Academic literature on the topic '3D computer animation'

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Journal articles on the topic "3D computer animation"

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Zhang, Yang. "Computer Technology-Based Three-Dimensional Animation Production System Management." Journal of Physics: Conference Series 2146, no. 1 (January 1, 2022): 012018. http://dx.doi.org/10.1088/1742-6596/2146/1/012018.

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Abstract Animation is one of the most fascinating industries in recent years. Nowadays, the most popular three-dimensional animation creation design, three-dimensional animation creation is to rely on CG technology to simulate and realize through the powerful computing power of computers. As designers have higher and higher requirements for animation, the animation creation process has become more complicated, so the skill-based management of the 3D animation creation process will be a problem. This article will study the management of the 3D animation creation system based on computer technol
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Mohd Suki, Norbayah, Norazah Mohd Suki, Mohamed Mustafa Ishak, Rosliza Ahmad, and Kamal Bahrin Sudin. "Discovering the Global Landscape of 3D Animation: A Bibliometric Analysis." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 09 (May 10, 2022): 41–54. http://dx.doi.org/10.3991/ijim.v16i09.30371.

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The purpose of this study is to conduct a bibliometric analysis of publications on 3D animation in the Scopus database. Microsoft Excel, VOSviewer for data visualisation, and Harzing's Publish or Perish for citation metrics and analysis were employed to conduct the bibliometric analysis. Data were analysed among a sample of 305 publications on 3D animation published between 1984 and 2021 available in the Scopus database. The bibliometric analysis reveals that the number of publications on 3D animation research has been constantly increasing since 2002. In 2020, the total number of documents pu
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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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Gao, Xin Rui. "Research of Efficiency of Computer 3D Animation." Applied Mechanics and Materials 421 (September 2013): 672–75. http://dx.doi.org/10.4028/www.scientific.net/amm.421.672.

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3D animation is an application of computer graphics. The factors that affect the efficiency of 3D animation include animation algorithms, 3D models, materials and textures, rendering, and LOD (level of detail). This thesis discusses these technologies separately. By using these technologies properly, we could reduce the complexity of algorithms and the overall data quantity and then enhance the efficiency of 3D animation.
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Kobayashi, Masahiro, Tatsuo Nakajima, Ayako Mori, Daigo Tanaka, Toyomi Fujino, and Hiroaki Chiyokura. "Three-Dimensional Computer Graphics for Surgical Procedure Learning: Web Three-Dimensional Application for Cleft Lip Repair." Cleft Palate-Craniofacial Journal 43, no. 3 (May 2006): 266–71. http://dx.doi.org/10.1597/04-009.1.

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Objective In surgical procedures for cleft lip, surgeons attempt to use various skin incisions and small flaps to achieve a better and more natural shape postoperatively. They must understand the three-dimensional (3D) structure of the lips. However, they may have difficulty learning the surgical procedures precisely from normal textbooks with two-dimensional illustrations. Recent developments in 3D computed tomography (3D-CT) and laser stereolithography have enabled surgeons to visualize the structures of cleft lips from desired viewpoints. However, this method cannot reflect the advantages o
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Jing, Yang, and Yang Song. "Application of 3D Reality Technology Combined with CAD in Animation Modeling Design." Computer-Aided Design and Applications 18, S3 (October 20, 2020): 164–75. http://dx.doi.org/10.14733/cadaps.2021.s3.164-175.

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Computer three-dimensional animation is a new type of animation with the development of computer software and hardware technology in recent years. Three-dimensional animation should apply the software of three-dimensional animation technology to establish a virtual world in the computer. In this virtual three-dimensional world, designers build animated character models and scene models according to the shape and scale of the objects to be represented. Then set the motion trajectory of the character model, the motion of the virtual camera and other animation parameters according to the requirem
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Lasseter, John. "Principles of traditional animation applied to 3D computer animation." ACM SIGGRAPH Computer Graphics 21, no. 4 (August 1987): 35–44. http://dx.doi.org/10.1145/37402.37407.

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Liu, Kai, Qinghan Yang, Yuhao Lu, Taoyu Zhang, and Shuo Chen. "Research on the Computer Case Design of 3D Human Animation Visual Experience." Wireless Communications and Mobile Computing 2021 (November 3, 2021): 1–7. http://dx.doi.org/10.1155/2021/8809036.

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In the animation industry, with the development of computer software and hardware technology, a new technology began to emerge, that is, three-dimensional animation. Three-dimensional animation software first creates a virtual world in the computer. In this virtual three-dimensional world, the designer builds the model and scene according to the shape and size of the object to be represented and then sets the motion trajectory of the model, the motion of the virtual camera, and the scene according to the requirements. When setting other animation parameters, we need to assign specific material
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Gao, Xin Rui. "Key Technologies and Efficiency in Computer 3D Animation." Applied Mechanics and Materials 421 (September 2013): 676–80. http://dx.doi.org/10.4028/www.scientific.net/amm.421.676.

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In 3D animation, there are several key technologies used to make the 3D characters, scene, and environments look much real and alive. The key technologies include motion capture, 3D fur and hair design, particle system, clothes design, and Billboard etc. These technologies are related with the efficiency of 3D animation. This thesis discusses these technologies separately and suggests methods to enhance the efficiency of 3D animation.
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Fang, Jie. "An Analysis on Virtual Material Making and its Application in 3D Animation Designs." Advanced Materials Research 211-212 (February 2011): 1172–75. http://dx.doi.org/10.4028/www.scientific.net/amr.211-212.1172.

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Three-dimensional animation is one of the greatest contributions made by computer sciences to the animation industry. The 3D animation has been widely used in movie special effects, commercials, computer games and computer-based education (CBE), and has become a well-known form of art in the world's pop culture. The rapid development of 3D animation also brings about fundamental changes in the materials used in animation production. This paper gives an introduction of the virtual materials in 3D animation, as well as the tools needed and methods of making the materials using 3D animation desig
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Dissertations / Theses on the topic "3D computer animation"

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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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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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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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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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Han, Ching-Pei B. "3D alchemy : a guide to 3D realistic computer graphics /." Online version of thesis, 1993. http://hdl.handle.net/1850/11747.

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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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Marcusson, Oscar. "Algoritmiska Animationer : En studie av automatisering av animation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16560.

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Att utveckla 3D-animeringar till dataspel är kostsamt eftersom det tar mycket tid och resurser för att uppnå den kvalitet som dagens spelare kräver. För att både spara arbetstid och göra det lättare för ovana animatörer att skapa animationer av tillräckligt hög kvalitet undersöker detta arbete hur ett verktyg för regelbaserad procedurell animering kan utformas, vad spelare anser om resultatet och vad utvecklare anser om både resultat och användning. För att testa detta skapades en artefakt (ett rymdspel) bestående av 3D-modeller och programmering (C# i Unity) av script, API, klasser och metode
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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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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/.

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Creation of 3D character animations is a complex and time-consuming process, and the character animator has to simultaneously consider a multitude of factors in order to create high quality expressive animation. The 12 Principles of Animation are traditionally considered as the main guidelines for creating high-grade character animation. The main focus of this research is the process of animating the 3D character’s body expression and the animator’s practice, particularly the Posing phase of the animation process. Although posing is not one of the 12 Principles of Animation, it can be consider
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Books on the topic "3D computer animation"

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Albee, Timothy. Lightwave 3D character animation. Plano, Tex: Wordware Pub., 2002.

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Albee, Timothy. LightWave 3D 8 character animation. Plano, Tex: Wordware Pub., 2005.

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Roberts, Steve. Character Animation in 3D. San Diego: Elsevier Science & Technology, 2010.

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Corporation, Ebooks, ed. Flash 3D: Animation, interactivity, and games. Burlington: Elsevier, 2006.

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3D game animation for dummies. Hoboken, N.J: Wiley, 2005.

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Character animation with 3D Studio MAX. Scottsdale, Ariz: Coriolis Group Books, 1996.

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3D Studio Max 3 media animation. Indianapolis, IN: New Riders, 1999.

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Byl, Leigh Van der. LightWave 3D 8 texturing. Plano, Tex: Wordware Pub., 2004.

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3D human modeling and animation. 2nd ed. Hoboken, N.J: J. Wiley, 2003.

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Kelly, Doug. Lightwave 3D 5 character animation f/x. Research Triangle Park, NC: Ventana, 1996.

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Book chapters on the topic "3D computer animation"

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Paquette, Andrew. "3D Animation." In An Introduction to Computer Graphics for Artists, 239–46. London: Springer London, 2013. http://dx.doi.org/10.1007/978-1-4471-5100-5_13.

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Vince, John. "3D Computer Graphics." In Essential Computer Animation fast, 15–61. London: Springer London, 2000. http://dx.doi.org/10.1007/978-1-4471-0489-6_3.

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Thalmann, Nadia Magnenat, and Daniel Thalmann. "Object Modeling in 3D Animation." In Computer Animation, 61–70. Tokyo: Springer Japan, 1990. http://dx.doi.org/10.1007/978-4-431-68105-2_6.

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Thalmann, Nadia Magnenat, and Daniel Thalmann. "Motion Control in 3D Animation." In Computer Animation, 71–86. Tokyo: Springer Japan, 1990. http://dx.doi.org/10.1007/978-4-431-68105-2_7.

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Nahas, Monique, Hervé Huitric, Marc Rioux, and Jacques Domey. "Registered 3D-Texture Imaging." In Computer Animation ’90, 81–91. Tokyo: Springer Japan, 1990. http://dx.doi.org/10.1007/978-4-431-68296-7_6.

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Vince, John. "3D Transforms." In Matrix Transforms for Computer Games and Animation, 83–115. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-4321-5_6.

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Dadfar, Oscar, and Nancy Pollard. "3A2A: A Character Animation Pipeline for 3D-Assisted 2D-Animation." In Lecture Notes in Computer Science, 557–68. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-87361-5_46.

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Gouvatsos, Alexandros, and Zhidong Xiao. "Sketch-Based Posing for 3D Animation." In Encyclopedia of Computer Graphics and Games, 1–10. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-08234-9_47-1.

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Blain, John M. "3D Text." In The Complete Guide to Blender Graphics Computer Modeling & Animation, 205–14. 7th ed. Boca Raton: A K Peters/CRC Press, 2022. http://dx.doi.org/10.1201/9781003226420-13.

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Guo, Jiechang, Yigang Wang, Peng Du, and Lingyun Yu. "A Novel Multi-touch Approach for 3D Object Free Manipulation." In Next Generation Computer Animation Techniques, 159–72. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-69487-0_12.

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Conference papers on the topic "3D computer animation"

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Lasseter, John. "Principles of traditional animation applied to 3D computer animation." In the 14th annual conference. New York, New York, USA: ACM Press, 1987. http://dx.doi.org/10.1145/37401.37407.

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Shi Min, Mao Tianlu, and Wang Zhaoqi. "3D interactive clothing animation." In 2010 International Conference on Computer Application and System Modeling (ICCASM 2010). IEEE, 2010. http://dx.doi.org/10.1109/iccasm.2010.5623169.

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Werzinski, Florian. "Luigi's pizzaride 3D." In SIGGRAPH Asia 2012 Computer Animation Festival. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2407603.2407615.

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Leow, Yee Siong. "3D illusion in motion." In ACM SIGGRAPH 2006 Computer animation festival. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1179196.1179198.

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Summers, Frank. "IMAX Hubble 3D visualization excerpt." In ACM SIGGRAPH 2011 Computer Animation Festival. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2019001.2019042.

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Suffern, Kevin G. "Effective instructional animation in 3D computer graphics education." In the Australasian conference. New York, New York, USA: ACM Press, 2000. http://dx.doi.org/10.1145/359369.359404.

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Turner, Pamela. "The language of cinema and traditional animation in the 3D computer animation classroom." In ACM SIGGRAPH 98 Conference abstracts and applications. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/280953.281010.

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Chang, Yu-Ching, and Shu-Wei Chang. "From Comic Storyboard to 3D Animatic: Discussing the Visual Composition in Computer Animation." In 2018 1st IEEE International Conference on Knowledge Innovation and Invention (ICKII). IEEE, 2018. http://dx.doi.org/10.1109/ickii.2018.8569068.

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Luntraru, Chris, Victor Asavei, Alin Moldoveanu, and Florica Moldoveanu. "Harmonizing 2D and 3D in Modern Animation." In RoCHI - International Conference on Human-Computer Interaction. MATRIX ROM, 2022. http://dx.doi.org/10.37789/rochi.2022.1.1.11.

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Zhong, Yongmin, and Bijan Shirinzadeh. "An Approach for 3D Visualization of Discrete Event Simulation." In ASME 2004 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2004. http://dx.doi.org/10.1115/detc2004-57669.

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This paper presents a new approach to create 3D visualization from discrete simulation results. This approach connects discrete event simulation directly to 3D animation with its novel methods of analyzing and converting discrete simulation results into animation events to trigger 3D animation. In addition, it constructs a 3D animation framework for the visualization of discrete simulation results. This framework supports the reuse of both the existing 3D animation objects and behavior components, and allows the rapid development of new 3D animation objects by users with no special knowledge i
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Reports on the topic "3D computer animation"

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Kiv, Arnold E., Vladyslav V. Bilous, Dmytro M. Bodnenko, Dmytro V. Horbatovskyi, Oksana S. Lytvyn, and Volodymyr V. Proshkin. The development and use of mobile app AR Physics in physics teaching at the university. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4629.

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This paper outlines the importance of using Augmented Reality (AR) in physics education at the university as a valuable tool for visualization and increasing the attention and motivation of students to study, solving educational problems related to future professional activities, improving the interaction of teachers and students. Provided an analysis of the types of AR technology and software for developing AR apps. The sequences of actions for developing the mobile application AR Physics in the study of topics: “Direct electronic current”, “Fundamentals of the theory of electronic circuits”.
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