Academic literature on the topic '3D modeling and animation'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic '3D modeling and 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.

Journal articles on the topic "3D modeling and animation"

1

Waspada, Heri Priya, Ismanto Ismanto, and Firman Hidayah. "Penggunaan Hasil Motion Capture (Data Bvh) Untuk Menganimasikan Model Karakter 3d Agar Menghasilkan Animasi Yang Humanoid." JAMI: Jurnal Ahli Muda Indonesia 1, no. 2 (December 31, 2020): 94–102. http://dx.doi.org/10.46510/jami.v1i2.34.

Full text
Abstract:
Abstrak Objektif. Proses pemodelan karakter 3D memegang peranan penting dalam menghasilkan model karakter 3D yang baik. Proses ini merupakan proses awal yang harus dilalui oleh seorang desainer dalam membuat sebuah model karakter 3D. Setelah proses pemodelan dikerjakan dengan baik agar karakter tersebut bisa dibuat bergerak maka diperlukan proses rigging. Dengan proses pemodelan dan rigging tersebut model karakter 3D bisa digunakan untuk menghasilkan animasi sesuai dengan keinginan animator. Tentunya seorang animator akan memerlukan kerja keras untuk membuat suatu adegan gerakan apabila animasi yang dibuat masih manual. Untuk itu dengan memanfaatkan data BVH, animator akan lebih ringan dalam membuat adegan animasinya. Hasil animasi karakter di tunjukkan kepada 40 responden untuk menilai dan menghasilkan rata-rata tingkat humanoid animasi karakter bernilai 65%. Material and Metode. Menganimasikan model karakter 3D memanfaatkan hasil motion capture (.bvh) Hasil. Animasi karakter 3D dengan menggunakan hasil motion capture menghasilkan animasi yang humanoid. Kesimpulan. Hasil motion capture merupakan susunan tulang yang sudah dilengkapi dengan hasil perekaman gerakan sehingga untuk memproduksi animasi model karakter 3D akan lebih mudah karena animator tidak perlu menggambar tiap gerakan yang diinginkan. Abstrack Objective. The process of modeling 3D characters plays an important role in producing good 3D character models. This process is the initial process that must be passed by a designer in creating a 3D character model. After the modeling process is done well so that the character can be moved, a rigging process is needed. With the modeling and rigging process, 3D character models can be used to produce animations in accordance with the wishes of the animator. Of course, an animator will need to work hard to create a motion scene if the animation created is still manual. For this reason, by utilizing BVH data, animators will be lighter in making their animated scenes. The results of the character animation were shown to 40 respondents to rate and produce an average humanoid character animation level of 65%. Materials and Methods. Menganimasikan model karakter 3D memanfaatkan hasil motion capture (.bvh) Results. 3D character animation using the results of motion capture produces humanoid animation. Conclusion. The result of motion capture is the arrangement of bones that has been equipped with the results of recording the motion so that to produce animated 3D character models will be easier because the animator does not need to draw every desired movement.
APA, Harvard, Vancouver, ISO, and other styles
2

Liu, Feng. "Research on the Application of Cellular Algorithm in 3D Modeling of Cartoon Characters." Applied Mechanics and Materials 513-517 (February 2014): 1744–47. http://dx.doi.org/10.4028/www.scientific.net/amm.513-517.1744.

Full text
Abstract:
The traditional design method of 3D animation modelings, by which can obtain attractive and precise 3D animation modelings, is to use three-dimensional modeling software such as Maya or 3D Max to draw directly. However, this method is faced with many problems, for instance, the lack of creativity, long design circle, high production costs, etc. For the problem of the lack of creativity, the reason is that animation designers are often subject to the limitation of the existing modelings and design concepts in the design process, therefore, they can not design creative modelings which are attractive and unforgettable enough. [For the problem of long design circle and high production costs, the reason is that although the 3D animation software are powerful, to skillfully master them not only requires users to have knowledge of computer technology and aesthetics at the same time, but also need a long learning process of modeling. Moreover, it takes the designers a lot of time and energy to design, draw and complete each modeling, and this will undoubtedly extend the design circle and increase the costs to some extent. Therefore, how to quickly and automatically generate creative 3D animation modelings has become a research focus of the present computer-aided creative design.
APA, Harvard, Vancouver, ISO, and other styles
3

Wu, Qiang. "Construction and 3D Simulation of Virtual Animation Instant Network Communication System Based on Convolution Neural Networks." Computational Intelligence and Neuroscience 2021 (August 28, 2021): 1–9. http://dx.doi.org/10.1155/2021/7277733.

Full text
Abstract:
In recent years, great progress has been made in 3D simulation modeling of instant network communication system, such as the application of virtual reality technology and 3D virtual animation online modeling technology. Facing the increasing demand of different industries, how to build an instant network communication system for 3D virtual animation has become a research hotspot. On this basis, the construction method of fast instant network communication system based on convolutional neural network and fusion morphological 3D simulation model is studied. This paper analyzes the research status of instant network communication system. The experiment optimizes and improves the shortcomings of the current research hotspot of virtual animation instant network communication system and takes the morphological 3D simulation model fusion as the core for in-depth optimization. Finally, the experimental results show that the fusion morphological 3D simulation model can reconstruct the standard 3D virtual animation model according to different needs and can quickly model the optimization strategy according to the local differences of different animations. The response accuracy of the network communication system reaches 97.7%.
APA, Harvard, Vancouver, ISO, and other styles
4

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.

Full text
Abstract:
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 requirements, and then assign specific materials to the model and add lights to the model. Then the computer can automatically calculate and generate the final continuous picture. Under this background, the research on 3D animation character shaping in this paper is to analyze and study the market situation from the standpoint of small-scale 3D animation companies (teams) with relatively weak technology, and through the author's own creative practice, this paper summarizes some principles for the design and production of 3D animation characters, and tries to improve the education system of 3D animation character design. It promotes the production and dissemination of 3D animation and distinct 3D animation characters. Starting with the comparative research method, this paper summarizes the differences of 3D animation character shaping from the comparison of the characteristics of 3D animation and traditional animation, and then summarizes the efficient ways and methods of how to shape 3D animation characters by combining practice with theory.
APA, Harvard, Vancouver, ISO, and other styles
5

Retnowati, Nurcahyani Dewi. "Desain Dan Animasi 3D Pesawat Terbang Menggunakan Teknik NURBS." Conference SENATIK STT Adisutjipto Yogyakarta 2 (November 18, 2016): 85. http://dx.doi.org/10.28989/senatik.v2i0.70.

Full text
Abstract:
Abstract— 3D computer graphics are often referred to as 3D modeling is the process of developing a mathematical representation of any three-dimensional surface of an object (either inanimate or living) via specialized software. The design of aircraft at the present time can use a variety of methods one using software Blender and NURBS technique. In the manufacture of aircraft models used animation production process flow is divided into three stages: pre-production, production and post-production. Pre-production stage such as modeling, texturing, rigging. Stage productions such as animating, lighting, rendering. In the manufacture of pre-production stage takes precision accuracy settings using NURBS techniques. While in the post-production stage that is animating, lighting and rendering is done by using video editing blender. Keywords—NURBS Technique, design, 3D animation
APA, Harvard, Vancouver, ISO, and other styles
6

Li, Yan, Jinhui Yu, Kwan-liu Ma, and Jiaoying Shi. "3D paper-cut modeling and animation." Computer Animation and Virtual Worlds 18, no. 4-5 (2007): 395–403. http://dx.doi.org/10.1002/cav.188.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Liu, Yang. "Fast Parameterized Modeling for 3D Animation Role." Advanced Materials Research 108-111 (May 2010): 747–52. http://dx.doi.org/10.4028/www.scientific.net/amr.108-111.747.

Full text
Abstract:
A method for parameterized modeling for 3D animation role was proposed. Feature parameters are determined according to anthropometrical approach and theory. Combined axial deformation technique in computer graphics, modeling system that is realized in this study provides very intuitive input interface. Additionally, this method also has the advantage of simple operation and quick modeling.
APA, Harvard, Vancouver, ISO, and other styles
8

Ryu, Chang-Su, and Chang-Wu Hur. "ZBrush 3D animation character modeling using ZSphere." Journal of the Korean Institute of Information and Communication Engineering 16, no. 6 (June 30, 2012): 1312–17. http://dx.doi.org/10.6109/jkiice.2012.16.6.1312.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Adibah Najihah Mat Noor, Noor, Norhaida Mohd Suaib, Muhammad Anwar Ahmad, and Ibrahim Ahmad. "Review on 3D Facial Animation Techniques." International Journal of Engineering & Technology 7, no. 4.44 (December 1, 2018): 181. http://dx.doi.org/10.14419/ijet.v7i4.44.26980.

Full text
Abstract:
Generating facial animation has always been a challenge towards the graphical visualization area. Numerous efforts had been carried out in order to achieve high realism in facial animation. This paper surveys techniques applied in facial animation targeting towards realistic facial animation. We discuss the facial modeling techniques from different viewpoints; related geometric-based manipulation (that can be further categorized into interpolations, parameterization, muscle-based and pseudo–muscle-based model) and facial animation techniques involving speech-driven, image-based and data-captured. The paper will summarize and describe the related theories, strength and weaknesses for each technique.
APA, Harvard, Vancouver, ISO, and other styles
10

Chen, Fang Yi, Tian En Chen, Wei Wang, and Xiao Jing Ma. "A Method of Pepper Plant Modeling and Animation Set-Up in Autodesk Maya." Applied Mechanics and Materials 462-463 (November 2013): 1110–17. http://dx.doi.org/10.4028/www.scientific.net/amm.462-463.1110.

Full text
Abstract:
Virtual crop models and animation make great significances to agricultural researches. But to recreate the structure and dynamic is often a hard and laborious task. Most existing plant-modeling systems require the user to have specific biological knowledge about plants, but its often the 3D artists who do the work. This paper discusses a method of plant modeling and rigging in Maya, which has already been familiar to 3D artists and has advantages in industrial production pipelines. The method takes pepper plant for example, dividing the problem into organs and the growth patterns, and using Maya modeling and animating system to simulate the topological structure and growth dynamic. It set up the geometry with controls which are easy to use. The result can be conveniently exported to projects. This approach helps prepare the research of variety plant modeling and animation plug-in for Maya.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "3D modeling and animation"

1

Krawczyk, Piotr. "Futurist sculpting: modeling movement in 3D." Texas A&M University, 2006. http://hdl.handle.net/1969.1/5014.

Full text
Abstract:
Futurist Sculpting is a collection of techniques for representing dynamic motion in a static three-dimensional model. These techniques allow digital artists to use animation as a new modeling tool. The idea of Futurist Sculpting is inspired by the works of the Italian Futurist artists and it aims to achieve the same goal as the one described by Umberto Boccioni, “to find a form that would be like a remembered motion, the product of time but permanent in space.” However, Futurist Sculpting extends Boccioni’s idea to the new medium of 3D animation and modeling, introducing the techniques of Motion Snapshot, Surface Differentiation, and Motion Elasticity. Motion Snapshot has evolved from the idea that multiple key poses captured at different stages of motion can successfully portray the idea of movement. Surface Differentiation was developed to remove redundancy of overlaping geometry introduced by snapshots occuring with high spatial frequency. Exploded Snapshot creates a geometric blur effect and extends application of Motion Snapshots to motion of deforming objects. The Motion Elasticity technique stretches the object to represent a partial volume through which it is moving. As a proof of concept all of the Futurist Sculpting techniques were implemented in Maya. The techniques should be viewed as a set of tools for the artists. The user can choose any one of them to apply to any animation, but he needs to understand their applications and limitations too.
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
Abstract:
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 non génériques, ce qui limite la liberté artistique de l'utilisateur en le contraignant à de nombreux essais.Les objectifs de cette thèse sont pluriels.D'une part, elle vise à améliorer le contrôle de l'utilisateur en proposant des méthodes de manipulation interactives et directes.D'une autre, elle cherche à rendre ces méthodes capables de manipuler des contenus plus variés en proposant des outils novateurs et génériques.Plus précisément, cette thèse introduis trois méthodes de modélisation d'objets 3D.La première est une méthode basée exemple de génération d'objets composites caractérisés par l'adjacence de leur sous-parties.La seconde propose une interface de types "peinture" pour décrire les distributions d'objets dans une scène 3D.La troisième étend le princides des grammaires génératives à la déformation d'objets hiérarchiques.Nous proposons également deux méthodes de modélisation d'animation.La première offre de modéliser des scènes natuelles de cascades grâce à des controlleurs vectoriels.La seconde permet de sculpter une animation de liquide en manipulant directement ses éléments spatio-temporels saillants
As virtual content continually grows in quantity and quality, new challenges arise.Amongst others, generating and manipulating 3D shapes and animations have become intricate tasks.State of the art methods attempt to hide this complexity through complex tools, which exploit content semantics for running optimization procedures, yielding constraint matching outputs.However, the control offered by such methods is often indirect, object-specific, and heavy, which imposes long trial-and-error cycles and restrains artistic freedom.The focus of this thesis is twofolds:First, improving user control through interactive and direct content manipulation;Second, enlarging the spectrum of manipulable content with innovative or generic content representations.We introduce three new mehods related to 3D shapes design:A part-based modeling tool allowing to generate assembly shapes with semantic adjacency constraints;A painting tool for distributing objects in a 3D scene;And a grammar-based hierarchical deformation paradigm, enabling the interactive deformation of complex models.We also propose two methods related to the design of animated contents: A vectorial editing tool to synthesize consistent waterfall scenes;And finally a sculpting method enabling to design new liquid animation from examples
APA, Harvard, Vancouver, ISO, and other styles
3

Williams, 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 text
Abstract:
Human beings have two perfectly aligned eyeballs working together sending three-dimensional images to the brain and providing accurate depth perception. I lack true stereoscopic vision. When I was five years old I had my second eye surgery and I remember lying blind and terrified for two days in the children's ward of Reid Memorial Hospital in Richmond, Indiana. I later learned that my eyes didn't align properly and for the rest of my life my right eye would "wander". Because of my condition, I was given a list of jobs that I could never perform, jobs where human lives are entrusted to skilled professionals wielding scalpels or landing jets. I could never be one of those people. Or so I was told. I've always had excellent vision, nearly 20/20 my whole life and I've never struggled academically. It's just that my eyes don't point in the same direction like everybody else. Those who know me best can see it, but I've learned ways to make it not so obvious. It's all I've ever known. But, in an ironic twist of fate, it's become clear that my lazy eye has taught me to "see" better than the average artist. Having spent the last five years of my life studying 3D Design and exploring the most advanced creative technology on the planet, I've created a series of computer-generated environments, objects and characters. This is my latest attempt to prove to the world that I can see just fine. I could've been a doctor or a pilot after all. In this paper I present to the world a digital friend manifested from my slightly skewed interpretation of the world. Rocky is part of my imagination brought to life in perfect three-dimensional clarity for the world to see. He's a symbolic representation of my childhood love for cartoons and science fiction. He is strong yet gentle, modest, intelligent and noble. And, he is fiercely protective of that scared and blind five-year old boy.
APA, Harvard, Vancouver, ISO, and other styles
4

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Wang, Jing. "Reconstruction and Analysis of 3D Individualized Facial Expressions." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/32588.

Full text
Abstract:
This thesis proposes a new way to analyze facial expressions through 3D scanned faces of real-life people. The expression analysis is based on learning the facial motion vectors that are the differences between a neutral face and a face with an expression. There are several expression analysis based on real-life face database such as 2D image-based Cohn-Kanade AU-Coded Facial Expression Database and Binghamton University 3D Facial Expression Database. To handle large pose variations and increase the general understanding of facial behavior, 2D image-based expression database is not enough. The Binghamton University 3D Facial Expression Database is mainly used for facial expression recognition and it is difficult to compare, resolve, and extend the problems related detailed 3D facial expression analysis. Our work aims to find a new and an intuitively way of visualizing the detailed point by point movements of 3D face model for a facial expression. In our work, we have created our own 3D facial expression database on a detailed level, which each expression model has been processed to have the same structure to compare differences between different people for a given expression. The first step is to obtain same structured but individually shaped face models. All the head models are recreated by deforming a generic model to adapt a laser-scanned individualized face shape in both coarse level and fine level. We repeat this recreation method on different human subjects to establish a database. The second step is expression cloning. The motion vectors are obtained by subtracting two head models with/without expression. The extracted facial motion vectors are applied onto a different human subject’s neutral face. Facial expression cloning is proved to be robust and fast as well as easy to use. The last step is about analyzing the facial motion vectors obtained from the second step. First we transferred several human subjects’ expressions on a single human neutral face. Then the analysis is done to compare different expression pairs in two main regions: the whole face surface analysis and facial muscle analysis. Through our work where smiling has been chosen for the experiment, we find our approach to analysis through face scanning a good way to visualize how differently people move their facial muscles for the same expression. People smile in a similar manner moving their mouths and cheeks in similar orientations, but each person shows her/his own unique way of moving. The difference between individual smiles is the differences of movements they make.
APA, Harvard, Vancouver, ISO, and other styles
6

Wei, Xiaozhou. "3D facial expression modeling and analysis with topographic information." Diss., Online access via UMI:, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Triki-Bchir, Olfa. "Modélisation, reconstruction et animation de personnages virtuels 3D à partir de dessins manuels 2D." Phd thesis, Université René Descartes - Paris V, 2005. http://tel.archives-ouvertes.fr/tel-00273248.

Full text
Abstract:
La production de dessins animés 2D, qui suit actuellement un schéma mis en place dans les années 1920, fait intervenir un très nombre de compétences humaines et de métiers différents. Par opposition à ce mode de travail traditionnel, la production de films de synthèse 3D, en exploitant les technologies et outils les plus récents de modélisation et d'animation 3D, s'affranchit pour une bonne part de cette composante artisanale et vient concurrencer l'industrie du dessin animé tradtionnel en termes de délais et de coûts de fabrication.

Les défis à relever par l'industrie du dessin animé 2D se formulent donc en termes de:

1. Réutilisation des contenus selon le paradigme Create once, render many,
2. Facilité d'échange et de transmission des contenus, ce qui nécessite de disposer d'un unique format de représentation,
3. Production efficace et économique des contenus, requérant une animation automatisée par ordinateur.

Dans ce contexte compétitif, ce travail de thèse, réalisé dans le cadre du projet industriel TOON financé par la société Quadraxis avec le support de l' Agence Nationale de Valorisation de la Recherche (Oséo-ANVAR), a pour objectif de contribuer au développement d'une plate-forme de reconstruction, déformation et animation de modèles 3D pour les dessins animés 2D.

Un état de l'art des méthodes et outils contribuant à la reconstruction de modèles 3D et à leur animation est présenté et discuté au regard des contraintes spécifiques des règles de création des dessins animés 2D et de la chaîne de fabrication traditionnelle. Ayant identifié les verrous technologiques à lever, nos contributions ont porté sur :

* l'élaboration d'une méthode de reconstruction de personnages virtuels 3D à partir de dessins 2D,
* la mise au point d'une procédure de reconstruction surfacique par NURBS dotée d'une capacité de déformation interactive 2D/3D,
* la conception d'un module de modélisation 3D pour surfaces maillées, compatible avec le standard d'animation MPEG-4/AFX.

Les développements réalisés, intégrés dans un prototype de la plate-forme TOON, montrent un gain en temps de 20% sur l'ensemble de la chaîne de production tout en garantissant une complète interopérabilité des applications via le standard MPEG-4.
APA, Harvard, Vancouver, ISO, and other styles
8

Bailey, Shasta. "Building and Using a Character in 3D Space." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/honors/214.

Full text
Abstract:
The goal of this thesis was to take a character from concept to creation and animation. A variety of skills in 2D and 3D computer graphics were used in order to design and build the character for a 3D space. The character was taken from flat concept to 3D model, and then rigged with a skeleton in the 3D program Maya so that the character could be animated. The focus of the animation is a walk cycle.
APA, Harvard, Vancouver, ISO, and other styles
9

Nikoo, Elham. "Come with Me." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82404.

Full text
Abstract:
Come with Me is the process of making a short 3D animation. Introducing the practice as a research method, I explored 3D animation production steps in a non-linear workflow. Each production step is then introduced along with the mind processes as Come with Me was developed from the story to the final animated scenes. The failed attempts are also included as an important part of this research. In the end, the workflows that allow for mistakes at each step of the 3D animation production are being explored.
Master of Fine Arts
APA, Harvard, Vancouver, ISO, and other styles
10

Spousta, Martin. "Elektronický obchod ve 3D rozměru." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2011. http://www.nusl.cz/ntk/nusl-222821.

Full text
Abstract:
This Diploma thesis deals with problems of making 3D e-shops for their widely usage. It contains the description of current level of e-shop, theoretical solution of the problem of transition to 3D with a description of advantages, disadvantages and warrant of new solution. It contains the practical solution as well.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "3D modeling and animation"

1

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

1947-, Ross William A., ed. Mastering 3D Studio: Modeling, rendering, and animation. Boston: PWS Pub. Co., 1996.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Essential skills for 3D modeling, rendering, and animation. Boca Raton: Taylor & Francis, 2015.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Khemlani, Lachmi. Into 3D with form·Z: Modeling, rendering, and animation. New York: McGraw-Hill, 1999.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

service), ScienceDirect (Online, ed. 3D Art Essentials: The Fundamentals of 3D Modeling, Texturing, and Animation. San Diego: Focal Press [Imprint], 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Inspired 3D modeling and texture mapping. [Indianapolis, Ind.]: Premier Press, 2002.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Gorden, Jonny. Lightwave 3D 8 cartoon character creation: Modeling & texturing. Plano, Tex: Wordware, 2005.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Principles of three-dimensional computer animation: Modeling, rendering, and animating with 3D computer graphics. New York: Norton, 1995.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Principles of three-dimensional computer animation: Modeling, rendering, and animating with 3D computer graphics. 3rd ed. New York: Norton, 2003.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Principles of three-dimensional computer animation: Modeling, rendering, and animating with 3D computer graphics. New York: Norton, 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "3D modeling and animation"

1

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Wen, Sun. "3D Modeling Technology in 3D Film and Television Animation Production." In Application of Intelligent Systems in Multi-modal Information Analytics, 793–97. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-51556-0_123.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Wang, Yushun, and Yueting Zhuang. "3D Facial Modeling for Animation: A Nonlinear Approach." In Lecture Notes in Computer Science, 64–73. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/978-3-540-69423-6_7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Bai, Li, Yi Song, and Yangsheng Wang. "3D Modelling for Metamorphosis for Animation." In Technologies for E-Learning and Digital Entertainment, 781–88. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-69736-7_83.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Ge, Bao-zhen, Qing-guo Tian, K. David Young, and Yu-chen Sun. "Color 3D Digital Human Modeling and Its Applications to Animation and Anthropometry." In Digital Human Modeling, 82–91. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73321-8_10.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Wei, Xinliang, Xiaolong Wan, Sihui Huang, and Wei Sun. "The Application of Motion Capture and 3D Skeleton Modeling in Virtual Fighting." In Next Generation Computer Animation Techniques, 99–113. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-69487-0_8.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

de Aguiar, Edilson, Christian Theobalt, Carsten Stoll, and Hans-Peter Seidel. "Marker-Less 3D Feature Tracking for Mesh-Based Human Motion Capture." In Human Motion – Understanding, Modeling, Capture and Animation, 1–15. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-75703-0_1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

King, Roger. "The Gold Standard of Polygon Modeling and the NURBS Alternative." In 3D Animation for the Raw Beginner Using Autodesk Maya, 39–84. Second edition. | Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: Chapman and Hall/CRC, 2019. http://dx.doi.org/10.1201/9781351172684-2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

King, Roger. "Using the New(er) Sculpting Toolset in Maya in a Polygon Modeling Workflow." In 3D Animation for the Raw Beginner Using Autodesk Maya, 121–62. Second edition. | Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: Chapman and Hall/CRC, 2019. http://dx.doi.org/10.1201/9781351172684-4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

King, Roger. "An Introduction to 3D Modeling, Animation, and Rendering with a Focus on Autodesk Maya." In 3D Animation for the Raw Beginner Using Autodesk Maya, 1–38. Second edition. | Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: Chapman and Hall/CRC, 2019. http://dx.doi.org/10.1201/9781351172684-1.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "3D modeling and animation"

1

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Mahapatra, Saurabh. "Enhancing Simulation Studies with 3D Animation." In AIAA Modeling and Simulation Technologies Conference. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2011. http://dx.doi.org/10.2514/6.2011-6244.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Manith, Eath, Sokchomrern Ean, and Kwan-Hee Yoo. "X3D Modeling and Animation for Human Respiratory Organ." In Web3D '19: The 24th International Conference on 3D Web Technology. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3329714.3338139.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Rupprecht, Christian, Olivier Pauly, Christian Theobalt, and Slobodan Ilic. "3D Semantic Parameterization for Human Shape Modeling: Application to 3D Animation." In 2013 International Conference on 3D Vision (3DV). IEEE, 2013. http://dx.doi.org/10.1109/3dv.2013.41.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Yen, Chen-Lan, Chia-Chang Li, Chih-Chang Chen, Ko-Shyang Wang, and Po-Lung Chen. "Camera-based 3D Animation Generator in a Home Environment." In Digital Human Modeling for Design and Engineering Symposium. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 2008. http://dx.doi.org/10.4271/2008-01-1926.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Yu, Chi-Yuang, Ming-Hui Liang Liang, Yen-Hui Lin, and Yu-Cang Huang. "The Development of Human Animation Figures Using 3D Anthropometrical Database." In Digital Human Modeling for Design and Engineering Symposium. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 2008. http://dx.doi.org/10.4271/2008-01-1924.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Weon, Sunhee, Hyungil Choi, and Gyeyoung Kim. "A Study on 3D Face Modeling for Animation Matching." In 2008 Fourth International Conference on Networked Computing and Advanced Information Management (NCM). IEEE, 2008. http://dx.doi.org/10.1109/ncm.2008.243.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Yu, Hanchao, Hong Liu, and Xiaopeng Yang. "Evolutionary computing method in 3D animation modeling cooperative design." In 2011 15th International Conference on Computer Supported Cooperative Work in Design (CSCWD). IEEE, 2011. http://dx.doi.org/10.1109/cscwd.2011.5960089.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Li, Ling. "3D Human Modeling and Animation Based on Monocular Images." In Proceedings of the International Conference. World Scientific Publishing Company, 2008. http://dx.doi.org/10.1142/9789812799524_0002.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Min, Zeng. "Dynamic Modeling of Interactive Scene in 3D Animation Teaching." In 2020 International Conference on Robots & Intelligent System (ICRIS). IEEE, 2020. http://dx.doi.org/10.1109/icris52159.2020.00167.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "3D modeling and animation"

1

Russell, H. A. J., B. Brodaric, F. R. Brunton, T. Carter, J. Clark, C. Logan, and L. Sutherland. An animation of the 3D Phanerozoic geological model of southern Ontario. Natural Resources Canada/ESS/Scientific and Technical Publishing Services, 2018. http://dx.doi.org/10.4095/306573.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Hursky, Paul. 3D Gaussian Beam Modeling. Fort Belvoir, VA: Defense Technical Information Center, September 2011. http://dx.doi.org/10.21236/ada571660.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Larmat, Carene, Ross Maguire, Foivos Karakostas, and Lucie Rolland. InSight, 3D modeling CTX impact. Office of Scientific and Technical Information (OSTI), July 2019. http://dx.doi.org/10.2172/1530768.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Nelson, S. D. EM modeling for GPIR using 3D FDTD modeling codes. Office of Scientific and Technical Information (OSTI), October 1994. http://dx.doi.org/10.2172/93462.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Prescott, Steven, Ramprasad Sampath, Curtis Smith, and Timothy Yang. 3D Modeling Engine Representation Summary Report. Office of Scientific and Technical Information (OSTI), September 2014. http://dx.doi.org/10.2172/1166048.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Newman, G. A., and D. L. Alumbaugh. Electromagnetic modeling of subsurface 3D structures. Office of Scientific and Technical Information (OSTI), March 1996. http://dx.doi.org/10.2172/207599.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Zakhor, Avideh. Fast, Automated, 3D Modeling of Building Interiors. Fort Belvoir, VA: Defense Technical Information Center, October 2012. http://dx.doi.org/10.21236/ada577478.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Sun, Lushan, and Jean Parsons. 3D Printing for Apparel Design: Exploring Apparel Design Process using 3D Modeling Software. Ames: Iowa State University, Digital Repository, 2014. http://dx.doi.org/10.31274/itaa_proceedings-180814-915.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Dimitre A Dimitrov and David L Bruhwiler. Advanced 3D Photocathode Modeling and Simulations Final Report. Office of Scientific and Technical Information (OSTI), June 2005. http://dx.doi.org/10.2172/840533.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Lazerson, Samuel A. STELLOPT Modeling of the 3D Diagnostic Response in ITER. Office of Scientific and Technical Information (OSTI), May 2013. http://dx.doi.org/10.2172/1090609.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography