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Journal articles on the topic '2D and 3D hybrid animation'

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1

Asraf, Syed Muhammad Hazry, and Syed Zulkarnain Syed Idrus. "Hybrid Animation: Implementation of Two-Dimensional (2D) Animation." Journal of Physics: Conference Series 1529 (April 2020): 022093. http://dx.doi.org/10.1088/1742-6596/1529/2/022093.

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Sun, Zhen Tao. "Animation Type Analysis after Using Computer 3D Animation Technology." Advanced Materials Research 971-973 (June 2014): 1553–56. http://dx.doi.org/10.4028/www.scientific.net/amr.971-973.1553.

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Type of computer animation using 3D technology can be divided under three seeds that mimic 2D animation, imitating traditional 3D animation, imitating real movie. Mimic 2D animation and imitating real movie are infinitely close with 2D animation and real film movie. Imitating traditional 3D animation is completely different from the traditional three-dimensional animation, which won the visual realism. "Visual realism" to get that 3D animation and real film movie stood on the same competition platform.
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Asraf, Syed Muhammad Hazry, and Syed Zulkarnain Syed Idrus. "Hybrid Animation: Implementation of Three-Dimensional (3D) Animation." Journal of Physics: Conference Series 1529 (April 2020): 022094. http://dx.doi.org/10.1088/1742-6596/1529/2/022094.

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Lora, Haditya Aprita, Feriansyah Sesunan, and Ismu Wahyudi. "Perbandingan Pemahaman Konsep Siswa Pada Pembelajaran Impuls Dan Momentum Menggunakan Media Animasi 3D dengan 2D." Jurnal Pendidikan Fisika 7, no. 1 (March 29, 2019): 46. http://dx.doi.org/10.24127/jpf.v7i1.1395.

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This research aims to know a better concept comprehension between using 3D animation learning media with 2D on Impuls and Momentum learning and describe the concept comprehension on both treatments. The research method used is quantitative and descriptive. The research data was obtained through multiple choice test with the certainty of response index (CRI) answer sheet. The research design used was Pretest-Posttest Equivalent Group Design with a sample of two experimental classes selected at random. The results using Mann Whitney U-test showed a significance value of 0.009. This shows that the students' concept comprehension using 3D animation learning media is higher than using 2D animated learning media. The concept comprehension of students who understand the concept of the class using 3D animation media that is 41.99%, while the class that uses 2D animation media is 34.38%. For the misconception level in the classroom that uses 3D animation media that is 41.02%, while the class that uses 2D animation media is 43.95%.
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Nidiansyah, Rafinur, Arif Sulistiyono, and Pandan Pareanom Purwacandra. "Penciptaan Karya Film Animasi 2D “Miliv” Dengan Teknik Hybrid." Journal of Animation and Games Studies 5, no. 1 (July 23, 2019): 057–76. http://dx.doi.org/10.24821/jags.v5i1.2800.

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When human realize that they are not as they appear, it causes personal conflicts in humans, there are two sources that come from inside and outside. With animated films that have become increasingly popular with various groups, the creation of the animated film “MILIV” as one of media delivery in the form of visual and media delivery messages contained in the film.With the concept of hybrid, it combines stopmotion animation techniques, rotoscope, and digital animation, creating an experimental genre animation work with its unique visual style.The animated film “MILIV” tells of a bird who is too late to realize his true identity and is trapped in comfort zone. Contemplation became the main goal in this animated film “MILIV”Keywords: Film, MILIV, Hybrid, Rotoscope, Stopmotion, Experimental, Animation
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Hornung, Alexander, Ellen Dekkers, and Leif Kobbelt. "Character animation from 2D pictures and 3D motion data." ACM Transactions on Graphics 26, no. 1 (January 2007): 1. http://dx.doi.org/10.1145/1189762.1189763.

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Mahardhika, Satrya, Ardiyan Ardiyan, and Ardiyansah Ardiyansah. "Animasi dengan Efek Ilustrasi Pensil (2d) pada Video Klip Musik." Humaniora 1, no. 2 (October 31, 2010): 713. http://dx.doi.org/10.21512/humaniora.v1i2.2912.

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This research is to explore various styles of animation in making video clip of a new band. Besides defining the exact visual style, the process is important to bring animation out of 2D-3D dichotomy. Doodle style is chosen as it suits particular theme of the band’s songs and music genre. Meanwhile, the style defining is related to the efficiency and efforts to be out of mindset that animation is just about technique skill instead of about creativity.
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Zhao, Jianhui, Ling Li, and Kwoh Chee Keong. "3D Posture Reconstruction and Human Animation from 2D Feature Points." Computer Graphics Forum 24, no. 4 (December 2005): 759–71. http://dx.doi.org/10.1111/j.1467-8659.2005.00900.x.

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Hartawan, I. Nyoman Buda, and Ayu Manik Dirgayusari. "Analisis Rendering Video Animasi 3D Menggunakan Aplikasi Blender Berbasis Network Render." Jurnal RESISTOR (Rekayasa Sistem Komputer) 1, no. 1 (April 21, 2018): 25–33. http://dx.doi.org/10.31598/jurnalresistor.v1i1.223.

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Rendering is a process for generating a 2D or 3D image. The use of high computer specifications in the rendering process encourages the need for super computer provision. In this research is done rendering video 3D animation analysis using blender application based on network render. In this research used experimental research method, that is by giving variation of frame value to know execution time when done rendering process of 3D animation video. On each computer in the workstation is done Blender application configuration, as Master, Slave, and Client. The results show that 3D animation video rendering process has increased execution time along with increasing number of frames, but along with increasing number of Slave computer execution time of video rendering process of 3D animation has decreased.
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Ekmen, Beste, and Hazım Kemal Ekenel. "From 2D to 3D real-time expression transfer for facial animation." Multimedia Tools and Applications 78, no. 9 (October 27, 2018): 12519–35. http://dx.doi.org/10.1007/s11042-018-6785-8.

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Salim Rasheed, Ali, Rasool Hasan Finjan, Ahmed Abdulsahib Hashim, and Mustafa Murtdha Al-Saeedi. "3D face creation via 2D images within blender virtual environment." Indonesian Journal of Electrical Engineering and Computer Science 21, no. 1 (January 1, 2021): 457. http://dx.doi.org/10.11591/ijeecs.v21.i1.pp457-464.

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<p><span>Animation and virtual reality movie-making technologies are still witnessing significant progress to this day. Building and stimulating virtual characters inside these applications is a goal. Build a 3D face via using some special tools inside the virtual world is the most important part of identifying a 3D animation. Keen Tools Face Builder add-on for Blender. Interested in creating a 3D face of a famous figure, artist or the general public by adopting several 2D images added to the virtual blinder software environment. The main problem facing these tools is that they deal with high-resolution and sharpness pictures because some images that contain blurring, the result is to build a 3D face model that contains design distortions and non- clearly. in this proposed paper, build a data set for 2D pictures of a specific character (actor), at a resolution of 1920 x 1080 pixels. These images were caught by the camera, different in sharpness and blurring (four types of blurry). Using the “Laplacian Filter algorithm” and OpenCV library with Python language, to isolate blurry from sharpness 2D images. Sharpness images used to build a 3D face model that gave real and similar results to the character in the pictures. </span></p>
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I Kadek Wahyu Adi Gunawan, Pande Putu Gede Putra Pertama, and I. Ketut Putu Suniantara. "Multimedia Interaktif Pengenalan Pura Lingga Bhuwana dengan Metode 2D Hybrid Animation." Jurnal Sistem dan Informatika (JSI) 15, no. 1 (November 30, 2020): 54–64. http://dx.doi.org/10.30864/jsi.v15i1.327.

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Pura Lingga Bhuwana adalah pura Kahyangan yang berlokasi di Pusat Pemerintahan Kabupaten Badung. Pura ini dibangun bagi masyarakat Badung untuk meningkatkan srada bhakti-nya kepada Ida Sang Hyang Widhi Wasa. Bagi masyarakat Bali khususnya masyarakat Badung belum mengetahui lokasi pura dan bagaimana arsitektur bangunan dan sejarah asal mula tentang berdirinya pura ini. Kurangnya informasi mengenai Pura Lingga Bhuwana membuat masyarakat khususnya masyarakat di Bali belum mengetahui tentang informasi mengenai Pura tersebut. Maka dari itu diperlukan sebuah media pengenalan dan dokumentasi keberadaan Pura Lingga Bhuwana berupa video 2D Hybrid Animation. Video ini dijalankan di aplikasi Android dan dilengkapi dengan berbagai informasi mengenai Pura Lingga Bhuwana. Hasil akhir dari penelitian ini berupa Aplikasi Pengenalan Pura Lingga Bhuwana dengan menggunakan animasi 2 Dimensi yang berperan sebagai karakter yang mengenalkan Pura Lingga Bhuwana dengan latar video nyata. Berdasarkan hasil pengujian yang dilakukan dengan menggunakan metode Black Box Testing didapatkan hasil semua fungsi dapat berjalan sesuai rancangan. Hasil pengujian terhadap kategori video pengenalan pura dengan metode 2D Hybrid Animation dinyatakan sangat baik dengan persentase sebesar 88%.
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Gautier, J., S. Christophe, and M. Brédif. "VISUALIZING 3D CLIMATE DATA IN URBAN 3D MODELS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B4-2020 (August 25, 2020): 781–89. http://dx.doi.org/10.5194/isprs-archives-xliii-b4-2020-781-2020.

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Abstract. In order to understand and explain urban climate, the visual analysis of urban climate data and their relationships with the urban morphology is at stake. This involves partly to co-visualize 3D field climate data, obtained from simulation, with urban 3D models. We propose two ways to visualize and navigate into simulated climate data in urban 3D models, using series of horizontal 2D planes and 3D point clouds. We then explore different parameters regarding transparency, 3D semiologic rules, filtering and animation functions in order to improve the visual analysis of climate data 3D distribution. To achieve this, we apply our propositions to the co-visualization of air temperature data with a 3D urban city model.
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Tang, Lingling, and Tomoyuki Yoshie. "High-Q hybrid 3D-2D slab-3D photonic crystal microcavity." Optics Letters 35, no. 18 (September 15, 2010): 3144. http://dx.doi.org/10.1364/ol.35.003144.

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15

P., Kulalvaimozhi V., Germanus Alex M, and John Peter S. "Performance Analysis of Virtual Human Bodies with Clothing and Hair from Images to Animation." International Journal of Advanced Research in Computer Science and Software Engineering 8, no. 6 (June 30, 2018): 69. http://dx.doi.org/10.23956/ijarcsse.v8i6.723.

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Virtual human bodies, clothing, and hair are widely used in a number of scenarios such as 3D animated movies, gaming, and online fashion. Machine learning can be used to construct data-driven 3D human bodies, clothing, and hair. In this thesis, we provide a solution to 3D shape and pose estimation under the most challenging situation where only a single image is available and the image is captured in a natural environment with unknown camera calibration. We also demonstrate that a simplified 2D clothing model helps to increase the accuracy of 2D body shape estimation significantly.
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Lin, Gwo-Long, and Peng-Hsin Chen. "Dissemination of Biomedical Cell Sheets using Reality Technology and Digital Tools." Journal of Humanities and Social Sciences Studies 3, no. 4 (April 25, 2021): 46–53. http://dx.doi.org/10.32996/jhsss.2021.3.4.5.

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Nowadays, with the advance of biomedical and pharmaceutical technology, new treatments such as cell therapy, cell sheets, etc. all provide patients other alternatives. However, the public has little knowledge in these new technologies and they also find them difficult to understand. Hence, this paper is aimed at providing the public with state-of-the-art technological knowledge and constructing an innovative field full of diversity, entertainment, and educational meaning with the assistance of Augmented Reality (AR) and Virtual Reality (VR). Taking the cell sheets technology, a kind of cell therapy recently approved in Taiwan, as an example, we built an AR platform, and demonstrated a trailer animation, 2D animation and 3D model animation via Merge Cube. The trailer animation will portrait how the main character helps her friend, who became physically challenged in an accident, stand up again by asking a genius doctor to perform cell sheet technology. The 2D animation will be used to explain how cell sheet works and its application, while the 3D animation helps demonstrate the DNA reproduction and cell division in cell therapy. A VR field will also be set up so that players can play as the genius doctor, fight their way through the VR games, and learn more about cell sheet technology. To let the public learn more about this biotechnology knowledge, we held an exhibition to display the research results, providing them a whole new learning experience.
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17

Wiguna, Satria Veriansyah, and Ranang Agung Sugihartono. "THE DIRECTING ANIMATION FILM ENTITLED SI JOE." ARTISTIC : International Journal of Creation and Innovation 1, no. 1 (March 27, 2020): 55–74. http://dx.doi.org/10.33153/artistic.v1i1.2994.

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The re-introduction of the Nusantara folklore is very important because it is a form of the original culture of the archipelago and a national identity. An animated film work that tells the story of a parody about Timun Mas folklore is expected to be able to reintroduce a folklore from Central Java by adding novelty to the portrayal of the characters and stories. The making of this work aims to create a 2.5D animated film with the theme of folklore with new packaging. The artistic creation doing by the director is to combine and move 2D animation in a 3D space perspective, so that 2.5D animation is created. 2.5D animation was created using a virtual camera so that it produces better image movement than an ordinary 2D animation. This animation work that explores the folklore of the archipelago shows success in aspects of the uniqueness and impression in the visualization and novelty of the story. This animated film can bring back the old story so it is enjoyable to watch by millennial audiences.
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18

Wang, Shen. "Motions Blur Effects in the Process of Three-Dimensional Animation Technology Research." Applied Mechanics and Materials 687-691 (November 2014): 1170–73. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.1170.

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Three-dimensional animation is an emerging technology and animation technology with the development of computer hardware and software generated. Compared to traditional 2D animation is concerned, 3D animation has more fluid camera movement, mice richer, more delicate visual style, more stunning visual effects. Attributed to computer software to simulate the real effects in terms of the characteristics of three-dimensional animation has the advantage of a great extent, and one of the important effects that simulate real motion blur effect. According to the technical differences between the three-dimensional animation of the various stages of the process, implementation and effects of different motion blur effects are not the same. Based on the study of the basic principles of motion blur effects of the above, and analysis focuses on the different stages of its technology in animation and in effect differences.
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Di, Shenglin, and Ekkehard Ramm. "On alternative hybrid stress 2d and 3d elements." Engineering Computations 11, no. 1 (January 1994): 49–68. http://dx.doi.org/10.1108/02644409410799155.

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Seleznev, V. A., and V. Ya Prinz. "Hybrid 3D–2D printing for bone scaffolds fabrication." Nanotechnology 28, no. 6 (January 10, 2017): 064004. http://dx.doi.org/10.1088/1361-6528/aa536f.

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Cook, Douglas, Pradeep George, and Margaret Julias. "2D/3D hybrid structural model of vocal folds." Journal of Biomechanics 45, no. 2 (January 2012): 269–74. http://dx.doi.org/10.1016/j.jbiomech.2011.10.030.

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22

Perkins-Buzo, John. "3D printing: Of signs and objects." Semiotica 2017, no. 218 (September 26, 2017): 165–77. http://dx.doi.org/10.1515/sem-2015-0127.

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Abstract3D printing has surely come of age. Widely available, and integrated into many computer-based design and animation curricula, it almost seems to have become a simple extension of what we already had in 2D printing. A 2D image (e.g., of a pipe) acts as the basis of a sign, which, perhaps upon further twists of the semiotic spiral, may lead one to cognition of a 3D physical pipe. But then, perhaps not. And only in a rare case would the physical pipe in turn find use as a sign of the aforesaid 2D image. With 3D printing, this order of semiosis no longer applies. Since 3D printing mainly occurs as a non-mass-production manufacturing technique, a 3D-printed artifact acts as a physical object – and generally it is printed to act precisely in that manner. It is a being that has an ontic difference from its digital source. The case of 3D printing provides an intriguing, complex, case study for semiosis, since the printables move in and out of the virtual and physical.
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Sriprom, Chatyapa, Supaluck Kanjanauthai, and Anon Jantanukul. "การสร้างภาพสามมิติ (3D Mapping) ในกลุ่มผู้ป่วยภาวะหัวใจเต้นผิดจังหวะชนิดเร็วที่ได้รับการรักษาโดยการจี้ด้วยกระแสไฟฟ้า (Ablation)." Siriraj Medical Bulletin 14, no. 3 (July 1, 2021): 53–60. http://dx.doi.org/10.33192/smb.v14i3.249578.

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ในปัจจุบันการสร้างภาพสามมิติ (3D Mapping) ในกลุ่มผู้ป่วยภาวะหัวใจเต้นผิดจังหวะชนิดเร็วที่ได้รับการรักษาโดยการจี้ด้วยกระแสไฟฟ้า (RF Ablation) ได้รับความนิยมอย่างแพร่หลายมากขึ้น เนื่องจากการสร้างภาพสามมิติ มีการนำเทคโนโลยีสมัยใหม่เข้ามาช่วยในการสร้างภาพได้แก่ Magnetic Technology, Current-based technology, Hybrid technology ทำให้สามารถสร้างภาพสามมิติออกมาได้หลายรูปแบบอย่างเช่น Anatomical mapping, Local Activation Time mapping (LAT), Bipolar Voltage mapping, Complex Fractionated Atrial Electrogram (CFAEs) Map, Pace map, Merge หรือ Fusion, Reentrant map เป็นต้นโดยภาพที่ได้นอกจากจะแสดงเป็นภาพนิ่งแล้วยังสามารถแสดงเป็น Video Animation ได้อีกด้วยอย่างเช่น Propagation Map, Ripple Map เป็นต้น ทำให้มีความแม่นยำในการรักษา ผู้ป่วยได้รับปริมาณรังสีที่น้อยลง มีความปลอดภัย และลดภาวะแทรกซ้อน ซึ่งก่อให้เกิดประโยชน์สูงสุดแก่ผู้ป่วย คำสำคัญ: การสร้างภาพสามมิติ, การจี้ด้วยกระแสไฟฟ้า
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Jun, Zhao, and Kiheon Yoon. "A Comparative Study on Original 2D Animation and 3D Remake Production -American·Chinese·Japanese·works-centered." Journal of Image and Cultural Contents 22 (February 28, 2021): 139–72. http://dx.doi.org/10.24174/jicc.2021.02.22.139.

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Li, Fu Na, Lin Wei Yang, and Chu Yun Chen. "Research on Mechanical Animation Based on Flash Programming Technology." Applied Mechanics and Materials 608-609 (October 2014): 621–25. http://dx.doi.org/10.4028/www.scientific.net/amm.608-609.621.

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This paper proposes to realize interaction technology based on Flash, establish mechanical method with virtual scene, interactive virtual laboratory, open, combined with 3D and 2D. So it can effectively solve the problem of inadequate funding and limitations in time and space for students. The paper analyze the development of virtual experiment at home and abroad, by the various studies comparing and virtual reality technology theory and comparison, according to the characteristics of Flash mechanical science and technology, developed a set of virtual experiment teaching platform that student will self-observation, self-assembly of equipment, independent programming connection, 3D simulation and analysis of integrated technology. It has visual, interactive, extensible many development advantages.
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Troy, Troy, and Pranowo Pranowo. "Transformasi Ruang 2D Ke 3D Pada Animasi Wajah Berbasis Data Marker Menggunakan Radial Basis Function." Journal of Animation & Games Studies 2, no. 2 (December 18, 2016): 229. http://dx.doi.org/10.24821/jags.v2i2.1422.

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Computer facial animation aims to create an animated character expression as natural as possible as well as human facial expressions. Using the data marker catches facial motion capture, will be determined the location of the feature points of 3D face models to follow the motion of the marker points of human faces.To overcome the morphological differences between the face of the source with the character's face, then applied with radial basis retargeting process mapping so that the character's face can still display the natural expression. Using the data marker 2D, Radial Basis Function (RBF) space transformation was applied to determine the position of the feature points on the 3D face models.RBF space transformation has good ability in determining the appropriate facial motion marker points on a human face to the character's face. Motion that occurs in 3D face models is scaled according to the relative scale between the source and the target. Keywords: facial animation, radial basis function, marker data. AbstrakTeknik komputasi yang dikembangkan pada animasi wajah bertujuan untuk menciptakan ekspresi pada wajah karakter animasi senatural mungkin seperti layaknya ekspresi pada wajah manusia. Menggunakan data marker pada citra 2D wajah manusia, komputer menangkap pergerakan marker tersebut kemudian menetukan lokasi titik fitur yang pada wajah model 3D (karakter animasi).Untuk mengatasi perbedaan morfologi pada wajah manusia yang menjadi sumber acuan ekspresi dengan wajah model 3D yang menjadi target animasi, maka diterapkan transformasi ruang Radial Basis Function (RBF). RBF digunakan untuk menentukan posisi titik fitur pada wajah model 3D berdasarkan posisi titik marker pada citra 2D wajah manusia.Transformasi ruang RBF memiliki kemampuan yang baik dalam pemetaan ulang titik marker dari wajah manusia ke titik fitur pada wajah karakter animasi. Pergerakan yang terjadi pada wajah model 3D berdasar pada skala relatif antara titik marker pada citra 2D wajah manusia dengan titik fitur pada wajah model 3D.Kata kunci: animasi wajah, radial basis function, data marker.
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Koh, Teck Ming, Vignesh Shanmugam, Xintong Guo, Swee Sien Lim, Oliver Filonik, Eva M. Herzig, Peter Müller-Buschbaum, et al. "Enhancing moisture tolerance in efficient hybrid 3D/2D perovskite photovoltaics." Journal of Materials Chemistry A 6, no. 5 (2018): 2122–28. http://dx.doi.org/10.1039/c7ta09657g.

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Hybrid 3D/2D perovskites combine the high efficiency of 3D perovskites and the stability of 2D perovskites, and possess longer photoluminescence lifetimes, lower trap-state densities and enhanced moisture tolerance. The hybrid 3D/2D structure is a successful strategy to improve stability without sacrificing conversion efficiency.
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Anbusagar, N. R. R., K. Palanikumar, R. Mohanarangan, and P. Sengottuvel. "Flexural and Impact Properties of 2D and 3D Jute/GF/Epoxy Hybrid Composite Materials." Applied Mechanics and Materials 766-767 (June 2015): 178–82. http://dx.doi.org/10.4028/www.scientific.net/amm.766-767.178.

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In order characterize the outstanding performance of the three dimensional (3D) hybrid composites, the charpy and flexural test has been carried out. 3D fiber structures have been achieved by using hand lay-up process and machine stitching method. Materials for hand lay-up and machine stitching process were glass fiber, jute fiber, and epoxy resin and nylon fiber respectively. Two dimensional (2D) glass fiber composite and 2D hybrid composite with the same stacking sequence as three dimensional (3D) counterparts have also been fabricated for the comparison of impact and flexural strength. The impact strength of 3D hybrid composite was increased (5-10%) compared with that 2D glass fiber and 2D hybrid composites. The flexural strength and modulus of 3D hybrid composite were increased (5-10%) compared with that of 2D hybrid composites.
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Wei, Yu Qing, Xing Gao, and Jing Hua Gao. "Virtools Based Development of Computer Experiment." Advanced Materials Research 756-759 (September 2013): 2887–91. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.2887.

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Virtools is a set of integrated 2D graphic images, 3D models, audio, video, and so a variety of file formats, interactive software itself has a wealth of interactive behavior module, 3D games can be created, virtual experiments simulation objects very strong interaction with the display and other three-dimensional product. This paper presents a virtual experiment based on 3D and Virtools technology, which is built with 3D experiments scenes, making 3D animation; with Virtools data processing, interactive control. The experiments show that this method has the authenticity, interactivity, simple and easy to implement features.
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Petikam, Lohit, Ken Anjyo, and Taehyun Rhee. "Shading Rig: Dynamic Art-directable Stylised Shading for 3D Characters." ACM Transactions on Graphics 40, no. 5 (October 31, 2021): 1–14. http://dx.doi.org/10.1145/3461696.

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Despite the popularity of three-dimensional (3D) animation techniques, the style of 2D cel animation is seeing increased use in games and interactive applications. However, conventional 3D toon shading frequently requires manual editing to clean up undesired shadows or add stylistic details based on art direction. This editing is impractical for the frame-by-frame editing in cartoon feature film post-production. For interactive stylised media and games, post-production is unavailable due to real-time constraints, so art-direction must be preserved automatically. For these reasons, artists often resort to mesh and texture edits to mitigate undesired shadows typical of toon shaders. Such edits allow real-time rendering but are limited in resolution, animation quality and lack detail control for stylised shadow design. In our framework, artists build a “shading rig,” a collection of these edits, that allows artists to animate toon shading. Artists pre-animate the shading rig under changing lighting, to dynamically preserve artistic intent in a live application, without manual intervention. We show our method preserves continuous motion and shape interpolation, with fewer keyframes than previous work. Our shading shape interpolation is computationally cheaper than state-of-the-art image interpolation techniques. We achieve these improvements while preserving vector quality rendering, without resorting either to high texture resolution or mesh density.
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Ding, Chih-Hong, Ching-Yi Hsu, Hung-En Lin, Yi-Pai Huang, Fung-Hsu Wu, Chen-You Chen, and Hsin-Han Hsu. "30.4: 2D/3D Hybrid System for Digital Signage Application." SID Symposium Digest of Technical Papers 41, no. 1 (2010): 440. http://dx.doi.org/10.1889/1.3500487.

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Selmi, Sonia-Yuki, Emmanuel Promayon, and Jocelyne Troccaz. "Hybrid 2D–3D ultrasound registration for navigated prostate biopsy." International Journal of Computer Assisted Radiology and Surgery 13, no. 7 (March 20, 2018): 987–95. http://dx.doi.org/10.1007/s11548-018-1736-4.

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Migniot, Cyrille, and Fakhreddine Ababsa. "Hybrid 3D–2D human tracking in a top view." Journal of Real-Time Image Processing 11, no. 4 (June 3, 2014): 769–84. http://dx.doi.org/10.1007/s11554-014-0429-7.

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Mandalika, Veera Bhadra Harish, Alexander I. Chernoglazov, Mark Billinghurst, Christoph Bartneck, Michael A. Hurrell, Niels de Ruiter, Anthony P. H. Butler, and Philip H. Butler. "A Hybrid 2D/3D User Interface for Radiological Diagnosis." Journal of Digital Imaging 31, no. 1 (August 1, 2017): 56–73. http://dx.doi.org/10.1007/s10278-017-0002-6.

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35

Johansson, Jimmy, Patric Ljung, Mikael Jern, and Matthew Cooper. "Revealing Structure in Visualizations of Dense 2D and 3D Parallel Coordinates." Information Visualization 5, no. 2 (June 2006): 125–36. http://dx.doi.org/10.1057/palgrave.ivs.9500117.

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Parallel coordinates is a well-known technique used for visualization of multivariate data. When the size of the data sets increases the parallel coordinates display results in an image far too cluttered to perceive any structure. We tackle this problem by constructing high-precision textures to represent the data. By using transfer functions that operate on the high-precision textures, it is possible to highlight different aspects of the entire data set or clusters of the data. Our methods are implemented in both standard 2D parallel coordinates and 3D multi-relational parallel coordinates. Furthermore, when visualizing a larger number of clusters, a technique called ‘feature animation’ may be used as guidance by presenting various cluster statistics. A case study is also performed to illustrate the analysis process when analysing large multivariate data sets using our proposed techniques.
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36

Yang, Wei Shu. "Study on the Texture of Materials in Stop Motion." Applied Mechanics and Materials 457-458 (October 2013): 177–80. http://dx.doi.org/10.4028/www.scientific.net/amm.457-458.177.

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Stop motion is an animation form full of amusement, in todays animation industry we have profound 2D and 3D works been produced which lead the audience to an motion fatigue on these fictitious experiences, they tend to watch more vivid and authentic stop motion, why audiences are deeply attracted by characters made of various materials? And why stop motion can express a strong sense of authenticity? This essay will demonstrate the features of materials through the study on the texture and unfold the beauty of this material expression.
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Howe, Daniel C., Qianxun Chen, and Zong Chen. "Advertising Positions: Data Portraiture as Aesthetic Critique." Leonardo 51, no. 4 (August 2018): 413–18. http://dx.doi.org/10.1162/leon_a_01652.

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Advertising Positions integrates 3D scanning, motion capture, novel image mapping algorithms and custom animation to create data portraits from the advertisements served by online trackers. Project volunteers use bespoke software to harvest the ads they receive over months of browsing. When enough ads have been collected, the volunteer is interviewed, 3D scanned and motion captured. Each ad is then mapped to a single polygon on the textured skin of their virtual avatar. Outcomes have been displayed as 2D/3D images, animations and interactive installations.
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Abdulrahim, Sumayya M., Zubair Ahmad, Jolly Bhadra, and Noora Jabor Al-Thani. "Long-Term Stability Analysis of 3D and 2D/3D Hybrid Perovskite Solar Cells Using Electrochemical Impedance Spectroscopy." Molecules 25, no. 24 (December 8, 2020): 5794. http://dx.doi.org/10.3390/molecules25245794.

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Despite the remarkable progress in perovskite solar cells (PSCs), their instability and rapid degradation over time still restrict their commercialization. A 2D capping layer has been proved to overcome the stability issues; however, an in-depth understanding of the complex degradation processes over a prolonged time at PSC interfaces is crucial for improving their stability. In the current work, we investigated the stability of a triple cation 3D ([(FA0.83MA0.17)Cs0.05]Pb(I0.83Br0.17)3) and 2D/3D PSC fabricated by a layer-by-layer deposition technique (PEAI-based 2D layer over triple cation 3D perovskite) using a state-of-art characterization technique: electrochemical impedance spectroscopy (EIS). A long-term stability test over 24 months was performed on the 3D and 2D/3D PSCs with an initial PCE of 18.87% and 20.21%, respectively, to suggest a more practical scenario. The current-voltage (J-V) and EIS results showed degradation in both the solar cell types; however, a slower degradation rate was observed in 2D/3D PSCs. Finally, the quantitative analysis of the key EIS parameters affected by the degradation in 3D and 2D/3D PSCs were discussed.
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최승원. "A Study on Characteristics of Camera Movement that is expressed in 3D Animation and 2D Animation - Focused on Brad Bird’s Animations -." Journal of Digital Design 15, no. 2 (April 2015): 277–88. http://dx.doi.org/10.17280/jdd.2015.15.2.027.

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Lee, Hyukjoon, and Young-Uk Chung. "2D-to-3D conversion based hybrid frame discard method for 3D IPTV systems." IEEE Transactions on Consumer Electronics 62, no. 4 (November 2016): 463–70. http://dx.doi.org/10.1109/tce.2016.7838100.

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Nam Hoon Kim. "Case Study on the Uncanny Valley Effect analyzed in the 2D to 3D Animation Characters." Journal of Digital Design 12, no. 3 (July 2012): 147–58. http://dx.doi.org/10.17280/jdd.2012.12.3.015.

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42

Asanbekova, G. K. "Lessons on creating 3d models in SketchUp." Informatics in school 1, no. 9 (December 1, 2020): 31–50. http://dx.doi.org/10.32517/2221-1993-2020-19-9-31-50.

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The article presents a fragment of a tutorial created to study the theme "3D modeling" based on the implementation of practical works in the editor of 3D graphics SketchUp. It is proposed to master this theme during one quarter — seven lessons, one hour a week (not counting the introductory and final lessons). Lessons include 11 practical works on modelling, from 2D model creation to 3D animation. As part of the study of the theme, students are offered problem situations taken from real life, to solve which the capabilities of SketchUp can be used. Additional resources that teachers and students can use to learn more about SketchUp are described. Also, as an alternative to using SketchUp, working in the online 3D editor Tinkercad is considered.
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MASAMURA, Kenji, Koji FUJIMA, Chiaki GOTO, Kunihiko IIDA, and Toshiyuki SHIGEMURA. "Numerical Analysis of Tsunami by Using 2D/3D Hybrid Model." Doboku Gakkai Ronbunshu, no. 670 (2001): 49–61. http://dx.doi.org/10.2208/jscej.2001.670_49.

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Yu, Lin-Jun, Dan-Feng Sun, Zhong-Ren Peng, and Jian Zhang. "A Hybrid System of Expanding 2D GIS into 3D Space." Cartography and Geographic Information Science 39, no. 3 (January 2012): 140–53. http://dx.doi.org/10.1559/15230406393140.

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45

Huang, Chun-Ying, Cheng Chang, Guan-Zhang Lu, Wen-Chun Huang, Chun-Sheng Huang, Ming-Liang Chen, Tzu-Neng Lin, Ji-Lin Shen, and Tai-Yuan Lin. "Hybrid 2D/3D MoS2/GaN heterostructures for dual functional photoresponse." Applied Physics Letters 112, no. 23 (June 4, 2018): 233106. http://dx.doi.org/10.1063/1.5030537.

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46

Zhao, Zhi Hong, and Bei Bei Li. "Cloth Simulation Based on 1/F Noise Method." Applied Mechanics and Materials 519-520 (February 2014): 923–26. http://dx.doi.org/10.4028/www.scientific.net/amm.519-520.923.

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This study addresses a method to realize cloth dynamics simulation by using a wind noise method. Taken a 1/f noise as its 2D model, the 3D model of the discussed cloth is constructed. During its 3D simulation, some stochastic functions are employed to depict its stochastic ability. For the purpose of realism and simplicity, we attend to convert our dynamic simulation frames into animation film files. From the feedback, the constructed model is improved and the real time simulation is realized by reducing the calculation.
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47

Moon, Jaecheol, and Yumi Kim. "Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up." Cartoon and Animation Studies 36 (September 30, 2014): 147–65. http://dx.doi.org/10.7230/koscas.2014.36.147.

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48

Jamali, Ali, Alias Abdul Rahman, and Pawel Boguslawski. "A Hybrid 3D Indoor Space Model." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W1 (October 26, 2016): 75–80. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w1-75-2016.

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GIS integrates spatial information and spatial analysis. An important example of such integration is for emergency response which requires route planning inside and outside of a building. Route planning requires detailed information related to indoor and outdoor environment. Indoor navigation network models including Geometric Network Model (GNM), Navigable Space Model, sub-division model and regular-grid model lack indoor data sources and abstraction methods. In this paper, a hybrid indoor space model is proposed. In the proposed method, 3D modeling of indoor navigation network is based on surveying control points and it is less dependent on the 3D geometrical building model. This research proposes a method of indoor space modeling for the buildings which do not have proper 2D/3D geometrical models or they lack semantic or topological information. The proposed hybrid model consists of topological, geometrical and semantical space.
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Lai, Yeong-Kang, Yu-Fan Lai, and Ying-Chang Chen. "An Effective Hybrid Depth-Generation Algorithm for 2D-to-3D Conversion in 3D Displays." Journal of Display Technology 9, no. 3 (March 2013): 154–61. http://dx.doi.org/10.1109/jdt.2012.2224637.

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50

TASAKI, S. "Sense of Virtual Reality: Effectiveness of Replacing 3D Imagery with 2D/3D Hybrid Imagery." IEICE Transactions on Information and Systems E88-D, no. 5 (May 1, 2005): 851–58. http://dx.doi.org/10.1093/ietisy/e88-d.5.851.

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