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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

Human Facial Animation Based on Real Image Sequence

Yu, Yen-Chun 29 July 2000 (has links)
3D animation has developed rapidly in the multimedia nowadays, in computer games, virtual reality and films. Therefore, how to make a 3D model which is really true to life, especially in the facial expressions, and can have vivid actions, is a significant issue. At the present time, the methods to construct 3D facial model are divided into two categories: one is based on computer graphic technology, like geometric function, polygon, or simple geometric shapes, the other one is using hardware to measure a real face by laser scanning system, and three-dimensional digitizer. Moreover, the method to acquire the 3D facial expression primarily are applied as following: keyframing, motion capture, and simulation. The research covers two areas: 1. Use two CCDs to digitalize the facial expressions of a real person simultaneously from both right and left side, and save the obtained standard image. Then, get the feature match points from the two standard images in the space domain, and by using the Stereo to attain the ¡§depth information¡¨ which helps to build 3D facial model. 2. Use one CCD to continuously digitalize two facial expressions and get the feature match points¡¦ coordinates in the time domain to calculate the motion vector. By combining the ¡§depth information¡¨ from space domain and the motion vector from the time domain, the 3D facial model¡¦s motion sequence can be therefore obtained. If sufficient digitalized facial expressions are processed by the 3D facial model¡¦s motion sequence, a database could be built. By matching the feature points between the 2D test image and 2D standard image in the database, the standard image¡¦s ¡§depth information¡¨ and motion vector can be used and turn the test image into 3D model which can also imitate the facial expressions of the standard images sequences. The method to match the feature points between the test image and standard images in the database can be entirely processed by computers, and as a result eliminate unnecessary human resources.
2

Morphing arquitectónico: transformaciones entre las casas usonianas de Frank Lloyd Wright

Herrera Velazco, Rodrigo 16 February 2012 (has links)
Esta tesis investiga sobre el proceso de transformación de la forma arquitectónica, analizando una técnica específica denominada morphing. La técnica del morphing se utiliza en los gráficos por ordenador para la transformación de la forma entre dos o más objetos dados. Desde un punto de vista técnico, se revisan y actualizan las metodologías y aplicaciones existentes, sus características específicas y sus incidencias sobre la arquitectura. Desde un punto de vista práctico, se utilizan una serie de modelos de las casas Usonianas de Frank Lloyd Wright, con el fin de experimentar la técnica y ver qué utilidades se pueden obtener a partir de su lógica de diseño. Como resultado de este análisis se obtiene una metodología genérica para el procedimiento de un morphing arquitectónico. / This thesis investigates the transformation of architectural form, analyzing a specific technique called morphing. Morphing is a technique used in computer graphics to transform a form between two or more given objects. From a technical point of view, the existing techniques are reviewed and updated, as well as their specific characteristics and impact on architecture. From a practical point of view, some models of Usonian houses of Frank Lloyd Wright are used to experience the technique and see which utilities are available from his design logic. As a result of this analysis a generic methodology for the process of architectural morphing is obtained.
3

Kosterní animace pro GPUengine / Skeletal Animation for GPUengine

Minařík, Antonín January 2019 (has links)
This paper deals with studying skeletal animation techniques, and the subsequent design and implementation of skeletal animation extension for the GPUEngine library. The theoretical part describes the techniques of animation, skeletal animation and skinning. The following is an analysis of existing skeletal animation systems. The proposed solution seeks to reduce the data redundancy in the memory while rendering more skeletal models. According to the design a basic skeletal animation system has been implemented. Furthermore, a demonstration application has been created showing the skeletal system's use. The resulting skeletal system can be used in simple 3D applications and can serve as a basis for further works.

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