نتایج جستجو برای: animation
تعداد نتایج: 16158 فیلتر نتایج به سال:
Recap: In the last couple of lectures we introduced the principal elements of skeletal models and how to represent animations. Recall that a skeletal model consists of a collection of joints, which have been joined into a rooted tree structure. Recall that a pose is defined by rotating each of the joints in a specific way. Rotations are defined relative to a default pose, called the bind pose o...
How can Implicit Surfaces be used in the context of high-end Computer Animation ? This paper compares two different representations of field functions – the constructive approach and the field image approach. Their respective advantages and limitations for the definition of animation and morphing algorithms, and for the visualization of an animation are discussed. We show that efficient solutio...
Creating complex animations of human characters with simple high-level commands has been a design goal of animation software for a long time. Procedural animation is an effective approach in this direction aiming to creating animation with algorithmic description of how a motion is generated. Nevertheless, creating coordinated motion between animated characters has always been a great challenge...
The motivation for this article lies in 3D computer graphics animation systems that were developed twenty to thirty years ago. The author particularly sees the connection between Mathematica and the animation system that ran in Genera Lisp on the Symbolics platform. This article presents a method for programmatically operating on an animation scene graph in Mathematica represented in the X3D ex...
The creation of a stylistic animation through the use of high-level controls has always been a design goal for computer animation software. In this paper, we propose a procedural animation system, called rhythmic character animation playacting (RhyCAP), which allows a designer to interactively direct animated characters by adjusting rhythmic parameters such as tempo, exaggeration, and timing. T...
In this work a high-level animation methodology oriented towards building, simulating and analyzing very complex 3D scenes is de ned. The de nition of the methodology is oriented towards ful lling two goals. The rst goal being the creation of a compact and clear de nition of complex animated geometric environments. The second goal is that such animated geometric environments can be easily updat...
Automated Vehicle Articulation and Animation: A Maxscript Approach. (December 2010) Christopher Corey Griffin, B.E.D., Texas A&M University Chair of Advisory Committee: Tim McLaughlin This thesis presents an efficient, animation production-centric solution to the articulation and animation of computer generated automobiles for creating animations with a high degree of believability. The thesis ...
We present a system for facial modeling and animation that aims at the generation of photo-realistic models and performance driven animation. It is practical implementation of MPEG-4 compliant Synthetic Video Facial Animation pipeline (Simple and Calibration Profiles with some modifications), which includes: facial features recognition & tracking on real video sequence; obtaining, encoding, net...
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