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Dissertations / Theses on the topic '3D-animation'

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1

Billström, Johan, and Alexander Fjellström. "3D-animation i reklamfilm." Thesis, Södertörn University College, School of Communication, Media and it, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-2597.

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<p><strong>Study</strong> <strong>objects</strong>: Three different productions companies which the authors have chosen to be anonymous. <strong>Purpose</strong>: The purpose with this study is to examine why production companies choose to use 3D-animations in television commercials, and what different kind of aspects affects their decisions. <strong>Theoretical</strong>: The theoretical chapter reviews the history of 3D-animation andtelevision commercials and other fields that will be relevant laterin the analysis and discussion. <strong>Method</strong>: A case study has been made on three di
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Ottosson, Joakim, and Stefan Eriksson. "3D Animation Karlshamns AB." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1524.

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A project produced for Karlshamns AB. This project is a 3D-visualization for a industrial process that shows how to clean oil from a special raw material. In this case we want with the sheanuts help show how the nut harvests, carry and then clean to be used in quality products.<br>Industriell animation som visar en komplicerad process på ett enkelt och pedagogiskt sätt.<br>Detta är en reflektionsdel till en digital medieproduktion.
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Karlsson, Tobias. "Kroppsspråk i 3d-animation : Lögner hos 3d-karaktärer." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5022.

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Detta arbete undersöker huruvida vi kan uppfatta lögn och nervositet hos en avskalad virtuell karaktär. Utifrån forskning om beteendevetenskap, kroppsspråk och icke-verbala signaler har lögnsignaler och nervositetstecken animerats hos en avskalad virtuell karaktär. Dessa animationer visades utan audiella ledtrådar, såsom tal, för urvalsgrupper och en kvantitativ undersökning genomfördes för att besvara arbetets frågeställning. Undersökningens resultat gav emellertid inget konkret svar på frågeställningen. För att respondenterna skulle uppfatta lögnsignaler hos en avskalad virtuell karaktär krä
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Guler, Mehmet Soner. "3d Animation For Hand Preshaping." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/2/12607117/index.pdf.

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The human hand is an essential part of human body, capable of making complex and expressive motions. Its complicated structure makes it a formidable challenge for animators to animate hand motions. Most computer graphics research on hand motion has focused on preshaping, preshaping and gestures with application to areas of human computer interaction and sign language. There are also a number of educational applications such as typing, playing of musical instruments etc. From a computer graphics standpoint, these applications are difficult in animation of hand. This thesis aims to animate 3D h
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Song, Won Chan. "Speed-line for 3D animation." Texas A&M University, 2005. http://hdl.handle.net/1969.1/4730.

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My thesis describes a tool which creates speed-lines automatically in 3D computer animations. Speed-lines are usually used in comic books to express fast motions in a still image. They are also used in 2D animations. Although animations don't need speed-lines for motions, they are interesting graphic elements and give more sense of speed to the audience. However, speed-lines are not used in the 3D computer animation, so I have implemented the graphic element into the 3D computer animation. The combination of the 2D-looking speed-lines and the 3D computer animations makes a unique look that som
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BEZERRA, 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.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>FINANCIADORA DE ESTUDOS E PROJETOS<br>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
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Gouvatsos, Alexandros. "3D storyboarding for modern animation." Thesis, Bournemouth University, 2018. http://eprints.bournemouth.ac.uk/31265/.

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Animation is now a classic medium that has been practiced for over a century. While Disney arguably made it mainstream with some hand-drawn classics, today’s industry is focused on Three-Dimensional (3D) animation. In modern 3D animation productions, there have been significant leaps in terms of optimising, automating and removing manual tasks. This has allowed the artistic vision to be realised within time and budget and empowered artists to do things that in the past would be technically more difficult. However, most existing research is focused on specific tasks or processes rather than the
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Crow, Trent Fielding. "Stylized Hatching for 3D Animation." BYU ScholarsArchive, 2007. https://scholarsarchive.byu.edu/etd/1046.

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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
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Arjunan, Dorai Raj. "3D Animation: Creating an Experiential Environment." [Johnson City, Tenn. : East Tennessee State University], 2004. http://etd-submit.etsu.edu/etd/theses/available/etd-0719104-174201/unrestricted/Arj%20with%20animation%2017KB.pdf.

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Thesis (M.F.A.)--East Tennessee State University, 2004.<br>Title from electronic submission form. ETSU ETD database URN: etd-0719104-174201 Includes bibliographical references. Also available via Internet at the UMI web site.
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Chin, Min-Zhi. "Naga: Combining 2D and 3D Animation." Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/honors/119.

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Naga is an animated short about a lively dragon that roams about the lands embracing it’s surroundings dearly. It discovered a barren land while out exploring and was saddened by the sight. After pondering for a while, it then realized it could revive the land with it’s ability to summon rain using it's dragon ball. The short blends traditional animation and computer animation, where the look is similar to 2D animation but the character and a few environment elements are done in 3D. Software utilized to complete the short were Autodesk Maya, Adobe Photoshop, Clip Studio Paint, Adobe After Effe
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Drury, Matthew R. "Creating 3D Smear Frames for Animation." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/348.

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In the transition between 2D and 3D animation animators tried to be able to replicate all of the styles and techniques in 3D that they utilized in 2D. Motion blur eventually came to replace a popular 2D technique known as a smear frame. A smear frame is much more than a path of motion or a blur though, it has a style that cannot be replicated with such methods. I present a creative project with the intent on creating 3D smear frames in a self-made character rig. In order to achieve this I will be designing, modeling, texturing, rigging, animating, and rendering the character of Champ Champions
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AHMAD, AKHLAQUE. "3D Graphics Reconstruction, Compression and Animation." Doctoral thesis, Politecnico di Torino, 2014. http://hdl.handle.net/11583/2529091.

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This work covers entire pipeline of a 3D immersive system, comprising acquistion and reconstruction of 3D objects, transforming the 3D objects into popular 3D format, compression of data with MPEG-4 compliant encoders and acquisition of animation motion data. For the acquisition part we created 3D human face object with the help of depth-field camera, in particular we used Microsoft Kinect. We process the raw data given by Kinect and transform it into a mesh, and texture it with photometric data. The reconstructed objects are quiet large in size and need to be compressed for an efficient netwo
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Harvey, Louise, and n/a. "The Best of Both Worlds: The Application of Traditional Animation Principles in 3D Animation Software." Griffith University. Griffith Film School, 2007. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20070810.105026.

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This research assesses the skills and knowledge necessary for the creation of animation in the 3D computer medium. It responds to the argument that students of this new form of animation must learn to apply principles and theories of animation that had their genesis in the early years of traditional, hand-drawn animation (Kroyer, 2002). Many industry notables argue for the use of traditional animation principles in 3D computer animation. John Lasseter, executive vice president at Pixar studios in the United States, represents one such example. He states that 'These principles were developed to
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Harvey, Louise. "The Best of Both Worlds: The Application of Traditional Animation Principles in 3D Animation Software." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/365586.

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This research assesses the skills and knowledge necessary for the creation of animation in the 3D computer medium. It responds to the argument that students of this new form of animation must learn to apply principles and theories of animation that had their genesis in the early years of traditional, hand-drawn animation (Kroyer, 2002). Many industry notables argue for the use of traditional animation principles in 3D computer animation. John Lasseter, executive vice president at Pixar studios in the United States, represents one such example. He states that 'These principles were developed to
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Ghys, Charlotte. "Analyse, Reconstruction 3D, & Animation du Visage." Phd thesis, Ecole des Ponts ParisTech, 2010. http://pastel.archives-ouvertes.fr/pastel-00555140.

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L'analyse du visage est un sujet très étudié dans de nombreux domaines : Interaction Homme Machine, sécurité, post-production cinématographique, jeux video. . . Cela comprend la détection, la reconnaissance, la reconstruction 3D, l'animation et l'analyse d'émotions. L'animation du visage a été la motivation principale durant toute la thèse. Nous nous intéressons à la plupart des domaines liés au visage : tout d'abord la reconstruction 3D et la modélisation de visage, avec un nouveau modèle de visage. Ensuite, nous introduisons des contraintes anthropométriques par champs de Markov pour la déte
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Greenberg, Jonathan. "Real time 3D animation using progressive transmission." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0027/MQ51718.pdf.

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Chrysanthou, Yiorgos. "Shadow computation for 3D interaction and animation." Thesis, Queen Mary, University of London, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.244505.

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Ghys, Charlotte. "Analyse, reconstruction 3D, et animation du visage." Marne-la-Vallée, ENPC, 2010. http://www.theses.fr/2010ENPC1005.

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L’analyse du visage est un sujet très étudié dans de nombreux domaines : In-teraction Homme Machine, sécurité, post-production cinématographique, jeux vidéo. . . Cela comprend la détection, la reconnaissance, la reconstruction 3D, l’ani-mation et l’analyse d’émotions. L’animation du visage a été la motivation princi-pale durant toute la thèse. Nous nous intéressons à la plupart des domaines liésau visage : tout d’abord la reconstruction 3D et la modélisation de visage, avecun nouveau modèle de visage. Ensuite, nous introduisons des contraintes anthro-pométriques par champs de Markov pour la dé
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Ma, Minhua. "Automatic conversion of natural language to 3D animation." Thesis, University of Ulster, 2006. http://radar.gsa.ac.uk/876/.

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Cavusoglu, Abdullah. "Providing language facilities for 3D articulated figure animation." Thesis, University of Sussex, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.333407.

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Rivera, Fiona MacDonald. "An improved computational model for effective 3D animation." Thesis, Queen Mary, University of London, 2017. http://qmro.qmul.ac.uk/xmlui/handle/123456789/25937.

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As humans, our fascination with recreating images of ourselves began with parietal art many thousands of years ago, and has continued throughout the ages. However, we also now strive to create moving, thinking, believable, virtual humans, rather than focus entirely on static images. Moreover, computer generated humans are now integral to the digital world that encompasses us, yet 3D animation remains rife with challenges. The overarching objective of the thesis, therefore, is to systematically investigate and design a comprehensive computational model that leverages the effect of natural motio
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Au, Kristin C. "Animation : 2D versus 3D and their combined effect." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/92640.

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Thesis: S.B., Massachusetts Institute of Technology, Department of Architecture, 2014.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 53-54).<br>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 animati
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Tutar, Mustafa. "Simplified techniques for motion entourage in 3D animation /." free to MU campus, to others for purchase, 2004. http://wwwlib.umi.com/cr/mo/fullcit?p1422972.

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Vimont, Ulysse. "Nouvelles méthodes pour la modélisation interactive d'objets complexes et d'animations." Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAM073/document.

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L'accroissement de la demande en contenu virtuel, tant en termes qualitatifs que quantitatifs, révèle de nouveaux défis scientifiques.Par exemple, la génération et la manipulation de formes 3D et d'animation sont particulièrement difficiles.Les méthodes modernes contournent ces difficultés en proposant des approches basées sur des algorithmes d'optimisation.Ces derniers utilisent des connaissances a priori sur les données à manipuler afin de générer de nouvelles données satisfaisant des contraintes dictées par l'utilisateur.De tels outils présentent le désaventage d'être indirects, couteux, et
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Erdogdu, Aysu. "Morphable 3d Facial Animation Based On Thin Plate Splines." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12611910/index.pdf.

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The aim of this study is to present a novel three dimensional (3D) facial animation method for morphing emotions and facial expressions from one face model to another. For this purpose, smooth and realistic face models were animated with thin plate splines (TPS). Neutral face models were animated and compared with the actual expressive face models. Neutral and expressive face models were obtained from subjects via a 3D face scanner. The face models were preprocessed for pose and size normalization. Then muscle and wrinkle control points were located to the source face with neutral expression a
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Nadtoka, Nataliya. "Analysis modelling and animation of emotional speech in 3d." Thesis, University of Surrey, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.549468.

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MARQUES, CLARISSA CODA DOS SANTOS CAVALCANTI. "REAL-TIME 3D ANIMATION WITH HARMONIC AND MODAL ANALYSES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2012. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=21844@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO<br>Ainda hoje a animação de caracteres tridimensionais é um processo manual. Aplicações como jogos de computadores, ou capturas de movimentos para efeitos especiais em filmes requerem incessante intervenções do artista, que praticamente guia os movimentos a cada passo. Nesses exemplos as ferramentas disponíveis oferecem geralmente edição de detalhes, ou no espaço ou no tempo. Essa tese utiliza duas abordagens analíticas ao
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Mahieddine, Mohammed. "Modélisation, visualisation et animation d'objets 3D : Approche orientée objets." nice, 1991. http://www.theses.fr/1991NICE4496.

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L'objectif de cette thèse est d'étudier l'application de l'approche orientée objets pour la modélisation, la visualisation et l'animation d'objets graphiques en 3 dimensions. Une première phase de cette étude a consiste en la construction d'une extension orientée objets de standards graphiques existants. Pour la construction du graphe d'héritage des classes, une méthode nouvelle est présentée qui consiste à utiliser a la fois l'héritage comportemental et l'héritage implémentationnel. Une extension orientée objets des systèmes core et cgi est présentée pour illustrer ces idées. Une étude exhaus
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He, Zhi-guang, and 何智光. "3D Facial Animation." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/09169533194285308870.

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碩士<br>義守大學<br>電機工程學系碩士班<br>93<br>It is a challenge that how to realistically generate 3D human face models and their various movement expressions in computer graphics. With the progress of computer technology, people request for more and more multimedia effects. Therefore, the reconstruction of 3D human facial models and facial animations are enthusiastically investigated. There are several kinds of method used to reconstruct 3D models. We animate the 3D object models that are reconstructed by using photometric stereo method and shape from contours with three light sources in this paper. The
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CHEN, HONG-RUEI, and 陳泓睿. "3D Animation Creation “Treasure”." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/x8zszd.

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碩士<br>國立臺灣藝術大學<br>多媒體動畫藝術學系動畫藝術碩士班<br>104<br>Recently, the Low-Poly style has become an emerging style of visual art, it was built as the solution of lacking of computing speed. Nowadays, this problem has been solved through the technology advance, however, the Low-Poly style does not disappear, instead, it is becoming a new visual style. The Low-Poly style brought out a special stimulation of visual art, it has been widely applied in graphic design, commercial advertising, even in portable game device area. Although the development of Low-Poly style has become mature and been extensively util
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LIU, MING-KUN, and 劉明昆. "ASAKU 3D animation production." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/fhsz9x.

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碩士<br>亞洲大學<br>數位媒體設計學系<br>107<br>Since 1989, the year ASAKU ® was born, the IP, intellectual property, of the whole series, including images, music, and literature, belongs to the author of this doctoral dissertation. When the time of production is limited to seven days, all we have is one person and one personal computer, without the support of an animation team and facilities of high-end rendering, how we can complete the work from adjustment of creation method, tool option, and production procedure. Completing the series of animation work of ASAKU ® is the base. This dissertation mainly dis
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Jun-Ze, Huang. "Speech-Driven 3D Facial Animation." 2006. http://www.cetd.com.tw/ec/thesisdetail.aspx?etdun=U0001-2407200613525500.

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Huang, Jun-Ze, and 黃鈞澤. "Speech-Driven 3D Facial Animation." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/22243033424866606258.

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碩士<br>國立臺灣大學<br>資訊管理學研究所<br>94<br>It is often difficult to animate a face model speaking a specific speech. Even for professional animators, it will take a lot of time. Our work provides a speech-driven 3D facial animation system which allows the user to easily generate facial animations. The user only needs to give a speech as the input. The output will be a 3D facial animation relative to the input speech. Our work can be divided into three sub-systems: One is the MMM (multidimensional morphable model). MMM is build from the pre-recorded training video using machine learning techniques. We
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Wei, Shu-Chen, and 韋淑貞. "Animation of 3D facial expressions." Thesis, 1993. http://ndltd.ncl.edu.tw/handle/38931393795866396065.

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"3D Animation: Creating An Experiential Environment." East Tennessee State University, 2004. http://etd-submit.etsu.edu/etd/theses/available/etd-0719104-174201/.

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Abdelhay, Khaled. "3D character animation using geometric constraints." Thesis, 2008. http://spectrum.library.concordia.ca/975728/1/MR40935.pdf.

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3D character animation is a very challenging field as it requires understanding of two different paradigms: fine arts and computer science. Currently there are many techniques used for animation authoring such as key framing, motion capture, non-linear editing, and forward and inverse kinematics. A limiting factor shared between current animation techniques is that they represent animation as a series of translation and rotation without considering other important aspects such as the rational of the motion, geometrical constraints between characters acting in the scene, or even between a char
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Huang, Shih-Chia, and 黃士家. "3D Computer Animation in Astronomy Visualization." Thesis, 1998. http://ndltd.ncl.edu.tw/handle/16634389532797736873.

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Jang, Guo-shi, and 張國璽. "The “Mona Lisa” Into 3D Animation." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/74093398413923743644.

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碩士<br>開南大學<br>資訊傳播學系<br>100<br>Composition of the paintings are mostly one-way view. This research aims to make "Mona Lisa" painting into 3D,capable of multi-faceted view the principle of binocular disparity. The personal feeling is taken from the physical experience of psychological feelings , and 2D plane of the viewer a new experience. Using the 3D model and the original painting, the form of image is rendered. Using low-precision model of ZBrush to refurbish into a high-precision model .Use ZBrush special mapping software to built-in itself . The Maya’s UV map complement each other
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Lin, Chun-Hao, and 林峻豪. "3D Motion Analysis For Animation Parameterization." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/57671363119021624111.

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碩士<br>國立成功大學<br>資訊工程學系碩博士班<br>92<br>Vivid 3D animation often needs the professional artist spending lots of time to construct. The more detail the animation contains, the more information it shall store. The huge size of the information brings the problem of storing, transferring and displaying the animation. Fine analysis and parameterization of the animation will help to compress the data. Therefore, animation analysis and parameterization plays an important role in the area of computer animation. In this paper, our method is based on the Principle Component Analysis (PCA). We use PCA to ana
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Ferreira, Anabel Cristina Alves. "3D Character Animation Using Sign Language." Master's thesis, 2017. https://repositorio-aberto.up.pt/handle/10216/106073.

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Chuan, Le,Wei, and 樂偉全. "3D Computer Animation “Little Bird” Dissertation." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/49098545725034253095.

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碩士<br>國立臺灣藝術大學<br>多媒體動畫藝術學系碩士班<br>99<br>3D computer animation springing up with hardware technology progress and software capability strength is integrated with different category materials and extremely applied to various media such as movie, advertisement etc. but hard to notice immediately around audience daily life finding everywhere nowadays. United States is the pioneer and leader of 3D computer animation development. The development in early stage focus on realistic skills and recent years expands to diverse scopes presenting multiple artistry and luxury styles arousing the probing mo
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Chung, Hua-Chiang, and 鍾華強. "Fast Fluid Animation in 3D Environments." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/84739702797110795048.

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Ferreira, Anabel Cristina Alves. "3D Character Animation Using Sign Language." Dissertação, 2017. https://repositorio-aberto.up.pt/handle/10216/106073.

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LI, TZU-CHIANG, and 李子強. "The Creation of 3D Animation – “Audition”." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/29ewy9.

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碩士<br>國立臺灣藝術大學<br>多媒體動畫藝術學系動畫藝術碩士班<br>107<br>I like to indicate the mistakes that junior animators make easily by my animation. Let the student who wants to be an animator thinks what is incorrect in my exaggerated character animation, such as walk cycle, weight shifting, grab, and gimbal lock. Also help them to avoid these animation mistakes when they animate in the studio or company in the future. In my animation, the main character gets a role because his imperfect performance after the audition, the main concept of my animation is that we should never give up even we are not perfect. We ne
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Tsai, 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.

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碩士<br>國立臺灣師範大學<br>設計研究所<br>96<br>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
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CHIEH-CHI, LI, and 李傑琦. "3D animation research for Anthropomorphism of wheeled vehicles - A "planetary rover" Animation." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/61881925325476103213.

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碩士<br>國立臺南大學<br>動畫媒體設計研究所<br>103<br>In this study, the anthropomorphic expressions were analyzed by different type of wheeled vehicle based animation included vehicle styles and action performance. The rigging tool of MAYA 3D software was used in this animation for producing the anthropomorphic space vehicles. The emotion expression analysis was applied to this animation creation. This is a realist style animation should pay attention for the realistic animation performance. The rigging mainly used in characters or creatures and be less used in mechanical tool such as wheeled vehicles. In this
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Chun-chi, Huang. "Vision-based Interactive 3D Character Animation System." 2006. http://www.cetd.com.tw/ec/thesisdetail.aspx?etdun=U0001-2407200620383900.

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Lin, Wei-Cheng, and 林偉成. "Progressive Animation for Dynamic 3D Mesh Sequences." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/17154213982464775035.

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碩士<br>中原大學<br>資訊工程研究所<br>97<br>Dynamic 3D mesh sequences, which are also called 3D animation, have been widely used in the movie and gaming industries. Because the 3D models are more complex and high resolution, the large requirements of dynamic mesh data make it difficult for a number of applications such as rendering, transmitting over a network. Based on universal media access (UMA), providing a suitable resolution according to characteristics of the end user’s terminal environment is needed. This paper proposes a multiresolution representation for 3D animation. The proposed representation
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Chang, Chih-Han, and 張智涵. "Hibakusha-Interpretation of Loneliness by 3D Animation." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/ee6pxu.

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碩士<br>實踐大學<br>時尚與媒體設計研究所<br>102<br>Hibakusha is an animation based on a fictional story. The story took place in a city once stroke by tsunami and nuclear disaster. A gigantic monster which no one knew its origin existed in the city. The mysterious creature was trapped in this city, where had been long abandoned by mankind. Its only companion died long ago and all left was a pile of bones. The monster guarded the bones with care. At first, the monster thought that life like this would last forever. Not until a little boy’s accidentally break-in did the monster start to believe that it might ha
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HSIEH, SHILH-HUNG, and 謝適鴻. "“Duel” 3D Computer Animation and Mocap Research." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/4695j5.

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碩士<br>國立臺灣藝術大學<br>多媒體動畫藝術學系動畫藝術碩士班<br>105<br>This production of animation described two warriors who have different battle skills beat the rival by their own competitive superiority.For the purpose of entertaining the audience,there are numerous martial arts with music in the animation to present the interesting effects.Trying to let the audience ponder the meaning of battle and hurting each other is the way what we want? The author in this creative process,the use of real-time computing algorithm to produce animation,and through mocap to speed up the animation process,in order to achieve fast
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