Dissertations / Theses on the topic '2D and 3D hybrid animation'
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Ellsworth, Thomas Sterling. "The Bird and The Fish: Motion Field-Based Frame Interpolation in the Context of a Story." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7721.
Full textBEZERRA, HEDLENA MARIA DE ALMEIDA. "3D COLORIZING FOR 2D ANIMATION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7715@1.
Full textFINANCIADORA DE ESTUDOS E PROJETOS
Esta dissertação discute a aplicação de efeitos de colorização 3D a animações 2D produzidas pela técnica quadro-a-quadro. Utilizando algoritmos de processamento de imagens, desenhos 2D são preparados para receber técnicas de sombreamento evitando a transformação da cena para uma geometria 3D. Esta preparação se dá através da obtenção de mapas de normais que aproximam a geometria do desenho. O sombreamento é obtido através de um conjunto de técnicas de renderização foto-realistas e não-foto-realistas, que podem ser adaptadas para utilização de normais aproximadas. Visando amenizar o trabalho exaustivo de colorir cada desenho, um método baseado no relacionamento entre imagens é apresentado para colorir automaticamente cada quadro numa seqüência de desenhos. Este processo de colorização considera a necessidade de possíveis intervenções humanas para garantir a qualidade final de cada imagem da animação. Um estudo sobre aproximação de normais, técnicas de sombreamento, segmentação de imagens e rastreamento de objetos é amplamente discutido nesta dissertação.
This dissertation discusses the 3D colorization effects usage over a 2d animation, which has been produced through frame-by-frame techniques. Normal vector maps approximates the drawing geometry and provide the ability to perform shading effects by applying digital image processing algorithms, avoiding 3D geometry scene transformation. A set of photorealistic and non-photorealistic renderization techniques, which can be adapted to normal approximation usage, is proposed in the colorization process. Also, a method based on interframe dependence is presented, aiming to reduce the thoroughgoing effort of colorizing each individual frame within an animation. This colorization process considers possible human interventions to ensure image´s result quality. Finally, this dissertation provides a comprehensive study regarding several topics, such as normal approximations, shading techniques, image segmentation and object tracking.
Chin, Min-Zhi. "Naga: Combining 2D and 3D Animation." Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/honors/119.
Full textAu, Kristin C. "Animation : 2D versus 3D and their combined effect." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/92640.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 53-54).
This thesis studies the differences in the perception of space and character movement between 2D and 3D animation. 2D animation is defined by elements constructed in a 2D environment while 3D animation by elements constructed in a 3D environment. Modern day animated films have been seen to mix the two forms for the sake of artistic effect, expedited production, and general convenience. Though some modern animations combine the two in the explorative quest to discover new animation forms, few films directly compare the forms to visualize the differences in their perceived qualities. Noticeably, the two animation methods differ in level of detail, dimension, realism, and artistic expression. In terms of lighting, the science of illumination dictates the 3D environment whereas in the 2D environment, lighting is an illusion created by coloring conventions. This study looks specifically at lighting as the controlling factor delineating the two forms. Two short mixed media films were created. One film had a 3D base while the other a 2D base. A varied set of subjects were shown one of the two short films produced and asked to complete a survey. The survey measured the subject's understanding of space and character movement as seen the film. Results show that in 3D there is an enhanced understanding of spatial perception while in 2D there is a lower sensitivity to character movement.
by Kristin C. Au.
S.B.
McCool, Christopher Steven. "Hybrid 2D and 3D face verification." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16436/.
Full textPutri, Dian Kemala. "Comprehension of complex animation : cueing, segmentation and 2D / 3D presentations." Phd thesis, Université de Bourgogne, 2011. http://tel.archives-ouvertes.fr/tel-00795026.
Full textNilsson, Morgan, and Andreas Lundmark. "2D Aesthetics with a 3D Pipeline : Achieving a 2D Aesthetic with 3D Geometry." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324678.
Full textAlbright, Laura Beth. "2D Spatial Design Principles Applied to 3D Animation: A Proposed Toolset for Filmmakers." The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1230703092.
Full textAlbright, Laura Beth. "2D spatial design principles applied to 3D animation a proposed toolset for filmmakers /." Columbus, Ohio : Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1230703092.
Full textAbdulsattar, Fatimah. "Identification by a hybrid 3D/2D gait recognition algorithm." Thesis, University of Southampton, 2016. https://eprints.soton.ac.uk/404663/.
Full textWu, Wenchuan. "Acquisition and reconstruction methods for hybrid 2D/3D diffusion MRI." Thesis, University of Oxford, 2018. http://ora.ox.ac.uk/objects/uuid:b6de8931-3910-4342-acdb-4eac49263b2c.
Full textLiu, Lu. "Using blocks to construct 3D shapes and create transformation animations." Texas A&M University, 2006. http://hdl.handle.net/1969.1/4869.
Full textGuay, Martin. "Sketching free-form poses and motions for expressive 3D character animation." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GRENM016/document.
Full textFree-form animation allows for exaggerated and artistic styles of motions such as stretching character limbs and animating imaginary creatures such as dragons. Creating these animations requires tools flexible enough to shape characters into arbitrary poses, and control motion at any instant in time. The current approach to free-form animation is keyframing: a manual task in which animators deform characters at individual instants in time by clicking-and-dragging individual body parts one at a time. While this approach is flexible, it is challenging to create quality animations that follow high-level artistic principles---as keyframing tools only provide localized control both spatially and temporally. When drawing poses and motions, artists rely on different sketch-based abstractions that help fulfill high-level aesthetic and artistic principles. For instance, animators will draw textit{lines of action} to create more readable and textit{expressive} poses. To coordinate movements, animators will sketch textit{motion abstractions} such as semi-circles and loops to coordinate a bouncing and rolling motions. Unfortunately, these drawing tools are not part of the free-form animation tool set today. The fact that we cannot use the same artistic tools for drawing when animating 3D characters has an important consequence: 3D animation tools are not involved in the creative process. Instead, animators create by first drawing on paper, and only later are 3D animation tools used to fulfill the pose or animation. The reason we do not have these artistic tools (the line of action, and motion abstractions) in the current animation tool set is because we lack a formal understanding relating the character's shape---possible over time---to the drawn abstraction's shape. Hence the main contribution of this thesis is a formal understanding of pose and motion abstractions (line of action and motion abstractions) together with a set of algorithms that allow using these tools in a free-form setting. As a result, the techniques described in this thesis allow exaggerated poses and movements that may include squash and stretch, and can be used with various character morphologies. These pose and animation drafting tools can be extended. For instance, an animator can sketch and compose different layers of motion on top of one another, add twist around strokes, or turning the strokes into elastic ribbons. The main contributions of this thesis are summarized as follows: -The line of action facilitating expressive posing by directly sketching the overall flow of the character's pose. -The space-time curve allowing to draft full coordinated movements with a single stroke---applicable to arbitrary characters. -A fast and robust skeletal line matching algorithm that supports squash-and-stretch. -Elastic lines of action with dynamically constrained bones for driving the motion of a multi-legged character with a single moving 2D line
Triki-Bchir, Olfa. "Modélisation, reconstruction et animation de personnages virtuels 3D à partir de dessins manuels 2D." Phd thesis, Université René Descartes - Paris V, 2005. http://tel.archives-ouvertes.fr/tel-00273248.
Full textLes défis à relever par l'industrie du dessin animé 2D se formulent donc en termes de:
1. Réutilisation des contenus selon le paradigme Create once, render many,
2. Facilité d'échange et de transmission des contenus, ce qui nécessite de disposer d'un unique format de représentation,
3. Production efficace et économique des contenus, requérant une animation automatisée par ordinateur.
Dans ce contexte compétitif, ce travail de thèse, réalisé dans le cadre du projet industriel TOON financé par la société Quadraxis avec le support de l' Agence Nationale de Valorisation de la Recherche (Oséo-ANVAR), a pour objectif de contribuer au développement d'une plate-forme de reconstruction, déformation et animation de modèles 3D pour les dessins animés 2D.
Un état de l'art des méthodes et outils contribuant à la reconstruction de modèles 3D et à leur animation est présenté et discuté au regard des contraintes spécifiques des règles de création des dessins animés 2D et de la chaîne de fabrication traditionnelle. Ayant identifié les verrous technologiques à lever, nos contributions ont porté sur :
* l'élaboration d'une méthode de reconstruction de personnages virtuels 3D à partir de dessins 2D,
* la mise au point d'une procédure de reconstruction surfacique par NURBS dotée d'une capacité de déformation interactive 2D/3D,
* la conception d'un module de modélisation 3D pour surfaces maillées, compatible avec le standard d'animation MPEG-4/AFX.
Les développements réalisés, intégrés dans un prototype de la plate-forme TOON, montrent un gain en temps de 20% sur l'ensemble de la chaîne de production tout en garantissant une complète interopérabilité des applications via le standard MPEG-4.
Triki, Bchir Olfa. "Modélisation, reconstruction et animation de personnages virtuels 3D à partir de dessins manuels 2D." Paris 5, 2005. http://www.theses.fr/2005PA05S015.
Full textKo, Hyunhyub. "Design of hybrid 2D and 3D nanostructured arrays for electronic and sensing applications." Diss., Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/22606.
Full textGarretón, Gilda. "A hybrid approach to 2D and 3D mesh generation for semiconductor device simulation /." [S.l.] : [s.n.], 1998. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=12982.
Full textFasano, Francesco. "Synthesis of Boron-Nitrogen-Carbon (BNC) hybrid materials : from 2D doped polyphenylenes to 3D porous architectures." Thesis, Cardiff University, 2017. http://orca.cf.ac.uk/111313/.
Full textLu, Xubin [Verfasser], Michael [Gutachter] Bron, and Mehtap [Gutachter] Öezaslan. "Direct synthesis of 2D/3D carbon hybrid material and its application / Xubin Lu ; Gutachter: Michael Bron, Mehtap Öezaslan." Halle (Saale) : Universitäts- und Landesbibliothek Sachsen-Anhalt, 2020. http://d-nb.info/1210730405/34.
Full textNordberg, Johan. "Contour." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17074.
Full textProgram: Modedesignutbildningen
Ramadan, Hadeel M. "Jan. 25 ( Story of a Girl )." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/71871.
Full textMaster of Fine Arts
Rydin, Daniel. "Från ord till handling : reflektioner kring arbetsprocessen bakom trailern ”Gabriel Glömmer”." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1119.
Full textRapporten tar upp mina reflektioner dels angående projektarbetet både på ett personligt plan samt samarbetet mellan oss två som gjorde projektet. Vad har fungerat och vad har fungerat mindre bra under projekttiden? Från 2D till 3D är en röd tråd genom hela rapporten då vi gått från 2D-referernsbilder i barnboken Gabriel Glömmer till utrenderade 3D-sekvenser. Jag går igenom vad jag gjort och vad andra gjort under projekttiden då vi haft hjälp av lite olika människor. Dessa människor presenteras snabbt, något annat som presenteras är boken och min relation till densamma. Resultatet av projektarbetet blev att vi lyckades med de uppställde mål vi hade innan projektet startades.
Martinsson, Peter. "Det digitala konstverket ”Eve”." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1613.
Full textDetta är en reflektionsdel till en digital medieproduktion. cload@evilemail.com www.cloaddust.com
Zunka, Ondřej. "Prezentace společnosti za využití animované infografiky." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2014. http://www.nusl.cz/ntk/nusl-224721.
Full textSouissi, Omar. "Planification de chemin d'hélicoptères sur une architecture hétérogène CPU FPGA haute performance." Thesis, Valenciennes, 2015. http://www.theses.fr/2015VALE0003.
Full textSecurity issues are today a key-differentiator in the aviation sector. Indeed, it comes to ensure the safety of expensive equipments but above all to save human lives. In this context, it is necessary to offer an important level of autonomy to helicopters. Although some studies have been carried out in this area, the dynamic generation of a sequence of maneuvers under hard time constraints in an unknown environment still represents a major challenge for many academic and industrial working groups. AIRBUS HELICOPTERS as a leader of helicopters manufacturing, looks forward to integrate an assistance system for mission re-planning in the next generation of aircrafts.The work conducted in this PhD thesis falls within a collaboration between AIRBUS HELICOPTERS and UNIVERSITE DE VALENCIENNES ET DU HAINAUTCAMBRESIS. One of the main purposes of this work is efficient flight plan generation. Indeed, for intelligent assistant systems we need to generate a new path planning inorder to face emergency events such as an equipment failure or adverse weather conditions. The second major objective of this work is the deployment of mission planning tasks onto a high performance architecture CPU/FPGA in order to meet real-time requirements for the dynamic optimization process. In the present work, we first studied efficient flight plan generation. Indeed, we developed efficient and effective algorithms for helicopter path planning. Then, in order to obtain a real-time system, we resolved the problem of scheduling optimization on a heterogeneous architecture CPU / FPGA by proposing several scheduling methods including exact approaches and heuristics
Henriksson, Matilda. "Second Skin : To wear a space." Thesis, Konstfack, Inredningsarkitektur & Möbeldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6957.
Full textLenain, Roland. "Amélioration des méthodes de calcul de cœurs de réacteurs nucléaires dans APOLLO3 : décomposition de domaine en théorie du transport pour des géométries 2D et 3D avec une accélération non linéaire par la diffusion." Thesis, Paris 11, 2015. http://www.theses.fr/2015PA112180/document.
Full textThis thesis is devoted to the implementation of a domain decomposition method applied to the neutron transport equation. The objective of this work is to access high-fidelity deterministic solutions to properly handle heterogeneities located in nuclear reactor cores, for problems’ size ranging from colorsets of assemblies to large reactor cores configurations in 2D and 3D. The innovative algorithm developed during the thesis intends to optimize the use of parallelism and memory. The approach also aims to minimize the influence of the parallel implementation on the performances. These goals match the needs of APOLLO3 project, developed at CEA and supported by EDF and AREVA, which must be a portable code (no optimization on a specific architecture) in order to achieve best estimate modeling with resources ranging from personal computer to compute cluster available for engineers analyses. The proposed algorithm is a Parallel Multigroup-Block Jacobi one. Each subdomain is considered as a multi-group fixed-source problem with volume-sources (fission) and surface-sources (interface flux between the subdomains). The multi-group problem is solved in each subdomain and a single communication of the interface flux is required at each power iteration. The spectral radius of the resolution algorithm is made similar to the one of a classical resolution algorithm with a nonlinear diffusion acceleration method: the well-known Coarse Mesh Finite Difference. In this way an ideal scalability is achievable when the calculation is parallelized. The memory organization, taking advantage of shared memory parallelism, optimizes the resources by avoiding redundant copies of the data shared between the subdomains. Distributed memory architectures are made available by a hybrid parallel method that combines both paradigms of shared memory parallelism and distributed memory parallelism. For large problems, these architectures provide a greater number of processors and the amount of memory required for high-fidelity modeling. Thus, we have completed several modeling exercises to demonstrate the potential of the method: 2D full core calculation of a large pressurized water reactor and 3D colorsets of assemblies taking into account the constraints of space and energy discretization expected for high-fidelity modeling
Ericsson, Duffy Mikael. "DRAWN TO LIFE: Exploring real-time manipulation of the digitally represented surface in comics on smartphones and tablets." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23439.
Full textTsai, Hung-Wen, and 蔡鴻文. "The research and creation of blended animation by 2D handy-sketched animation and 3D computer animation." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/kg4g6d.
Full text國立臺灣師範大學
設計研究所
96
Abstract The technique of 2D handy-sketched animation is becoming matured; also the invention of 3D computer animation brings the animation a new era. Animation artists try to adopt two distinctive techniques/forms for artwork creation. 2D handy-sketched animation is superior both in presenting multi visual styles and character animation. Hopefully, the animation creation is expected to be more of sense-of-aesthetics by proper including the principles of 3D computer animation. The ability of objects simulating and virtual space constructing are primary merits of 3D computer animation. Camera manipulating is 3D-based which can not be accomplished under tradition animation operation mode. In stead of frame-by-frame drawing in 2D handy-sketched animation, 3D computer animation renders in-between frames by key frames. This assures the efficiency. From literature reviewing and video films analysis of 2D-included 3D computer animations, it is a tendency that character animation is usually completed by 2D handy-sketched whereas stuffs such as mechanic equipment, traffic facility are constructed mostly by 3D techniques. To be consistent with 2D handy-sketched characters, the scene should be rendered in cartoon fashion. Additionally, to coordinating with 3D virtual camera, the sketched background ought to be considered and represented in 3D manner. This study intends to extract the blending principle of two differential animations. By experiencing the harmony of traditional 2D handy-sketched and 3D computer, the researcher expects to provide the varieties of visual art styles.
Lin, Hung-En, and 林宏恩. "Design for 2D-3D Hybrid Digital Signage Application." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/35040554126203357230.
Full text國立交通大學
平面顯示技術碩士學位學程
99
Advertisement constantly penetrates everyone’s life through all kinds of media exposure. The general public becomes accustomed to most of the existing types of advertisement, but these existing types of advertisement did not arouse the interest of the public because it is shown by 2D electrical billboard and lacks of innovation and creativity. There is no motivation to watch the content of advertisement. The cost of the 3D digital signage equipment is high, and the pixels are easily misplaced, including failed to present delicacy of the words due to resolution downgrade. However, with the advance of display technology, there are many factors of new technology that can be applied into industry of advertisement. We combined a new application of 2D-3D hybrid outdoor advertising billboard. The 3D digital signage of the new application of 2D-3D hybrid outdoor billboard is expected firstly to draw attention of the public with product pictures presenting by 3D technology and moreover encourage the public to watch the 2D advertisement as assistant description. This combination presents an more exquisite advertisement with words In order to better the design parameters of this system, this thesis explores the new application of 2D-3D hybrid outdoor billboard from six experiments based on human behavior. The six experiments are as followed: First, the 3D effect of the new application of 2D-3D hybrid outdoor advertising billboards: To verify the new 2D-3D hybrid outdoor billboards have 3D effect is the first step; otherwise, the advantage of this new type of advertising billboards will lose its advantage. Secondly, the best 3D / 2D screen area ratio of the new 2D-3D hybrid outdoor billboards: Continuously adjust 2D screen space from the projector to find out the parameters for the best outdoor billboards 3D / 2D screen area ratio. Thirdly, integrate Transferred-reflected Mirror into new 2D-3D hybrid outdoor billboards: see if the 3D stereo effect could be enhanced by integrated Transferred-reflected Mirror into the new 2D-3D hybrid outdoor billboards as a result of its characteristic that reflects the environment Fourth, the best distance ratio of the reflector in the new 2D-3D hybrid outdoor billboards: constantly adjusting reflector location in the scrolling text to find the best 3D effect of the reflector distance ratio. Fifth, to find the best brightness ratio of the reflector in the new 2D-3D outdoor billboards: Adjust the brightness of the reflector to find the brightness ratio of the best 3D effects reflector. Sixth, increase display board into the new application of 2D-3D hybrid outdoor billboards: to place a display board in front of the new 2D-3D hybrid outdoor billboards to see if this action could the depth feeling of 3D image. The result of this experiment is that the new application of 2D-3D hybrid outdoor advertising billboard actually has 3D stereo effect which is 16% higher than original single 3D digital signage. Through the experiment focused on human behavior, it is concluded that transferred-reflected mirror and the display board could enhance 3D stereo effect by 16% ~33% and when the best parameters for the transferred-reflected mirror and the display board are added into the new 2D-3D hybrid outdoor advertising billboard, it can enhance human’s feelings of depth under the circumstance without increasing the disparity from the pictures of left eye and right eye. The viewers could experience the situation more vividly.
Cerqueira, Carolina Dantas. "The Girl in the Museum - Short Film Exploring the Relationship between Women and Art." Master's thesis, 2020. http://hdl.handle.net/10316/92092.
Full textAs mulheres sempre foram objecto de estudo em arte, mas a arte que elas mesmas criam tem sido sistematicamente excluída dos registos da história da arte há séculos. Isto deixa-nos com um ponto de vista unilateral sobre a participação da mulher no mundo da arte e da própria arte em si.Para enfrentar esta discrepância, este trabalho pretende criar uma animação a apresentar e chamar a atenção ao trabalho de várias artistas femininas. De maneira a criar este filme vou antes explorar a história da animação, especificamente sobre a animação que mistura técnicas em 2D e 3D ao analisar os filmes: "O Príncipe do Egito", "Spirited Away", "Howl's Moving Castle" e " Paperman", examinando como estes utilizam estas técnicas para contar uma história convincente. Isto é feito com a intenção de criar uma animação que apresenta e destaca o trabalho de artistas em diversas áreas. As artistas que escolhi investigar são Geng Xue, Helena Almeida, Barbara Kruger, Berthe Morisot, Guntal Stölzl e Yayoi Kusama. Desta lista decidi destacar o trabalho de Geng Xue, Helena Almeida, Berthe Morisot, Guntal Stölzl, Yayoi Kusama, Marina Abramović e Qing Han.Women have always been a subject of art but the art that they themselves create has been systematically excluded from art history records for centuries. This has left us with a one-sided point of view of the portrayal of women in art and of art itself.In order to tackle this discrepancy, this work intends to create an animation presenting and shining a spotlight on the work of several female artists. In order to create this film I will delve into the history of animation, more specifically animation which mixes both 2D and 3D animation techniques and analyze the films: "The Prince of Egypt", "Spirited Away", "Howl's Moving Castle" and "Paperman", by examining how they utilize these techniques in order to tell a compelling story. All with the intention to create an animation showcasing several artworks by artists in different fields. The artists chosen to study were Geng Xue, Helena Almeida, Barbara Kruger, Berthe Morisot, Guntal Stölzl, Yayoi Kusama, Marina Abramović and Qing Han. And from this lineup I ultimately chose to highlight the work of Geng Xue, Helena Almeida, Berthe Morisot, Guntal Stölzl, Yayoi Kusama, Marina Abramović and Qing Han.
Women have always been a subject of art but the art that they themselves create has been systematically excluded from art history records for centuries. This has left us with a one-sided point of view of the portrayal of women in art and of art itself.In order to tackle this discrepancy, this work intends to create an animation presenting and shining a spotlight on the work of several female artists. In order to create this film I will delve into the history of animation, more specifically animation which mixes both 2D and 3D animation techniques and analyze the films: "The Prince of Egypt", "Spirited Away", "Howl's Moving Castle" and "Paperman", by examining how they utilize these techniques in order to tell a compelling story. All with the intention to create an animation showcasing several artworks by artists in different fields. The artists chosen to study were Geng Xue, Helena Almeida, Barbara Kruger, Berthe Morisot, Guntal Stölzl, Yayoi Kusama, Marina Abramović and Qing Han. And from this lineup I ultimately chose to highlight the work of Geng Xue, Helena Almeida, Berthe Morisot, Guntal Stölzl, Yayoi Kusama, Marina Abramović and Qing Han.As mulheres sempre foram objecto de estudo em arte, mas a arte que elas mesmas criam tem sido sistematicamente excluída dos registos da história da arte há séculos. Isto deixa-nos com um ponto de vista unilateral sobre a participação da mulher no mundo da arte e da própria arte em si.Para enfrentar esta discrepância, este trabalho pretende criar uma animação a apresentar e chamar a atenção ao trabalho de várias artistas femininas. De maneira a criar este filme vou antes explorar a história da animação, especificamente sobre a animação que mistura técnicas em 2D e 3D ao analisar os filmes: "O Príncipe do Egito", "Spirited Away", "Howl's Moving Castle" e " Paperman", examinando como estes utilizam estas técnicas para contar uma história convincente. Isto é feito com a intenção de criar uma animação que apresenta e destaca o trabalho de artistas em diversas áreas. As artistas que escolhi investigar são Geng Xue, Helena Almeida, Barbara Kruger, Berthe Morisot, Guntal Stölzl e Yayoi Kusama. Desta lista decidi destacar o trabalho de Geng Xue, Helena Almeida, Berthe Morisot, Guntal Stölzl, Yayoi Kusama, Marina Abramović e Qing Han.
Chung-Ming, Hsu, and 許峻銘. "A Study of Composing 3D Elements into 2D Animation - Case of Designing Scene in "Oscar"." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/46767871659553440794.
Full text嶺東科技大學
數位媒體設計研究所
97
The sense of quality between the role object created by three-dimension software and the presented two-dimension animation is fairly enormous - no matter whether it is the light point of light-receiving surface, physic reflection, the intensity of refraction or the hues, etc. They can be referred to the variations of two disparate materials of two media. In light of this, this research is focused on how to blend and utilize these two media in order to make use of their respective advantages and to make them applied to the creation of animation. Through the process of creation, the following conclusion was acquired: first, understand the indispensable elements, which deserves full attention, when three-dimension object is synthesized into two-dimension animation; second, employ the textures to complement the detail of model so as to prompt its production efficiency; third, try to generate an atmosphere of animation by referring to the conception of lights of arena. In addition to that, some suggestions have been addressed for those intent on getting involved in animation creation: first, reinforce the cultivation of fundamental fine arts; second, foster keen capability of observation, and widely gather relevant information.
Chen, Ying-Chang, and 陳盈璋. "Hybrid Algorithm of Depth Perception and Architecture Design for 2D to 3D Conversion." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/98661723127278880848.
Full text國立中興大學
電機工程學系所
100
3D video technology is getting more and more attention in recent years. Despite the fact that display technology is well-developed, 3D video source is still insufficient because of the high production cost. I argue that rather than spending more money in recording, it is advantageous if we can convert the huge 2D video database nowadays to 3D to form blending 3D video. It will be a good way to solve the current problem of lacking stereo video resource. For this reason, we propose a hardware-oriented 2D to 3D depth map generation algorithm. First, we choose three depth cues for depth estimation: motion information, linear perspective, and texture characteristic. Then they will go through bilateral filter for depth map smoothing and noise removal. Finally, the final depth map will be generated. We adopt moving object detection to get the contours of moving object and filling the moving object to estimate accuracy. Then, we assign depth value to get a foreground depth map. Second, we use simplified Hough Transform to detect the vanish region information, and assign scene depth map. Third, we use luma data to estimate texture depth map. After that, the three-depth maps are combined into one. The combined depth map performs better than one cue map. Finally we smooth the depth, and strengthen the visual comfort and video quality. Because the long processing time of software, we adopt hardware acceleration in order to achieve the real time processing. For hardware design, we simplify our algorithm for reducing the data storage size and complex calculation. We propose a spec for one parallelism, thirty frame for second, 1080p resolution 2D to 3D depth map generation circuit . Operating frequency is 63MHz.Our architecture is a four-pipeline design which aims to conform to our algorithm’s processing order and shorten the critical path.
Conceição, Sérgio Gil Pinheiro da. "Cel shading : história e aplicação do efeito 2D em animação digital." Master's thesis, 2013. http://hdl.handle.net/10400.14/16680.
Full textThe present dissertation has as main objective the understanding and analysis of the visual technique Cel shading, either on the digital animation industry, or in the video games industry. Cel shading is a visual animation technique that can emulate illustrations, or drawings, in 3D graphics. Those illustrations, when fully animated, can form various elements of the animation industries and video games. Throughout this dissertation is held a historical context of animation, analysing different techniques and processes that led to its evolution, since the celluloid to the digital era, with emphasis on certain revolutionary films of each era, fundamental for the evolution of the techniques used since. Apart from films and television series, is also carried out a synthesis of the most important videogames that use, or have used, this visual technique, because it allows emulating the visual style of comics. The most remarkable examples of each type are: (i) in television series "The Simpsons" (1989 – present), "Futurama" (from 1999 to 2003) and "Family Guy" (1999 – present); (ii) in animation films "Animatrix" (2003), "Ghost in the Shell" (1989) and "The Iron Giant" (1999); (iii) and in videogames, "Jet Set Radio", "XIII", "The Legend Of Zelda: Phantom Hourglass" and "The Legend of Zelda: The Wind Waker". Simultaneously with the development of this dissertation, it was produced a short animated film for the Portuguese telecommunications company Optimus. This animation intended to describe, through metaphors and appealing visual styles, the journey of a short text message (SMS); and all the processes inherent on its sending and receiving. For the production of this short film, the authors analysed several visual styles. Of all the styles analysed, the chosen for the short film was the technique Cel shading. The interaction with a real client requires a constant change, based on its decisions. One of those modifications applied to this thesis was the visual style chosen. Instead of the visual technique Cel shading, the adopted visual style for the short animated film produced was a more realistic, based in images from High-dynamic-range imaging (HDRi).
Huang, Ya-Tzu, and 黃雅紫. "2D/3D Face Recognition Using Neural Networks Based on Hybrid Taguchi-Particle Swarm Optimization." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/08496610125574017382.
Full text朝陽科技大學
資訊工程系碩士班
96
Mary computer vision-based systems have become more and more important in recent years, such as the surveillance, automatic access control and the human-robot interaction. Face recognition plays a critical role in those applications. However, face recognition is a very difficult problem due to a substantial variation in light direction, different face poses, and diversified facial expressions. Therefore, we present a method of face recognition using facial texture and surface information. This method deals with face pose and facial expression problems of changes, and improves the recognition performances. We first use Gabor wavelets extracting local features at different scales and orientations by gray facial images, then combine the texture with the surface feature vectors based on principal component analysis (PCA) to obtain feature vectors from gray and facial surface images. We propose a hybrid Taguchi particle swarm optimization (HTPSO) algorithm for face recognition based on multilayer neural networks as an identification model. Experimental results demonstrate the efficiency of our method for 10 individuals with different face poses and facial expressions. In addition, our work compared with other proposed approaches such as back-propagation (BP), particle swarm optimization (PSO) and the genetic algorithm (GA). With different data modality the experimental results demonstrated that the proposed HTPSO learning algorithm is better than the other approaches in recognition rates.
Cheng, An-Wen, and 鄭安彣. "A Psychological Study of the 2D and 3D Animation Viewers’ Personal Characteristics in the Reflection of the Animations." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/41989846595704140088.
Full text文藻外語大學
創意藝術產業研究所
102
The purpose of the study is to explore the relationship between the personal characteristics of 2D and 3D animation viewers and their preferences in viewing animation. It is anticipated that the result of the study will provide the animation production related fellows with insightful information to better establish the aesthetics of animation and the culture of the community; to deeper understand more about their viewers’s audio-visual experiences; to comtemplate possible approaches to further develop potential animation viewers in order to facilitate in building up the scale of the consuming market. The study is conducted by the process of the literature reviews, the qauntative analysis of MBTI test, the qualitative analysis of the semi-structured interviews with the assist of a set of questionnaire survey, and of the observation of the interview participants of professional animators and general animation viewers. The conclusion provided in the study will be shared with the professional-animator-interviewees and non professions as a contribution to both sides’concerns.
Hsiao, Mi-Shan, and 蕭米珊. "Explore the Impact of 2D and 3D Animation on Students' Scientific Concept Construction and Mental Model with the Use of EEG and Eye Movement." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/83571934837814280720.
Full text國立交通大學
教育研究所
99
The quasi-experimental design with 2 x 2 factors used in this study. Aim to explore the student with different spatial ability (high and low) used different type of animation (2D and 3D) to learn the scientific concept about atomic orbital model, the impact of their scientic concept construction learning achievement, mental model constrution, eye movement patterns and variation of EEG. Students from a high school at Hsin-Chu Country were involved in this study. Three different tests were administered to all of students which are spatial ability test, the pre-test of scientific conception test and the pre-test of mental model test. A total of sixty ten-grade students were assigned into two different groups by the results of the pre-test of scientific conception test. There are 18 male and 12 female in each group. The results of the pre-test of scientific conception test are not significantly between two groups. Two group students were learning through the 2D or 3D multimedia animation on web-based learning environment. Students’ EEG and eye movement were recoded when they are learning, employed to explore the variation of EEG and eye movement by learing from the multimedia animation. After learning, two different tests were administered to all of students which are the post-test of scientific conception test and the post-test of mental model test. Students’ different performance in pre- and post-test employed to explore how 2D and 3D animation impact their achievement of scientific concept construction, mental model construction, eye movement pattens and variation of EEG. Results indicate that there are not any interaction between spatial ability and type of multimedia animation in the scientific conception test. And students with high spatial ability outperform significantly than students with low spatial ability. Regardless the 2D or 3D group all perform better in post-test than pre-test in the scientific conception test, but there are not significantly different between two groups. Results also indicated that regardless the 2D or 3D group all perform better in post-test than pre-test in the mental model test. In spite of the 3D group outperform than 2D group, there are not significantly between two groups. About the pattens of students’ eye movement, results of total duration on whole picture, total duration on special areas, total duration of saccade on special areas and total duration of regression on special areas showed that the 3D group significantly outperform than 2D group. For mean fixation duration showed that the students with high spatial ability outperform than the students with low ability. For total duration of saccades on whole picture showed that the students with low ability outperform than the students with high ability. About the variation of EEG, regardless of the power of theta band, upper alpha band and upper beta band, the 3D group all significantly stronger than 2D group. For the power of theta band showed that the students with low spatial ability stronger than the students with high spatial ability, and weaker for the power of upper alpha band and upper beta band.
LIN, Jyun-Ping, and 林峻平. "Construction of 2D and 3D media creation of the role and space ─The "Dangerous Garden" animation constraints and greed of the fable as an example." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/25550943006758330254.
Full text崑山科技大學
媒體藝術研究所
98
Modern animation film production and development, often through digital technology mixed multi-media approach presents exquisite imagery to the theme of science fiction and horror thriller movie special effects, the better to create many close to the real presence. In this study, moving into a composite media object, and explore the techniques of 2D techniques and 3D mixed use, whether 2D or 3D virtual world, have evolved the ability to integrate with each other visual techniques, developed by a number of classic animation techniques also influence the development of countries in the world of animation or alter the trend of production of ideas. This paper will integrate 2D and 3D animation design level as a major theme of research to science fiction and horror films for the type of information, analysis of the two elements of the market feasibility of the dark background of data analysis that can meet the commercial market and the humane care of the story structure by 2D hand-drawn and digital coloring, 3D animation software to create unique mixed media animation, as a show of works presented.
Duong, Adam. "Contrôle de l'organisation moléculaire en 2D et 3D par l’utilisation de liaisons hydrogène, de coordination métallique et d'autres interactions." Thèse, 2011. http://hdl.handle.net/1866/5324.
Full textIn recent years, molecular tectonics has been a useful strategy in the construction of new materials. It relies on the spontaneous self-assembly of molecules called tectons. These molecules have the ability to recognize themselves using various intermolecular interactions. The resulting assembly can produce molecular materials with predictable organization. This strategy requires the creation of new tectons, which are sometimes difficult to synthesize and require in most cases many synthetic steps, which prevents or limits their practical application. Moreover, once formed, the bonds joining the central core of the tecton with the groups used for molecular recognition cannot be broken, which means that it is not possible to recycle or reform the tecton by simple synthetic procedures. To avoid these obstacles, we propose to use a hybrid strategy that uses metal coordination to build the central core of the tecton, combined with the use of weaker interactions to control the association. We call such entities metallotectons due to the presence of metal. To explore this strategy, we constructed a series of ditopic ligands containing either pyridine, bipyridine or phenanthroline to promote metal coordination, substituted with diaminotriazinyl groups (DAT) to allow inter-complex association by the formation of hydrogen bonds. In addition to the possibility of creating metallotectons by coordination, these ditopic ligands have an intrinsic interest in supramolecular chemistry as entities that can associate in 3D and 2D. In parallel to our study of coordination chemistry, we examined the association of ligands by X-ray diffraction (XRD) and scanning tunneling microscopy (STM). The adsorption of these molecules on the graphite surface at the liquid-solid interface results in the formation of different networks through a process of 2D nanopatterning. To understand the details of iv molecular adsorption, we systematically compared the 2D organization observed STM with the 3D structures determined by XRD. We also simulated the adsorption by theoretical calculations. This integrated approach is essential to characterize the molecular organization in 2D and to understand the origin of the observed preferences. These studies of the ligands themselves may therefore serve as a reference when we study the association of metallotectons derived by ligands coordination. Our work demonstrates that the strategy combining coordination chemistry and molecular recognition is a rapid and an efficient method to create supramolecular networks. We verified that the strategy of molecular tectonics is also effective in leading the organization in 3D and 2D, which often shows a significant homology. We found that our heterocyclic ligands have unexpected ability to adsorb strongly on the graphite surface, creating networks organize in nanoscale. Together, these results provide promising applications in several fields, including heterogeneous catalysis and nanotechnology. Keywords : molecular tectonics, intermolecular interactions, hybrid strategy, metal coordination, X-ray diffraction, scanning tunneling microscopy, graphite, nanopatterning phenomenon, theoretical calculations, hydrogen bonds, supramolecular chemistry, ligands, DAT groups, heterogeneous catalysis, nanotechnology.