Dissertations / Theses on the topic '3D Character Animation'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 46 dissertations / theses for your research on the topic '3D Character Animation.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
Anders, Jörg. "Character-Animation mit Blender." Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200800841.
Full textRoussellet, Valentin. "Implicit muscle models for interactive character skinning." Thesis, Toulouse 3, 2018. http://www.theses.fr/2018TOU30055/document.
Full textSurface deformation, or skinning is a crucial step in 3D character animation. Its role is to deform the surface representation of a character to be rendered in the succession of poses specified by an animator. The quality and plausiblity of the displayed results directly depends on the properties of the skinning method. However, speed and simplicity are also important criteria to enable their use in interactive editing sessions. Current skinning methods can be divided in three categories. Geometric methods are fast and simple to use, but their results lack plausibility. Example-based approaches produce realistic results, yet they require a large database of examples while remaining tedious to edit. Finally, physical simulations can model the most complex dynamical phenomena, but at a very high computational cost, making their interactive use impractical. The work presented in this thesis are based on, Implicit Skinning, is a corrective geometric approach using implicit surfaces to solve many issues of standard geometric skinning methods, while remaining fast enough for interactive use. The main contribution of this work is an animation model that adds anatomical plausibility to a character by representing muscle deformations and their interactions with other anatomical features, while benefiting from the advantages of Implicit Skinning. Muscles are represented by an extrusion surface along a central axis. These axes are driven by a simplified physics simulation method, introducing dynamic effects, such as jiggling. The muscle model guarantees volume conservation, a property of real-life muscles. This model adds plausibility and dynamics lacking in state-of-the-art geometric methods at a moderate computational cost, which enables its interactive use. In addition, it offers intuitive shape control to animators, enabling them to match the results with their artistic vision
Vaillant, Rodolphe. "Implicit skinning : character skin deformation guided by 3D scalar fields." Thesis, Toulouse 3, 2015. http://hdl.handle.net/1828/7336.
Full textGraduate
Guay, 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
Fonseca, Jose Antonio dos Santos. "Character body expression in 3D computer animation : a new posing approach." Thesis, Bournemouth University, 2015. http://eprints.bournemouth.ac.uk/24898/.
Full textArjunan, 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.
Full textTitle from electronic submission form. ETSU ETD database URN: etd-0719104-174201 Includes bibliographical references. Also available via Internet at the UMI web site.
Ali, Ahmad, and Svensson Marcus. "Animation through Body Language : A study using the fictional character Mokhtar." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-297660.
Full textBorodulina, A. (Anastasiia). "Application of 3D human pose estimation for motion capture and character animation." Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201906262670.
Full textMiller, Louis James. "Combining Media Processes for Ideation in 3D Character Design for Computer Animation." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1243947806.
Full textBailey, Shasta. "Building and Using a Character in 3D Space." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/honors/214.
Full textWilliams, Jared Van. "Rocky: virtual sculpting as the basis for computer generated character development." Thesis, University of Iowa, 2012. https://ir.uiowa.edu/etd/3011.
Full textFernández, Baena Adso. "Animation and Interaction of Responsive, Expressive, and Tangible 3D Virtual Characters." Doctoral thesis, Universitat Ramon Llull, 2015. http://hdl.handle.net/10803/311800.
Full textAquesta tesi s'emmarca dins del món de l'animació de personatges virtuals tridimensionals. Els personatges virtuals s'utilitzen en moltes aplicacions d'interacció home màquina, com els videojocs o els serious games, on es mouen i actuen de forma similar als humans dins de mons virtuals, i on són controlats pels usuaris per mitjà d'alguna interfície, o d'altra manera per sistemes intel·ligents. Reptes com aconseguir moviments fluids i comportament natural, controlar en temps real el moviment de manera intuitiva i precisa, i inclús explorar la interacció dels personatges virtuals amb elements físics intel·ligents; són els que es treballen a continuació amb l'objectiu de contribuir en la generació de personatges virtuals responsius, expressius i tangibles. La navegació dins dels mons virtuals fa ús de locomocions com caminar, córrer, etc. Per tal d'aconseguir el màxim de realisme, es capturen i reutilitzen moviments d'actors per animar els personatges virtuals. Així funcionen els motion graphs, una estructura que encapsula moviments i per mitjà de cerques dins d'aquesta, els concatena creant un flux continu. La síntesi de locomocions usant els motion graphs comporta un compromís entre el número de transicions entre les diferents locomocions, i la qualitat d'aquestes (similitud entre les postures a connectar). Per superar aquest inconvenient, proposem el mètode transicions progressives usant Body Part Motion Graphs (BPMGs). Aquest mètode tracta els moviments de manera parcial, i genera transicions específiques i sincronitzades per cada part del cos (grup d'articulacions) dins d'una finestra temporal. Per tant, la conectivitat del sistema no està lligada a la similitud de postures globals, permetent trobar més punts de transició i de més qualitat, i sobretot incrementant la rapidesa en resposta i execució de les transicions respecte als motion graphs estàndards. En segon lloc, més enllà d'aconseguir transicions ràpides i moviments fluids, els personatges virtuals també interaccionen entre ells i amb els usuaris parlant, creant la necessitat de generar moviments apropiats a la veu que reprodueixen. Els gestos formen part del llenguatge no verbal que acostuma a acompanyar a la veu. La credibilitat dels personatges virtuals parlants està lligada a la naturalitat dels seus moviments i a la concordança que aquests tenen amb la veu, sobretot amb l'entonació d'aquesta. Així doncs, hem realitzat l'anàlisi de la relació entre els gestos i la veu, i la conseqüent generació de gestos d'acord a la veu. S'han definit indicadors d'intensitat tant per gestos (GSI, Gesture Strength Indicator) com per la veu (PSI, Pitch Strength Indicator), i s'ha estudiat la relació entre la temporalitat i la intensitat de les dues senyals per establir unes normes de sincronia temporal i d'intensitat. Més endavant es presenta el Gesture Motion Graph (GMG), que selecciona gestos adients a la veu d'entrada (text anotat a partir de la senyal de veu) i les regles esmentades. L'avaluació de les animaciones resultants demostra la importància de relacionar la intensitat per generar animacions cre\"{ibles, més enllà de la sincronització temporal. Posteriorment, presentem un sistema de generació automàtica de gestos i animació facial a partir d'una senyal de veu: BodySpeech. Aquest sistema també inclou millores en l'animació, major reaprofitament de les dades d'entrada i sincronització més flexible, i noves funcionalitats com l'edició de l'estil les animacions de sortida. A més, l'animació facial també té en compte l'entonació de la veu. Finalment, s'han traslladat els personatges virtuals dels entorns virtuals al món físic per tal d'explorar les possibilitats d'interacció amb objectes reals. Per aquest fi, presentem els AvatARs, personatges virtuals que tenen representació tangible i que es visualitzen integrats en la realitat a través d'un dispositiu mòbil gràcies a la realitat augmentada. El control de l'animació es duu a terme per mitjà d'un objecte físic que l'usuari manipula, seleccionant i parametritzant les animacions, i que al mateix temps serveix com a suport per a la representació del personatge virtual. Posteriorment, s'ha explorat la interacció dels AvatARs amb objectes físics intel·ligents com el robot social Pleo. El Pleo s'utilitza per a assistir a nens hospitalitzats en teràpia o simplement per jugar. Tot i els seus beneficis, hi ha una manca de relació emocional i interacció entre els nens i el Pleo que amb el temps fa que els nens perdin l'interès en ell. Així doncs, hem creat un escenari d'interacció mixt on el Vleo (un AvatAR en forma de Pleo; element virtual) i el Pleo (element real) interactuen de manera natural. Aquest escenari s'ha testejat i els resultats conclouen que els AvatARs milloren la motivació per jugar amb el Pleo, obrint un nou horitzó en la interacció dels personatges virtuals amb robots.
Esta tesis se enmarca dentro del mundo de la animación de personajes virtuales tridimensionales. Los personajes virtuales se utilizan en muchas aplicaciones de interacción hombre máquina, como los videojuegos y los serious games, donde dentro de mundo virtuales se mueven y actúan de manera similar a los humanos, y son controlados por usuarios por mediante de alguna interfaz, o de otro modo, por sistemas inteligentes. Retos como conseguir movimientos fluidos y comportamiento natural, controlar en tiempo real el movimiento de manera intuitiva y precisa, y incluso explorar la interacción de los personajes virtuales con elementos físicos inteligentes; son los que se trabajan a continuación con el objetivo de contribuir en la generación de personajes virtuales responsivos, expresivos y tangibles. La navegación dentro de los mundos virtuales hace uso de locomociones como andar, correr, etc. Para conseguir el máximo realismo, se capturan y reutilizan movimientos de actores para animar los personajes virtuales. Así funcionan los motion graphs, una estructura que encapsula movimientos y que por mediante búsquedas en ella, los concatena creando un flujo contínuo. La síntesi de locomociones usando los motion graphs comporta un compromiso entre el número de transiciones entre las distintas locomociones, y la calidad de estas (similitud entre las posturas a conectar). Para superar este inconveniente, proponemos el método transiciones progresivas usando Body Part Motion Graphs (BPMGs). Este método trata los movimientos de manera parcial, y genera transiciones específicas y sincronizadas para cada parte del cuerpo (grupo de articulaciones) dentro de una ventana temporal. Por lo tanto, la conectividad del sistema no está vinculada a la similitud de posturas globales, permitiendo encontrar más puntos de transición y de más calidad, incrementando la rapidez en respuesta y ejecución de las transiciones respeto a los motion graphs estándards. En segundo lugar, más allá de conseguir transiciones rápidas y movimientos fluídos, los personajes virtuales también interaccionan entre ellos y con los usuarios hablando, creando la necesidad de generar movimientos apropiados a la voz que reproducen. Los gestos forman parte del lenguaje no verbal que acostumbra a acompañar a la voz. La credibilidad de los personajes virtuales parlantes está vinculada a la naturalidad de sus movimientos y a la concordancia que estos tienen con la voz, sobretodo con la entonación de esta. Así pues, hemos realizado el análisis de la relación entre los gestos y la voz, y la consecuente generación de gestos de acuerdo a la voz. Se han definido indicadores de intensidad tanto para gestos (GSI, Gesture Strength Indicator) como para la voz (PSI, Pitch Strength Indicator), y se ha estudiado la relación temporal y de intensidad para establecer unas reglas de sincronía temporal y de intensidad. Más adelante se presenta el Gesture Motion Graph (GMG), que selecciona gestos adientes a la voz de entrada (texto etiquetado a partir de la señal de voz) y las normas mencionadas. La evaluación de las animaciones resultantes demuestra la importancia de relacionar la intensidad para generar animaciones creíbles, más allá de la sincronización temporal. Posteriormente, presentamos un sistema de generación automática de gestos y animación facial a partir de una señal de voz: BodySpeech. Este sistema también incluye mejoras en la animación, como un mayor aprovechamiento de los datos de entrada y una sincronización más flexible, y nuevas funcionalidades como la edición del estilo de las animaciones de salida. Además, la animación facial también tiene en cuenta la entonación de la voz. Finalmente, se han trasladado los personajes virtuales de los entornos virtuales al mundo físico para explorar las posibilidades de interacción con objetos reales. Para este fin, presentamos los AvatARs, personajes virtuales que tienen representación tangible y que se visualizan integrados en la realidad a través de un dispositivo móvil gracias a la realidad aumentada. El control de la animación se lleva a cabo mediante un objeto físico que el usuario manipula, seleccionando y configurando las animaciones, y que a su vez sirve como soporte para la representación del personaje. Posteriormente, se ha explorado la interacción de los AvatARs con objetos físicos inteligentes como el robot Pleo. Pleo se utiliza para asistir a niños en terapia o simplemente para jugar. Todo y sus beneficios, hay una falta de relación emocional y interacción entre los niños y Pleo que con el tiempo hace que los niños pierdan el interés. Así pues, hemos creado un escenario de interacción mixto donde Vleo (AvatAR en forma de Pleo; virtual) y Pleo (real) interactúan de manera natural. Este escenario se ha testeado y los resultados concluyen que los AvatARs mejoran la motivación para jugar con Pleo, abriendo un nuevo horizonte en la interacción de los personajes virtuales con robots.
Leuschner, Haug Verfasser], Gary [Akademischer Betreuer] [Bente, and Kai [Akademischer Betreuer] Vogeley. "Microanalysis of nonverbal communication: Development of a nonverbal research method using high-performance 3D character animation / Haug Leuschner. Gutachter: Gary Bente ; Kai Vogeley." Köln : Universitäts- und Stadtbibliothek Köln, 2013. http://d-nb.info/1038710553/34.
Full textSCARPI, Kate. "O projeto de figurino em personagens de animação 3D: um estudo sobre "Os Incríveis"." Universidade Anhembi Morumbi, 2018. http://sitios.anhembi.br/tedesimplificado/handle/TEDE/1680.
Full textApproved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-08-20T20:27:02Z (GMT) No. of bitstreams: 1 452401.pdf: 5853476 bytes, checksum: 81008480cdf930837a76f42998eef262 (MD5)
Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-08-21T13:25:11Z (GMT) No. of bitstreams: 1 452401.pdf: 5853476 bytes, checksum: 81008480cdf930837a76f42998eef262 (MD5)
Made available in DSpace on 2018-08-21T13:25:26Z (GMT). No. of bitstreams: 1 452401.pdf: 5853476 bytes, checksum: 81008480cdf930837a76f42998eef262 (MD5) Previous issue date: 2018-02-22
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
This essay studies the development of costume design in 3D animation. The process chosen to do so was the comparison of the methodology of costume creation between scenic arts, fashion design, comics and animation itself. The objective of this essay is to inquire the possibility of applying costumes as a narrative element in animation. To this end, it was done a bibliographic research, an analysis of an iconographic compilation and a study of the costume changes on the animated movie The Incredibles (Pixar, 2004). It will be exposed elements referred to design and visual communication, such as colors, shapes and textures as a way to convey the character’s emotionsassociated to the story and scenes. Following that, comparison of the costume creation process on digital, audiovisual and physical sphere. Based on the three images paradigm, the concept presented by Santaella (2005), the simulation on the digital sphere, the concept approached by Couchot (1993) and, lastly,on the concept of immaterial culture presented by Flusser (2007). Those points will be succeeded by indicating the similarities and divergences between fashion drawing and animation concept art drawings, based on topics presented by Gragnato (2008), Hopkins (2011) and Morris (2009)
Este trabalho estuda o processo de criação do design de figurino para personagens de animação tridimensional (3D), por meio de métodos comparativos entre áreas como artes cênicas, design de moda, histórias em quadrinhos e animação. O objetivo é o de averiguar a possibilidade do uso do figurino como elemento narrativo na animação. Para tal propósito, são realizadas revisões bibliográficas, análises de uma compilação iconográfica e o estudo de caso da animação Os Incríveis (The Incredibles, Pixar, 2004). São apresentados elementos projetuais referentes ao design e à comunicação visual como cores, formas e texturas como modo de transmitir ao observador as emoções da personagem em relação à narrativa. Em seguida, é efetuada a comparação do processo de criação do figurino nos meios digital, audiovisual e físico por meio dos três paradigmas da imagem abordados por Santaella (2005), da simulação na esfera digital (Couchot, 1993) e cultura imaterial, conceito apresentado por Flusser (2007). Em sequência, são apontadas as semelhanças e divergências entre os desenhos de moda com as concept arts da animação seguindo tópicos apresentados por Gragnato (2008), Hopkins (2011) e Morris (2009).
Lundgren, Ulrika, and Ben Mowbray. "The Struggles of Rigging : On Joint Deformation Problems in Human Digital Characters." Thesis, Högskolan Väst, Institutionen för ekonomi och it, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-4413.
Full textDen övergripande forskningen kring digital 3D-animation är främst fokuserad på problemlösning samt utvecklingen av ny teknik och innovation för framtida programvaror utformade för 3D-animation. Dock har det sällan tagits någon hänsyn till de underliggande anledningarna om varför problemen uppstår, och inte heller genom ett psykologiskt perspektiv. Om 3D-animation ska bli mer etablerat inom den akademiska disciplinen så behöver framsteg göras för att skapa en starkare grund.Denna vetenskapliga uppsats undersöker möjliga anledningar till varför joint-deformationsproblem upplevs med riggen för digitala mänskliga karaktärer i Autodesk Maya. Detta utforskas genom att använda kognitiv psykologi, speciellt teorier kring perception, med ytterligare överväganden om att ”the Uncanny Valley” och ”Suspension of disbelief” skulle vara avgörande faktorer. Ett experiment var utformat för att utvärdera närvarandet av joint-deformationsproblem gällande en grundläggande mänsklig karaktär samt två möjliga lösningar till problemet.Den presenterade hypotesen, om vad som påverkar att en betraktare noterar joint-deformationsproblem, stärktes av undersökningens givna resultat. Dock är fortsatta forskningar kring ämnet nödvändiga för att definitivt bekräfta hypotesens reliabilitet och validitet. Undersökningen visade att problem med joint-deformationer kan noteras av betraktaren och därmed skapa en distraktion för filmens handling, men att andra faktorer kan vara mer avgörande för samma innebörd. Framtida forskningar kan resultera i att hjälpa digitala artister att underlätta deras förståelse om hur en publik kan tänkas reagera på närvarandet av joint-deformationsproblem och att effektivisera deras arbetsprocess.
Conventi, Maurizio. "Physically-based animation of 3D Biped characters with genetic algorithms." Thesis, Linköping University, Department of Electrical Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8513.
Full textSynthesizing the realistic motion of a humanoid is a very sophisticated task, studied in different research areas. This work addresses the problem to synthetize realistic animations of 3D biped characters in a simulated environment, using genetic algorithms. Characters are represented as a structure of rigid bodies linked each other by 1DOF joints. Such joints are controlled by sinusoidal functions whose parameters are calculated by the genetic algorithm. Results, obtained by testing and comparing several different genetic operators, are presented. The system we have created allows the non-skilled user, to automatically create animations by setting only few key-poses of the characters.
Kochan, Elizaveta. "Creating a Short Animated Film with Cloth Characters." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/honors/526.
Full textDahle, Theo. "Culture and 3D animation : A study of how culture and body language affects the perception of animated 3D characters." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17242.
Full textQin, Chuanshi. "How to use computer graphics to promote virtual idols based on 3D /." Online version of thesis, 2009. http://hdl.handle.net/1850/10964.
Full textRamadan, Hadeel M. "Jan. 25 ( Story of a Girl )." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/71871.
Full textMaster of Fine Arts
Kastemaa, Juho. "Recognizing Compound Facial Expressions of Virtual Characters in Augmented Reality." Thesis, KTH, Beräkningsvetenskap och beräkningsteknik (CST), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210233.
Full textHur är det möjligt att designa virtuella karaktärer som kan uttrycka olika känslor, till exempel blandade känslor som är en blandning av grundläggande känslor? Augmented Reality (AR) kan skapa engagerande upplevelser för deltagarna, och de senaste åren har virtuella ansikten och virtuella karaktärer blivit alltmer realistiska och uttrycksfulla, till exempel då kostnaderna minskas med hjälp av terapeutiska tillämpningar. Giltigheten av virtuellt uttryck har visats i studier på stationära datorer, men mindre i AR. I denna rapport studerades de grundläggande känslorna och hur de blandade känslorna av virtuella karaktären kan konstrueras för att fungera med Microsoft HoloLens i AR. Processen att skapa blandade känslor till en mänsklig virtuell karaktär konstruerades och animationerna modifierades med hjälp av Unity3D-spelmotor. Deltagarna (n = 24) upplevde den virtuella karaktären i en jobbintervju med Microsofts HoloLens. Den virtuella karaktären gjorde grundläggande och sammansatta ansiktsuttryck och deltagarna ombads kategorisera dom. Resultatet visar att alla deltagare framgångsrikt erkänt sju grundläggande känslor och sju blandade känslor från en virtuell karaktär i AR med hjälp av HoloLens; disgust var ihopblandad med sad, och angry var ibland ihopblandad med disgust. Fearfully surprised blev också ofta felaktig ihopblandad med awed. Studiens resultat visar att de blandade känslorna var lätta att känna igen och resultaten antyder på att den uppfattade valens förändras beroende på ansiktsuttryck. Studien ger insikter om hur blandade känslouttryck för virtuella karaktärer har konstruerats och uppfattats.
Abdelhay, Khaled. "3D character animation using geometric constraints." Thesis, 2008. http://spectrum.library.concordia.ca/975728/1/MR40935.pdf.
Full textFerreira, Anabel Cristina Alves. "3D Character Animation Using Sign Language." Dissertação, 2017. https://repositorio-aberto.up.pt/handle/10216/106073.
Full textFerreira, Anabel Cristina Alves. "3D Character Animation Using Sign Language." Master's thesis, 2017. https://repositorio-aberto.up.pt/handle/10216/106073.
Full textChun-chi, Huang. "Vision-based Interactive 3D Character Animation System." 2006. http://www.cetd.com.tw/ec/thesisdetail.aspx?etdun=U0001-2407200620383900.
Full textHuang, Chun-chi, and 黃俊棋. "Vision-based Interactive 3D Character Animation System." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/94666097073419720115.
Full text國立臺灣大學
資訊工程學研究所
94
This thesis proposes a performance animation system controlled by upper body motion under a restricted workspace environment. The upper body motion are obtained from a markerless vision-based arm tracking system. Since 3D pose information derived from vision is often coarse and inexact, we apply a filter to reduce noise. After noise reduction, the motion signal can be used to directly control the animation of the upper body of the avatar, or be recognized as motion command to assign motion to the avatar. The motion control of our system is divided into two parts, the upper body and the lower body. The upper body motions of avatar can be controlled by control signal from filtered vision input, or they can be motion capture data selected by command signal from motion recognition, or they can be the mixture of two. The motions of lower body are motion capture data automatically selected by motion recognition of filtered vision input. The combined motion of the upper and the lower body may not be physically plausible. To solve this problem, we propose a two level motion integration framework. In each level, we use Kalman filters to smooth the combined motion and then revise it by imposing constraints. The combined motions are processed by the framework to ensure that they are not only smooth but also physically plausible.
Chen, Ying-Chi, and 陳英祺. "A Marionette Style Filter for 3D Character Animation." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/83228044306936690568.
Full textChang, Wei-chieh, and 張瑋婕. "Building 3D Construction Model with Rigged Character Animation." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/48427063384524463916.
Full text東吳大學
資訊管理學系
103
With the proliferation of computer graphics and multimedia technology, there are abundant choices of three-dimensional (3D) modeling and character animation professional software in the market. However, authoring using different software products collectively still remains a difficult task considering the distinct features of proprietary software artifacts. The main purpose of this paper is to propose a streamlined workflow aiming at performing the 3D modeling construction with animated characters. As the concept of Wikinomics emerges, open source based software and products are utilized to provide the maximum collective throughput potential. The new design of above mentioned popular software is required to attain two goals; learning easily and having fun are vital importance for users. The proposed SketchUp and MikuMikuDance workflow (SUMD) introduces the novel method for plentiful of potential applications in light of the augmented capabilities of the integrated process. The goal is to assist professional users from different domain and sustain their high enthusiasm levels during the modeling process. Rather than manipulating more than one software products with incompatible properties, the workflow users will be guided through the challenging process to complete their 3D construction with additional animated characters in the proposed SUMD workflow.
GAO, YU-SIAN, and 高譽顯. "The analysis of 3D animation skeleton tool - In game and movie character animation." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/b4qcdd.
Full text南臺科技大學
多媒體與電腦娛樂科學系
104
In now of production industry, there are many software tools of animation, and there are many differences and similar with the nature of three-dimensional drawing tools, I had deal with the different types of projects in development process, which will be applied by different types of skeleton animation tools, and discussed with skeletal animation tools and features. In process among we use animation tools, this research will beginning of the skeleton product, and then to the binding, then enter the weight adjustment, and finally to setup the reverse phase power, after above of this series of steps will be entered to adjust the animation stage. There will be many features for making games or movies animation of characters, it will use by the tool functions include special tools and methods, both of its will affect the quality of the animation process, and times effects. The purpose of this research is to study and find out the relevant application of animation tools, after I finishing study the origin function and associated documentation, it will be associated with the project we get to use animation tools, and we can get conclusions after analyzing the results of the recommendations, I hope readers will have the following knowledge related help in animation tools.
Tsai, Yao-Yang, and 蔡曜陽. "Real-time Physics-based 3D Biped Character Simulation and Animation." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/14536413741639943955.
Full text國立成功大學
資訊工程學系碩博士班
96
This paper present a physics-based approach to generate 3D biped character animation that can react to dynamical environments in real-time. Our approach utilizes an inverted pendulum model to on-line adjust the desired motion trajectory from the input motion capture data. This on-line adjustment produces physically-plausible motion trajectory adapted to dynamic environments, which is then used as the desired motion for the motion controllers to follow in dynamics simulation. Rather than using the Proportional-Derivative controllers whose parameters usually cannot be easily set, our motion following control adopts a velocity-driven method which computes joint torques based on the desired joint angular velocities. Physically-correct full body motion of the 3D character is computed in dynamics simulation using the computed torques and dynamical model of the character. Our experiments demonstrate that MOCAP-following with real-time response animation can be achieved easily. Besides, physically-plausible motion style editing and automatic motion transition can also be generated naturally.
Chen, Chiung-Fu, and 陳泂甫. "NPR Stylization of 3D Character Animation Using Sketching and Stroke." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/74640080729453129969.
Full text國立成功大學
資訊工程學系碩博士班
93
In this paper, we present a system that gives artists the ability to add ghost effect, speedline and stylized deformation to existing animation sequences in real time, withoutthe need to modify the 3D mesh geometry of the animation sequence. The artist can add and control e��ects using a sketch-based interface, and see the stylized result in real time. With all e��ects and processing o2 oaded to programmable graphics hardware, the proposed system can be implemented with more e±ciency and °exibility.
Chen, Tzu-Hsuan, and 陳姿瑄. "Creation Description of《Happy Birthday》and Applications of 3D Character Animation Technology." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/yrknr9.
Full text國立臺中科技大學
多媒體設計系碩士班
103
Character animation is a unique form of performing arts. It primarily demonstrates the character’s personality and thought process through the character’s action. The problem of a 3-D animation is how to make the movements more natural and realistic. According to Walt Disney, animations should not only focus on a character’s action and reaction, but also the content of the action, which is the character emotion. To achieve this goal, we capture the character’s action by using 3-D virtual space, then analyze traditional animation principles and apply it on our 3-D computer animation. In addition, this production applied 3-D animation technique to create the short computer animation. The characters are designed to release positive energy to cure those with corrupted soul, and hoping to inspire viewers to value life more and courageously face life challenges. The author of this production followed the highest animation principle, which is the 12 Basic Principles of Animation created by Disney animators through their years of experience. They also provided 3-D animation production process for future references.
Edström, Ossian. "Evaluating the quality of 3D character animation produced by artificial neural networks : A user study." Thesis, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20873.
Full textPei-Fen, Wu, and 吳佩芬. "The Timing Principle Construction in 3D Cartoon Character Animation Visual Language─A Study Exemplified by 「Toy Story」." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/60636750838966555685.
Full text蔡昆良. "Discussion and Application of 3D Character Animation in Action Production Flow -《Way of Learning》as an Example." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/49469p.
Full text大葉大學
設計暨藝術學院碩士班
106
In this digital age, character animation almost become the most popular performance art and the demonstration on the actions is a field in great demand but not easy to learn. In current use production techniques and processes, require an animator possesses certain level in order to achieve high-quality results. It is quite unfavorable to those who are beginners. This study focuses on character animation production techniques, and also research on its processes. Summarize all of the production processes to help those who are inexperienced can follow the entire production team. Then apply these processes to create. Allow those who expect to become an animator, the next generation of animation can use these processes to fill the gaps in the lack of experience and be able to produce a certain quality character animation.
Jacobs, Carelize Johani. "A proposition for how musical competencies could benefit 3D character animators when synchronising performances to pre-recorded music using Khumba as a case study." Thesis, 2017. https://hdl.handle.net/10539/23782.
Full textEven though a significant amount of research has been conducted over the years on film music and animation, these two fields of academic study mostly developed independently from each other. Little attention has been given to these two fields in terms of how they are deployed together, particularly after the ‘Golden Age’ of Hollywood filmmaking. This study, from an animation perspective, contributes to this need for research with an investigation and eventual proposition that will elucidate and advance the integration and contemporary deployment practices and processes of music and character animation. The aim of the study was to identify and suggest the ideal musical competency set a character animator would benefit from and, to propose an approach for notation in which these competencies are used to digitally animate characters moving to the beat of pre-recorded music for a 3D animation feature-length film. A qualitative research approach was followed and the research methodology consisted of a historical analysis, studying current practices and the analysis of a case study. The South African 3D computer-animated feature film, Khumba (2013), produced by Triggerfish Animation Studios, was used as the case study. Reasons for its suitability were twofold: Firstly because the researcher could easily access the animators (which was essential) and secondly, because the film had the musical scenes required to conduct the research. The focus was on the musical scenes in the film. The integration of animation and music in a scene was analysed, allowing the researcher to show how Khumba animators could have benefited from the suggested musical competencies and from using the proposed method when animating musical scenes. A universally agreed approach for notation in animating-to-music doesn’t exist. However, a method known as the bar sheet was used by earlier animators, requiring them to have a basic knowledge and understanding of music. This study proposes the reintroduction of an adapted version of the original bar sheet, digitised for assimilation with contemporary technology. A plug-in for Autodesk Maya was also proposed as an output of the research. Ultimately, this research has the potential to lead to a heightened proficiency of character animators when animating musical scenes in 3D feature-length films. In addition, the research could prompt a universally agreed approach for notation which combines traditional and new methods and techniques. The adoption of this approach could also lead to changes in the working practices of film making teams and the work flow within production pipelines.
MT2018
Lu, Jing-Syuan, and 盧靜璇. "The value-added applications of 3D dot matrix hologram-Case study on the animation character of pangolin in “The fancy adventure of Formosa”." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/41188043653683116383.
Full text國立臺灣師範大學
圖文傳播學系
99
For a long time, the academic community’s holography research has been focuing on its characteristic of anti-counterfeit, and paid less attention to its integration with creativity. However, unique optical characteristics of hologram can provide creativity in art presentation. A creative work, which combines technology of holography and original design, brings public awareness of a new value-added application. The first task of this research is to design the dot-matrix hologram and different representation of color by computer program. The second task of this research is to design the value-added product, then combining the technology and narrative marketing. Besides, this research is to improve the hologram’s attractive representation and to protect hologram from unexpected scratches. By value-added design, it brings hologram and digital archiving to human’s daily life.
Yi-Guang, Weng, and 翁誼光. "A Study of Character’s Form in 3D Computer Animation - An Example From SIGGRAPH “Electric Theater” Animations." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/61801010416068731328.
Full text國立臺灣師範大學
設計研究所
95
In recent years, the 3D computer animation is developed with astonishing speed, pushing wave to help by the business strength, various computer animations weed through the old to bring forth the new continuously. Whole industry chain more along with the producer increment of the 3D animation, make currently the 3D animation technique already widespread exist the daily life. Since 2006, the animation movie announced by Hollywood is up to 8 movies, and whole is manufactured by the 3D animation and become, in each animation film festival, such as SIGGRAPH, Annecy International Animated Film Festival, Ottwa International Animation Festival... the 3D computer animation takes part in a game a work to also increase significantly in quality and quantity top, becoming main current gradually. In spite of business or not- commercial environment next, animation creators all should face a 3D's technique to create the impact of realm in the animation. This research according to this background, try to use already known of the 3D analytical existing role manifestation of the computer animation, the study constitutes a 3D the main factor of the role and influences the reason of its manifestation. In addition to being the 3D computer animation creator will make reference to in the future blue print, and gain analysis to lend support to personal creations and consider the basis with other manifestation possibilities in order to. Again with the electronics theater of the SIGGRAPH conference of global computer diagram academic association argument leader select an animation for case, induce to analyze a 3D a role of design and influence role animation the factor of the esthetics, attempt to build up the esthetics foundation of the 3D role animation and in the future 3D the development direction of the role. Its important point as follows: (1)The excellent story is the reason that the animation attracts audience, the work which lacks of a content is equal to lifeless. (2)The flat surface art can be used as the nutrient that the new manifestation develops. At develop new style of remaining in the meantime reserve 3D's special features of the animation is a future development trend. (3)For making the role perform more style turn and characteristic, the way used a key's painting's space constitution to regulate compare the motion capture. (4)The special luck mirror method of creation contributes to the influence which strengthens a role animation idea for the audience vision. (5) For personal creations part, the writer thinks and should get away from cultural restriction, looking for fusion science and technology and art, cross-cultural performance style.
Pai, Nai-Yuan, and 白乃遠. "The Experimental Intuitive Creation of 3D Characters Animation." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/22738606840210074326.
Full text國立交通大學
應用藝術研究所
97
3D characters animation is an art needs a complete plan that could be practiced efficiently. One of most important steps in pre-production is storyboard arrangement. 3D characters animation makers will take story script as a reference.This research experimented a direct animation production process to create 3D role models without using storyboard. I name the method of this animation production ‘Intuitive Creation’ which is the method I used to create my animation. The purpose of this work aims at exploring the meaning of capitalism and its commercial activities.Using this method, I made five parts of animation about capitalism by deducing and presenting its extending meanings. My work was unfolded from the following five aspects: 1. Image and sale, 2. Management and control, 3. Materials and production, 4. Manufacture, 5.keep and sale.These five elements were integrated as a whole of my animation. Moreover, the information of the content, process, experiences of making this animation, and suggestions are provided in this thesis for other animation artists who are interested in this method of making animation.
Chen, Chun Lin, and 陳俊霖. "Designing Cartoon Characters with Personality in 3D Animation." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/67612021177673167564.
Full text國立臺灣藝術大學
多媒體動畫藝術學系
97
Animation design, in line with the requirements of the story and the overall style of animation, should focus on the role modelling of animated characters, in order to have more visual impact. Character design, by "seizing the role of personality traits" and "strengthening the role of the identity" to highlight the personality of Character. Characters must have their own unique characteristics. In the design process, characters' personality traits, and prominent, should be kept distinct from each other. Thus, the characteristics of the characters can be better displayed. "Strengthening the role of the identity" can be achieved through character' status and their corresponding features in the storytelling to enhance character's modelling. Through the understanding of character structure and basic design methods, after simplifying, adding and re-combining with the anthropomorphic processing, innovative and unique shape of characters can be created. One the others hand, body movements of limb will show the character's and his emotion. An animation character, must unify his mind and behavior, to display a lively role. To achieve this goal, efficient manipulating of character's skeleton, muscle mechanism will be required to better performing character's personality and emotion. Creation of this study is to understand how to combine modeling and character of the cartoon characters, and use performance movements to create a unique and full of personality role. The purpose of this study is to understand how to integrate character's personality and role modelling, with proper performance of body movement, to create innovative and unique characters.
Perumalil, Ranjith Chandy. "Style Transfer For Visual Storytelling A Case Study: The Hindu Mythological Character, Yamah, in the Style of the American Film Director, Tim Burton." Thesis, 2011. http://hdl.handle.net/1969.1/ETD-TAMU-2011-08-9879.
Full textYeh, Pin-yu, and 葉品妤. "A Study on Applying Stereoscopic 3D Displays for Evaluating Animation Characters and Scenes." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/88543883821335210911.
Full text大同大學
工業設計學系(所)
105
Displays have become the interface for the public to receive information and enjoy entertainment in our society today. The rapid development of technology has replaced comic books, newspapers and magazines with handsets and tablets. The presentation of 3D images (instead of 2D) has not only enriched the viewing experience and the authenticity of the colours, but also created a visually lively virtual world. The production techniques in the animation industry have also evolved from handy 2D graphs to images created with 3D software programs and models. There are a growing number of 3D displays in the marketplace to enhance the visual perception and experience of viewers in the virtual 3D stereo settings. In the process of creating the virtual environment for animation characters and settings, it is important for designers to control the flows of the story and manage each detail regarding the characters and backgrounds. The stereo effects created at the backend by 3D displays can enrich the personality of the characters and the depth of the settings. This paper seeks to explore the depth cues and perceptions materialized via the interactions between characters and settings in the interactive model for 3D stereo characters. A survey was conducted on the students and young professionals aged between 20 and 30 by asking them to compare and contrast the two sets of character sizes and objects in the background shown on 2D and 3D stereo displays. This paper ran two experiments. The first experiment compared the depth cues of the characters, and the second experiment contrasted the depth cues of the characteristics and objects shown on three different missions. An analysis was performed on the test results over 2D stereo displays and 3D stereo displays, in order to explore the areas for improvement. It is hoped that the user experience with 3D stereo displays can serve as a template for the designers of animation characters and settings.
Chen, Chien-Chih, and 陳建志. "The Creation Discourse of 3D Computer Animation “Crow” Character’s Chinese Lip Sync." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/76607203799389787203.
Full text國立臺灣藝術大學
多媒體動畫藝術學系動畫藝術碩士班
102
Language represents a form and a tool of communication in human history for such a long time. The world has identified more than 6,900 languages existed around and the language often shows the characteristics of localization and culture of specified regions. In Taiwan, Chinese is recognized as an official spoken and written language and Chinese itself has several names, such as Beijing dialect, Putonghua and Mandarin etc…As historical development and internationalization influences gradually, Chinese language is widely adopted as a performing media in animation artwork. The “Crow” describes a prison who interacts with the reflection of himself to express inner conflict and fear. By using the computer animation techniques, execute the voice, viewers can understand the performance of lip-sync in Chinese language through animation.
(8782253), Dixuan Cui. "The Effects of 3D Characters’ Facial Expressions on Student Motivation to Learn Japanese in a game-based environment." Thesis, 2020.
Find full textPrevious research has shown that student-teacher interaction is very important in motivating students to learn a second language. However, it is unclear whether facial expression, which is one of the most important portions of interaction, affects in-game language learning motivation or not. The purpose of this study is to find out the evidence demonstrating the facial expressions of the other party, in this case, virtual characters in game, will or will not influence the learning motivation of Japanese L2 students. The researchers of this study developed four versions of a 3D animated Japanese role-playing game. Each version of the game represents one facial expression that is neutral, happy, sad or angry. The entire research consists of two experiments: a validation study and a motivation study. After validating all the facial expressions of five main characters in the game, eighty-four college students from 200/300 level Japanese courses joined in the motivation study voluntarily. They played a version of the game assigned randomly to them and then did a post-questionnaire. Conclusions were drawn based on the survey results. The findings of this research suggested that virtual characters’ facial expressions in game had no significant effect on participants’ learning motivation. However, significance was found in years of learning Japanese and gender. Meanwhile, it was found facial expression and years of learning Japanese had an interactive effect on the variable immersion into game.
Μπήτρος, Ιωάννης. "Μελέτη και ανάπτυξη συστήματος υποστήριξης κίνησης εικονικών διαδραστικών χαρακτήρων." Thesis, 2010. http://nemertes.lis.upatras.gr/jspui/handle/10889/3857.
Full textThis diplomatic project was elaborated at the Lab of the Human - Computer Interaction Research Team of the Electrical Engineering and Computer Technology School at the University Of Patras, under the supervision of professor Nikolaos Avouris. The purpose of this project is the development of a virtual museum application, in which, a real museum gets designed from the begining, and particularly the "Museum of Solomos and Important Zakynthos Citizens" which is located in Zakynthos, and the interaction with it. The user can tour the museum and get information about the exhibits it contains, using the specially developed user interface.
Allan, Desmond. "An assessment of the application of the robotics theory of the Uncanny Valley (Bukimi no Tani) by Masahiro Mori to the study of realistic human facial animation in computer-generated 3D characters." Thesis, 2015. http://hdl.handle.net/10539/18444.
Full text