realisticclay surface textures. Meanwhile, 3D animation and physics-based animation approacheswere explored to recreate the jittery animation look. The team found that, within 3Danimation, strategic use of still frames and manual motion variance addition to each in-motionpose are effective jitter emulation methods, with the latter being more effective. With physics-based animation, adding a randomized value to an object’s physically simulated motionsimulates motion jitters. The research compiled the emulation process into steps, serving asemulation guidelines for future projects.
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Animation and interactivity as an aid in teaching via the webBahana, Raymond 01 July 2002 (has links)
No description available.
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Computer animation for virtual humansEarnshaw, Rae A., Magnenat-Thalmann, N., Terzopoulos, D., Thalmann, D. January 1998 (has links)
Yes / Advances in computer animation techniques
have spurred increasing levels of
realism and movement in virtual characters that closely
mimic physical reality. Increases in computational
power and control methods enable the creation of 3D
virtual humans for real-time interactive applications.
Artificial intelligence techniques and autonomous
agents give computer-generated characters a life of
their own and let them interact with other characters
in virtual worlds. Developments and advances in networking
and virtual reality (VR) let multiple participants
share virtual worlds and interact with
applications or each other.
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Facial Modelling and animation trends in the new millennium : a surveyRadovan, Mauricio 11 1900 (has links)
M.Sc (Computer Science) / Facial modelling and animation is considered one of the most challenging areas in the animation
world. Since Parke and Waters’s (1996) comprehensive book, no major work encompassing the entire
field of facial animation has been published. This thesis covers Parke and Waters’s work, while also
providing a survey of the developments in the field since 1996. The thesis describes, analyses, and
compares (where applicable) the existing techniques and practices used to produce the facial
animation. Where applicable, the related techniques are grouped in the same chapter and described in
a chronological fashion, outlining their differences, as well as their advantages and disadvantages.
The thesis is concluded by exploratory work towards a talking head for Northern Sotho. Facial
animation and lip synchronisation of a fragment of Northern Sotho is done by using software tools
primarily designed for English. / Computing
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