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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Methods towards achieving emotional figure animation

Densley, Daniel Joseph January 1998 (has links)
No description available.
2

Animação de humanos virtuais aplicada para língua brasileira de sinais / Virtual human animation applied in brazilian sign language

Schneider, Andréia Rodrigues de Assunção January 2008 (has links)
Os surdos possuem a capacidade de utilizar a língua oral para se comunicar limitada e por isso tem como língua materna as línguas gestuais. Isso dificulta a utilização, de maneira satisfatória, dos serviços básicos, bem como a inserção na sociedade ouvinte, que é composta pela maioria da população. Devido ao fato desta língua ser gestual, é viável afirmar que se pode simular seus sinais através de animação de humanos virtuais, sem perder a percepção correta do significado do mesmo (que palavra o sinal representa). O presente trabalho descreve uma técnica de animação aplicada em LIBRAS. A idéia principal é, baseado na descrição da animação de um determinado sinal, executar seu movimento de forma mais, ou menos ampla para que se consiga aproveitar o espaço disponível para a gesticulação, sem entretanto perder o significado do sinal. A animação computacional de um sinal deve o mais próximo possível do real, ou seja, seu significado deve ser facilmente entendido e sua execução deve ser natural (suave e contínua). Para isso os sinais devem ser definidos de acordo com as limitações de movimentação das articulações humanas, bem como ao campo de visão do receptor. Além disso alguns parâmetros devem ser analisados e definidos: velocidade do movimento, tempo e amplitude dos sinais. Outro aspecto importante a ser tratado é o espaço que é disponível para a execução do sinal: dependendo do espaço, o sinal deve ser animado de forma a se adequar a ele. A implementação da técnica resultou em um sistema de animação para LIBRAS composto por três módulos: • um modelador do humano virtual, de forma que as articulações e DOFs deste sejam anatomicamente coerentes com a realidade; • um gerador de gestos, o qual é responsável pela transformação dos parâmetros como velocidade, tempo de execução do gesto, configuração das juntas, em um arquivo que descreve a animação da pose. Cabe ressaltar que as palavras em LIBRAS são conhecidas como sinais. Já um sinal é composto por um ou vários gestos e estes são compostos por poses; • um animador, o qual é responsável por gerar a animação de um sinal previamente criado, adequando (se necessário) a amplitude deste sinal ao espaço disponível para a execução do mesmo. O sistema criado foi submetido a testes para que a técnica fosse validada. O que se buscou com os testes foi verificar se os sinais gerados eram passíveis de entendimento, ou seja, se a animação gerada representava determinada palavra. Todos os aspectos acima mencionados são apresentados e analisados em detalhes. / Deaf people have a limited capacity of using oral language to communicate. Because of this, they use gestural languages as their native language. This makes it especially difficult for them to make use of basic services in a satisfactory way and to properly integrate the hearing world, to which the majority of the population belongs. Due to the fact that this language is only gestural, it is possible to say that the signs it comprises of can be simulated with the animation of virtual humans without losing the correct perception of their inherent meanings (what words they represent). This work describes a technique of animation for LIBRAS. The main idea is to take the movement of a sign from a description of its animation and execute it in a more or less wide manner in order to better use the available space for gesticulation without losing the meaning. The computer animation of a sign must be as close to the real gesture as possible. Its meaning must be easily understood and its execution must be natural (smooth and continuous). For that, the signs must be defined in accordance with the movement limitations imposed by the human joints, and the field of view of the receiver. Besides that, some relevant parameters must be analyzed and defined: speed of the movement, time and amplitude of the signs. Another important aspect to be addressed is the space that is available for the execution of the sign: depending on the area, the sign must be animated in a manner that makes it properly fit in it. The implementation of the technique resulted in a animation system for LIBRAS, that consists of three modules: • a virtual human modeler, so that the joints and DOFs are anatomically consistent with reality; • a gesture generator, which is responsible for the processing of parameters such as speed, time of execution of the gesture, joint configuration, in a file that describes the animation of the pose. It is worth emphasizing that the words in LIBRAS are known as signs. Already a sign is composed of one or more gestures and they are composed of poses; • an animator, which is responsible for generating the animation of a previously created sign, fitting (if necessary) the sign amplitude to the space available for its animation. The generated system has been submitted for tests in order to validate the technique. The goal of the tests was to check whether the generated signs were understandable - if the generated animation represented a certain word. All aspects above are presented and analyzed in detail.
3

A Virtual Human Animation Tool Using Motion Capture Data

Nar, Selim 01 July 2008 (has links) (PDF)
In this study, we developed an animation tool to animate 3D virtual characters. The tool offers facilities to integrate motion capture data with a 3D character mesh and animate the mesh by using Skeleton Subsurface Deformation and Dual Quaternion Skinning Methods. It is a compact tool, so it is possible to distribute, install and use the tool with ease. This tool can be used to illustrate medical kinematic gait data for educational purposes. For validation, we obtained medical motion capture data from two separate sources and animated a 3D mesh model by using this data. The animations are presented to physicians for evaluation. The results show that the tool is sufficient in displaying obvious gait patterns of the patients. The tool provides interactivity for inspecting the movements of patient from different angles and distances. We animate anonymous virtual characters which provide anonymity of the patient.
4

Procedūrinė humanoidų animacija / Procedural humanoid animation

Tamulionis, Andrius 01 July 2014 (has links)
Šokis ir aerobika yra judesių programų pavyzdžiai - jos susideda iš tam tikra tvarka surikiuotų, pakartotinai naudojamų komponenčių. Norint efektyviai modeliuoti tokias programas, reikalinga formali žmogaus judesių notacija. Pasinaudoję esamomis priemonėmis (3D modeliavimo įrankiai, OGRE grafikos variklis, H-Anim) ir sukūrę savas, realizavome procedūrinių humanoido animacijų veikimo schemą. Ji leidžia sudaryti žmogaus judesių programą ir yra nesunkiai suprantama net ir tiems, kurie neturi animacijos ar trimačio modeliavimo patirties. Procedūrinės animacijos užrašomos XML formatu. Jas pavaizduoja mūsų peržiūros programa. Formatas leidžia abstrahuoti judesius į "procedūras", juos apjungti į sekas ir kaupti judesių bibliotekas. Turint pavienių judesių komponentes, procedūrinės animacijos kūrimas, pildymas ar keitimas yra žymiai paprastesnis ir lankstesnis, be to, tokia animacija yra nepriklausoma nuo humanoido modelio geometrijos. / Dance and aerobics are examples of movement programs – they consist of reusable components laid out in particular order. Efficient modeling of such programs requires the usage of some formal movement notation. With the help of existing tools and standards (3D modeling packages, OGRE graphics engine, H-Anim), as well as utilizing the ones we designed ourselves, we have implemented procedural humanoid animation schema. It allows for creating human movement programs and is easy to grasp even for those with no experience in animation or 3D modeling. Procedural animations are written in XML and visualized by our viewer software. Using our format, one can abstract movements into "procedures", combine them into sequences and store them in movement libraries. With all the individual movements at hand, creating, extending and modifying a procedural animation is much more simple and flexible. Moreover, this kind of animation is independent of model's geometry.
5

Animação de humanos virtuais aplicada para língua brasileira de sinais / Virtual human animation applied in brazilian sign language

Schneider, Andréia Rodrigues de Assunção January 2008 (has links)
Os surdos possuem a capacidade de utilizar a língua oral para se comunicar limitada e por isso tem como língua materna as línguas gestuais. Isso dificulta a utilização, de maneira satisfatória, dos serviços básicos, bem como a inserção na sociedade ouvinte, que é composta pela maioria da população. Devido ao fato desta língua ser gestual, é viável afirmar que se pode simular seus sinais através de animação de humanos virtuais, sem perder a percepção correta do significado do mesmo (que palavra o sinal representa). O presente trabalho descreve uma técnica de animação aplicada em LIBRAS. A idéia principal é, baseado na descrição da animação de um determinado sinal, executar seu movimento de forma mais, ou menos ampla para que se consiga aproveitar o espaço disponível para a gesticulação, sem entretanto perder o significado do sinal. A animação computacional de um sinal deve o mais próximo possível do real, ou seja, seu significado deve ser facilmente entendido e sua execução deve ser natural (suave e contínua). Para isso os sinais devem ser definidos de acordo com as limitações de movimentação das articulações humanas, bem como ao campo de visão do receptor. Além disso alguns parâmetros devem ser analisados e definidos: velocidade do movimento, tempo e amplitude dos sinais. Outro aspecto importante a ser tratado é o espaço que é disponível para a execução do sinal: dependendo do espaço, o sinal deve ser animado de forma a se adequar a ele. A implementação da técnica resultou em um sistema de animação para LIBRAS composto por três módulos: • um modelador do humano virtual, de forma que as articulações e DOFs deste sejam anatomicamente coerentes com a realidade; • um gerador de gestos, o qual é responsável pela transformação dos parâmetros como velocidade, tempo de execução do gesto, configuração das juntas, em um arquivo que descreve a animação da pose. Cabe ressaltar que as palavras em LIBRAS são conhecidas como sinais. Já um sinal é composto por um ou vários gestos e estes são compostos por poses; • um animador, o qual é responsável por gerar a animação de um sinal previamente criado, adequando (se necessário) a amplitude deste sinal ao espaço disponível para a execução do mesmo. O sistema criado foi submetido a testes para que a técnica fosse validada. O que se buscou com os testes foi verificar se os sinais gerados eram passíveis de entendimento, ou seja, se a animação gerada representava determinada palavra. Todos os aspectos acima mencionados são apresentados e analisados em detalhes. / Deaf people have a limited capacity of using oral language to communicate. Because of this, they use gestural languages as their native language. This makes it especially difficult for them to make use of basic services in a satisfactory way and to properly integrate the hearing world, to which the majority of the population belongs. Due to the fact that this language is only gestural, it is possible to say that the signs it comprises of can be simulated with the animation of virtual humans without losing the correct perception of their inherent meanings (what words they represent). This work describes a technique of animation for LIBRAS. The main idea is to take the movement of a sign from a description of its animation and execute it in a more or less wide manner in order to better use the available space for gesticulation without losing the meaning. The computer animation of a sign must be as close to the real gesture as possible. Its meaning must be easily understood and its execution must be natural (smooth and continuous). For that, the signs must be defined in accordance with the movement limitations imposed by the human joints, and the field of view of the receiver. Besides that, some relevant parameters must be analyzed and defined: speed of the movement, time and amplitude of the signs. Another important aspect to be addressed is the space that is available for the execution of the sign: depending on the area, the sign must be animated in a manner that makes it properly fit in it. The implementation of the technique resulted in a animation system for LIBRAS, that consists of three modules: • a virtual human modeler, so that the joints and DOFs are anatomically consistent with reality; • a gesture generator, which is responsible for the processing of parameters such as speed, time of execution of the gesture, joint configuration, in a file that describes the animation of the pose. It is worth emphasizing that the words in LIBRAS are known as signs. Already a sign is composed of one or more gestures and they are composed of poses; • an animator, which is responsible for generating the animation of a previously created sign, fitting (if necessary) the sign amplitude to the space available for its animation. The generated system has been submitted for tests in order to validate the technique. The goal of the tests was to check whether the generated signs were understandable - if the generated animation represented a certain word. All aspects above are presented and analyzed in detail.
6

Animação de humanos virtuais aplicada para língua brasileira de sinais / Virtual human animation applied in brazilian sign language

Schneider, Andréia Rodrigues de Assunção January 2008 (has links)
Os surdos possuem a capacidade de utilizar a língua oral para se comunicar limitada e por isso tem como língua materna as línguas gestuais. Isso dificulta a utilização, de maneira satisfatória, dos serviços básicos, bem como a inserção na sociedade ouvinte, que é composta pela maioria da população. Devido ao fato desta língua ser gestual, é viável afirmar que se pode simular seus sinais através de animação de humanos virtuais, sem perder a percepção correta do significado do mesmo (que palavra o sinal representa). O presente trabalho descreve uma técnica de animação aplicada em LIBRAS. A idéia principal é, baseado na descrição da animação de um determinado sinal, executar seu movimento de forma mais, ou menos ampla para que se consiga aproveitar o espaço disponível para a gesticulação, sem entretanto perder o significado do sinal. A animação computacional de um sinal deve o mais próximo possível do real, ou seja, seu significado deve ser facilmente entendido e sua execução deve ser natural (suave e contínua). Para isso os sinais devem ser definidos de acordo com as limitações de movimentação das articulações humanas, bem como ao campo de visão do receptor. Além disso alguns parâmetros devem ser analisados e definidos: velocidade do movimento, tempo e amplitude dos sinais. Outro aspecto importante a ser tratado é o espaço que é disponível para a execução do sinal: dependendo do espaço, o sinal deve ser animado de forma a se adequar a ele. A implementação da técnica resultou em um sistema de animação para LIBRAS composto por três módulos: • um modelador do humano virtual, de forma que as articulações e DOFs deste sejam anatomicamente coerentes com a realidade; • um gerador de gestos, o qual é responsável pela transformação dos parâmetros como velocidade, tempo de execução do gesto, configuração das juntas, em um arquivo que descreve a animação da pose. Cabe ressaltar que as palavras em LIBRAS são conhecidas como sinais. Já um sinal é composto por um ou vários gestos e estes são compostos por poses; • um animador, o qual é responsável por gerar a animação de um sinal previamente criado, adequando (se necessário) a amplitude deste sinal ao espaço disponível para a execução do mesmo. O sistema criado foi submetido a testes para que a técnica fosse validada. O que se buscou com os testes foi verificar se os sinais gerados eram passíveis de entendimento, ou seja, se a animação gerada representava determinada palavra. Todos os aspectos acima mencionados são apresentados e analisados em detalhes. / Deaf people have a limited capacity of using oral language to communicate. Because of this, they use gestural languages as their native language. This makes it especially difficult for them to make use of basic services in a satisfactory way and to properly integrate the hearing world, to which the majority of the population belongs. Due to the fact that this language is only gestural, it is possible to say that the signs it comprises of can be simulated with the animation of virtual humans without losing the correct perception of their inherent meanings (what words they represent). This work describes a technique of animation for LIBRAS. The main idea is to take the movement of a sign from a description of its animation and execute it in a more or less wide manner in order to better use the available space for gesticulation without losing the meaning. The computer animation of a sign must be as close to the real gesture as possible. Its meaning must be easily understood and its execution must be natural (smooth and continuous). For that, the signs must be defined in accordance with the movement limitations imposed by the human joints, and the field of view of the receiver. Besides that, some relevant parameters must be analyzed and defined: speed of the movement, time and amplitude of the signs. Another important aspect to be addressed is the space that is available for the execution of the sign: depending on the area, the sign must be animated in a manner that makes it properly fit in it. The implementation of the technique resulted in a animation system for LIBRAS, that consists of three modules: • a virtual human modeler, so that the joints and DOFs are anatomically consistent with reality; • a gesture generator, which is responsible for the processing of parameters such as speed, time of execution of the gesture, joint configuration, in a file that describes the animation of the pose. It is worth emphasizing that the words in LIBRAS are known as signs. Already a sign is composed of one or more gestures and they are composed of poses; • an animator, which is responsible for generating the animation of a previously created sign, fitting (if necessary) the sign amplitude to the space available for its animation. The generated system has been submitted for tests in order to validate the technique. The goal of the tests was to check whether the generated signs were understandable - if the generated animation represented a certain word. All aspects above are presented and analyzed in detail.
7

能表達音樂特徵的人體動畫自動產生機制 / Automatic Generation of Human Animation for Expressing Music Features

雷嘉駿, Loi, Ka Chon Unknown Date (has links)
近年來電腦計算能力的進步使得3D虛擬環境得到廣泛的應用。本研究希望能在虛擬環境中結合人體動畫和音樂的特色,以人體動畫來詮釋音樂。我們希望能設計一個智慧型的人體動作產生器,賦予虛擬人物表達音樂特徵的能力,讓動作會因為“聽到”不同的音樂而有所不同。基於人類聽覺的短暫性,系統會自動抓取音樂特徵後將音樂切割成多個片段、對每一片段獨立規劃動作並產生動畫。過去動畫與音樂相關的研究中,許多生成的動作都經由修改或重組運動資料庫中的動作。本研究分析音樂和動作之間的關係,使用程序式動畫產生法自動產生多變且適當的詮釋動作。實驗顯示本系統能通用於LOA1人體模型和MIDI音樂;此外,透過調整系統中的參數,我們能產生不同風格的動畫,以符合不同使用者偏好和不同音樂曲風的特色。 / In recent years, the improvement of computing ability has contributed to the wide application of 3D virtual environment. In the thesis, we propose to combine character animation with music for music interpretation in 3D virtual environment. The system proposed in the thesis is an intelligent avatar motion generator, which generates expressive motions according to music features. The system can extract music features from input music data, segment a music into several music segments, and then plan avatar animation. In the literature, much music-related animation research uses reconstruction and modification of existing motion to compose new animations. In this work, we analyze the relationship between music and motions, and then use procedural animation to automatically generate applicable and variable motions to interpret music. Our experiments show that the system can accept LOA1 models and midi as inputs in general, and generate appropriate expressive motions by modifying parameters according to users’ preference or music style.
8

Tracking and modelling motion for biomechanical analysis

Aristidou, Andreas January 2010 (has links)
This thesis focuses on the problem of determining appropriate skeletal configurations for which a virtual animated character moves to desired positions as smoothly, rapidly, and as accurately as possible. During the last decades, several methods and techniques, sophisticated or heuristic, have been presented to produce smooth and natural solutions to the Inverse Kinematics (IK) problem. However, many of the currently available methods suffer from high computational cost and production of unrealistic poses. In this study, a novel heuristic method, called Forward And Backward Reaching Inverse Kinematics (FABRIK), is proposed, which returnsvisually natural poses in real-time, equally comparable with highly sophisticated approaches. It is capable of supporting constraints for most of the known joint types and it can be extended to solve problems with multiple end effectors, multiple targets and closed loops. FABRIK wascompared against the most popular IK approaches and evaluated in terms of its robustness and performance limitations. This thesis also includes a robust methodology for marker prediction under multiple marker occlusion for extended time periods, in order to drive real-time centre of rotation (CoR) estimations. Inferred information from neighbouring markers has been utilised, assuming that the inter-marker distances remain constant over time. This is the firsttime where the useful information about the missing markers positions which are partially visible to a single camera is deployed. Experiments demonstrate that the proposed methodology can effectively track the occluded markers with high accuracy, even if the occlusion persists for extended periods of time, recovering in real-time good estimates of the true joint positions. In addition, the predicted positions of the joints were further improved by employing FABRIK to relocate their positions and ensure a fixed bone length over time. Our methodology is tested against some of the most popular methods for marker prediction and the results confirm that our approach outperforms these methods in estimating both marker and CoR positions. Finally, an efficient model for real-time hand tracking and reconstruction that requires a minimumnumber of available markers, one on each finger, is presented. The proposed hand modelis highly constrained with joint rotational and orientational constraints, restricting the fingers and palm movements to an appropriate feasible set. FABRIK is then incorporated to estimate the remaining joint positions and to fit them to the hand model. Physiological constraints, such as inertia, abduction, flexion etc, are also incorporated to correct the final hand posture. A mesh deformation algorithm is then applied to visualise the movements of the underlying hand skeleton for comparison with the true hand poses. The mathematical framework used for describing and implementing the techniques discussed within this thesis is Conformal GeometricAlgebra (CGA).

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