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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

Vector Graphics Stylized Stroke Fonts

Jägenstedt, Philip January 2008 (has links)
Stylized Stroke Fonts (SSF) are stroke fonts which allow variable stroke widths and arbitrary stroke ends. In this thesis project we implement SSF by extending concepts of the traditional vector graphics paradigm, giving what we call Vector Graphics Stylized Stroke Fonts (VGSSF). A stroking algorithm for the new stroke model is developed and implemented in the Opera web browser's internal vector graphics drawing toolkit. Both the HTML 5 Canvas JavaScript interface and SVG fonts are extended to support the new stroke model. An editor and renderer for the SVG font format is implemented inside the browser using the extended Canvas interface. Sample glyphs from Latin and Chinese typefaces are converted to the SVG font format to assess the suitability of the stroke representation. The results are excellent for Chinese Ming typeface glyphs, while there are some minor problems with Latin typeface glyphs. Approximations suggest that VGSSF gives a size reduction of the font definition file by at least 50%, with a potential reduction of around 85% for Chinese typefaces. The processing requirements increase by approximately 20-30% due to extra steps required to render each glyph.
2

Vector Graphics Stylized Stroke Fonts

Jägenstedt, Philip January 2008 (has links)
<p>Stylized Stroke Fonts (SSF) are stroke fonts which allow variable stroke widths and arbitrary stroke ends. In this thesis project we implement SSF by extending concepts of the traditional vector graphics paradigm, giving what we call Vector Graphics Stylized Stroke Fonts (VGSSF). A stroking algorithm for the new stroke model is developed and implemented in the Opera web browser's internal vector graphics drawing toolkit. Both the HTML 5 Canvas JavaScript interface and SVG fonts are extended to support the new stroke model. An editor and renderer for the SVG font format is implemented inside the browser using the extended Canvas interface. Sample glyphs from Latin and Chinese typefaces are converted to the SVG font format to assess the suitability of the stroke representation. The results are excellent for Chinese Ming typeface glyphs, while there are some minor problems with Latin typeface glyphs. Approximations suggest that VGSSF gives a size reduction of the font definition file by at least 50%, with a potential reduction of around 85% for Chinese typefaces. The processing requirements increase by approximately 20-30% due to extra steps required to render each glyph.</p>
3

Stylized Hatching for 3D Animation

Crow, Trent Fielding 05 March 2007 (has links) (PDF)
Much research has been done in creating non-photorealistic renderings of objects that mimic the look of hand-made drawings by traditional artists. This thesis extends work in this area by presenting an NPR hatching method that can be applied to 3D animated films to help them feel more hand drawn. In contrast to most other NPR methods, this method preserves the 3D lighting and effects of the film that make it interesting to watch. This process includes a procedural algorithm to create a hatching pattern that can be easily integrated into any film's pipeline that uses Renderman. In addition, we create a set of controls to adjust the hatching that are easy to use and allow our style to be applied to many different objects in many shots of a film in an efficient manner. To show the success of our method, we will discuss the implementation and results of applying it to an actual 3D animated short film.
4

How can levels of stylized game-character details contribute to creating representation and relatability in female player characters?

Aho Lind, Hanna January 2020 (has links)
This thesis´ aim is to discuss how different levels of details can contribute to creating perceived levels of representation and relatability. This was firstly done through a pilot study, which was made to gather more intel about female opinions on set player characters in games. Then through the creation of six stylized 3D busts, and finally through a main study, serving to find trends in female informants’ opinions about the levels of details, representation and relatability in said busts. Earlier research is presented and discussed, and notable connections between the earlier research and this thesis´s findings are presented. / Denna uppsats syftar till att presentera nya data och intressanta trender inom den aktuella debatten kring kvinnlig media-representation i spel. Detta genomfördes genom skapandet av en pilotstudie, gjord för att samla mer information om kvinnors åsikter om förbestämda spelkaraktärer, sedan genom skapandet av stiliserade 3D-byster, och slutligen genom utförandet av en huvudstudie, som tjänade till att hitta trender i kvinnliga informanters åsikter kring nivåerna av detaljer, representation och relatabilitet dem tidigare nämnda bysterna. Tidigare forskning redovisas och diskuteras, och anmärkningsvärda samband mellan den tidigare forskningen och uppsatsens resultat presenteras.
5

Identifying and Applying Hand-painted Features Onto Procedurally Generated Textures

Künkel, Rebecca, Elsass, Caroline January 2023 (has links)
Background. Procedural content generation (PCG) is a powerful tool used in manydifferent areas within game development. One of these areas are texturing where procedural generation have several advantages, including increased effectiveness, reducedstorage cost and unlimited texture resolution. Procedural texturing has long beenused in realistic games and the resulting textures can be indistinguishable from photographs, but when used in stylized games there is still a clear difference in aestheticbetween generated and traditionally painted textures. Objectives. By studying the visual properties of hand-painted stone tile textures,the different characteristic elements could be isolated. These elements can then beimplemented in procedural generation to recreate the iconic look. Methods. 37 different hand-painted textures were analyzed in accordance with aframework for objective art analysis used in art history. The elements identified inthe visual study were recreated in two different procedurally generated textures withthe use of Adobe Substance 3D Designer, a popular software for procedurally generating textures. Lastly a user study was conducted to investigate the impact of thedifferent elements. Results. The implementation resulted in 25 different versions which were rankedin the user study. 24 people in the ages 20-35 participated in the user study, andwhile one of the textures showed clear preference for certain elements over others,this pattern was not reflected in the second texture. Several different reasons for thisis discussed, as well as external factors that might have affected the outcome. Conclusions. The study successfully identified several elements commonly foundin hand-painted textures of stone tiles. However, the user study did not provide aclear answer to the impact of the different elements.
6

The Creation Process of a Stylized Character in Comparison to a Semi-realistic Character

Hall, Caitlin D, 4464202 01 August 2016 (has links)
Abstract I. Introduction a. Thesis statement: What is the process for modeling a stylized character and how does this differ from a semi-realistic character? b. Expanded thesis statement: The two styles differ from start to finish in a variety of ways. I believe that semi-realistic characters require more source material when drawing and modeling; however stylized characters require a different level of creativity and artistic ability in creation. Modeling semi-realistic characters will be more dependent on source images while stylized characters may require special attention with non-standard texture, style, etc. Rendering techniques will also differ when it goes to presenting the final polished versions with the stylized character focusing on rendering styles that flatten the character while the semi realistic character will require rendering techniques that make it seem more real visually.
7

Verificação e análise dos fatos estilizados no mercado de ações brasileiro

Nervis, Jonis Jecks [UNESP] 17 December 2010 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:26:16Z (GMT). No. of bitstreams: 0 Previous issue date: 2010-12-17Bitstream added on 2014-06-13T18:54:26Z : No. of bitstreams: 1 nervis_jj_me_bauru.pdf: 692937 bytes, checksum: a9ef52afbfe5a4ae6482213875cfd47d (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Estudos que proporcionem conhecer de forma mais adequada o mercado de capitais brasileiro são uma necessidade para um país que a cada dia tem a sua importância no cenário internacional acentuada. Compreender a dinâmica das flutuações do mercado de ações é um desafio científico possibilitado, no Brasil, por dois aspectos importantes: disponibilidade de dados de alta frequencia sobre os preços praticados no mercado e a utilização de métodos computacionais. O objetivo dessa pesquisa é verificar e analisar os principais fatos estilizados observados em séries temporais financeiras: agrupamento de volatilidade, distribuições de probabilidade com caudas gordas e a presença de memória de longo alcance na série temporal dos retornos absolutos. Para isso, foram utilizadas e analisadas as cotações intraday de ações de dez companhias negociadas na Bolsa de Valores, Mercadorias e Futuros que correspondem juntas a uma participação de 52,1%, para a data de 01/09/2009, no Ìndice Bovespa. Verificou-se a existência de vários fatos estilizados em todas as ações da amostra, bem como se procedeu a caracterização desses comportamentos por meio de gráficos e medidas estatísticas / Studies that provide to know in a more suitable way the Brazilian money market are a necessity for a country that has its importance increased in the international scenery every day. Understanding the dynamics of the stock market fluctuation is a scientific challenge possible, in Brazil, because of two important aspects: availability of high frequency data on the prices practiced in the stock market and the use of computing methods. The objective of this survey is to verify and analyze the stylized facts observed in financial seasonal series: gathering of volatility, probability distribution with fat tails and the presence of high reaching memory in the seasonal series of abolute recurrence. For this, it was used and analyzed the intraday quotations over stocks of ten enterprises in the stock exchange, commodities and futures that correspond together to a participation of 52,1% to th data of 09/01/2009, in the Bovespa index. It was verified the existence os several stylized fact in all stock samples and how it was preceded the characterization of this behavior by graphic displays and statistical measures
8

Real-Time Stylized Rendering for Large-Scale 3D Scenes

Pietrok, Jack 01 June 2021 (has links) (PDF)
While modern digital entertainment has seen a major shift toward photorealism in animation, there is still significant demand for stylized rendering tools. Stylized, or non-photorealistic rendering (NPR), applications generally sacrifice physical accuracy for artistic or functional visual output. Oftentimes, NPR applications focus on extracting specific features from a 3D environment and highlighting them in a unique manner. One application of interest involves recreating 2D hand-drawn art styles in a 3D-modeled environment. This task poses challenges in the form of spatial coherence, feature extraction, and stroke line rendering. Previous research on this topic has also struggled to overcome specific performance bottlenecks, which have limited use of this technology in real-time applications. Specifically, many stylized rendering techniques have difficulty operating on large-scale scenes, such as open-world terrain environments. In this paper, we describe various novel rendering techniques for mimicking hand-drawn art styles in a large-scale 3D environment, including modifications to existing methods for stroke rendering and hatch-line texturing. Our system focuses on providing various complex styles while maintaining real-time performance, to maximize user-interactability. Our results demonstrate improved performance over existing real-time methods, and offer a few unique style options for users, though the system still suffers from some visual inconsistencies.
9

[en] TIMING IN ANIMATION: THE INTERSTICE BETWEEN THE TECHNIQUE AND THE STYLE / [pt] TEMPORIZAÇÃO EM ANIMAÇÃO: O INTERSTÍCIO ENTRE A TÉCNICA E O ESTILO

DAVID MUSSEL DA SILVA 03 May 2018 (has links)
[pt] O presente estudo analisa a aplicação da temporização de animação japonesa para TV nos filmes brasileiros que a utilizaram como recurso estético. Buscou-se, para tanto, mapear as diferentes aplicações de temporização por diferentes estúdios, que fizeram escola. Inicialmente, foi estudada a aplicação da temporização nos filmes de longa-metragem realizados pelo estúdio de Walt Disney, passando pelos curta-metragens da UPA e chegando até o trabalho para TV de Osamu Tezuka. A pesquisa tem como conceitos norteadores a Aura de Walter Benjamin, Legitimidade e Performance de Jean-Francois Lyotard, o estudo da mise-en-scéne no cinema por David Bordwell, e a atualização deste conceito para animação por Maureen Furniss. Com base no estudo prévio da temporização descrito no presente trabalho, pôde-se analisar três obras brasileiras de animação representativas quanto à aplicação da temporização japonesa, a saber: Uma História de Amor e Fúria, de Luiz Bolognesi, O Menino e o Mundo, de Alê Abreu, e Menina, de Pedro Eboli. A análise dos filmes foi confrontada com as informações obtidas em entrevistas semi-estruturadas feita com os autores, a fim de conseguir um quadro mais completo do uso da temporização japonesa nesses filmes, das intenções nessas aplicações e dos resultados obtidos. / [en] This study analyzes the applications of Japanese s TV animation timing in the Brazilian films that used it as a aesthetic tool. In order to do so, it was researched the different applications of timing from the Disney movies to UPA and Osamu Tezuka s TV series. The research has as a guilding concepts the Walter Benjamin s Aura, Lagitimacy and Performance of Jean-François Lyotard, the study of mise-en-scène in the cinema by David Bordwell, and the updating of this concept for animation by Maureen Furniss. Based on the previous study of the timing, it was possible to analyze three representative Brazilian animation movies regarding the application of Japanese timing, namely: Rio 2096, by Luiz Bolognesi, The Boy and the World, by Alê Abreu, and Menina, by Pedro Eboli. The analysis of the films was compared with the information obteained in semistructured interviews with the authors, in order to obtain a more complete picture of the use of the Japanese timing in these works, the intentions in these applications and the results.
10

O efeito da diversidade de perfis de investidores na dinâmica de preços de um modelo virtual do mercado de ações da BM&FBOVESPA / The effect of investors profiles diversity in pricing dynamic of a virtual model of BM&FBOVESPA stock market

Ramos, Wagner Vieira 18 May 2016 (has links)
O objetivo deste trabalho é estudar como a distribuição de investidores entre aleatórios, grafistas, fundamentalistas e híbridos afeta a dinâmica de um mercado de ações representada por fatos estilizados. Para realização desse trabalho, foi desenvolvido um simulador de mercado de ações baseado em agentes, no qual são incorporadas regras e características do mercado de ações da BM&FBOVESPA. Os agentes grafistas, fundamentalistas e híbridos aprendem com a experiência. O simulador foi executado um número de vezes para diversas distribuições de perfis e os resultados foram analisados com o objetivo de identificar relações entre tais distribuições e os fatos estilizados estudados / The objective of this work is to study how the distribution of investors among random, chartists, fundamentalists and hybrids affects the dynamics of a stock market represented by stylized facts. To carry out this work, we developed a stock market simulator based on agents, which incorporates rules and characteristics of the BM&FBOVESPA stock market. Chartists, fundamentalists and hybrids agents can learn from experience. The simulation was performed a number of times for various profiles distributions and the results were analyzed in order to identify relationships between these distributions and the stylized facts studied

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