Dissertations / Theses on the topic '3D modeling and animation'
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Krawczyk, Piotr. "Futurist sculpting: modeling movement in 3D." Texas A&M University, 2006. http://hdl.handle.net/1969.1/5014.
Full textVimont, 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 textAs 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
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 textNadtoka, 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 textWang, Jing. "Reconstruction and Analysis of 3D Individualized Facial Expressions." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/32588.
Full textWei, Xiaozhou. "3D facial expression modeling and analysis with topographic information." Diss., Online access via UMI:, 2008.
Find full textTriki-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 textLes 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.
Bailey, Shasta. "Building and Using a Character in 3D Space." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/honors/214.
Full textNikoo, Elham. "Come with Me." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82404.
Full textMaster of Fine Arts
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 textČerný, Miloš. "Komplexní animace v 3D Studiu Max." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236931.
Full textHolden, Allison Marissa. "Tumble time." Thesis, University of Iowa, 2014. https://ir.uiowa.edu/etd/4646.
Full textSampedro, Paula Poiet. "Estudos da linguagem audiovisual em animações estereoscópicas : análise da representação tridimensional nas narrativas." Universidade Federal de São Carlos, 2016. https://repositorio.ufscar.br/handle/ufscar/8264.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
The research herein is consolidated in fantastical narratives presented in animation movies allied with deep perception exploration. Its development aims to investigate how visual resources are used in animation movies to emphasize fantastical narratives in current contexts. The focus is placed on animations made by digital three-dimensional environment and on the use of stereoscopy working as tools that influence on the composition of narrative tension. The study is based upon the animation movies "How to Train Your Dragon" (DreamWorks, 2010), "How to Train Your Dragon 2" (DreamWorks, 2014) and "Frozen" (Disney, 2013) because of the fantastical storytelling, which evaluates their relations with stereoscopy's visuality and three-dimension digital space. At first a historical background to consolidate stereoscopy and animation techniques is described, which leads to contemporary cinematographic scenery and the use of 3D modeling. Then the research is directed to the study of film narratives previously mentioned followed by an evaluation of three-digital-dimensional language and the three-dimension characters building, in addition to their physical and psychological characteristics. In the end of the study, an analysis of the use of stereoscopy alongside with the narrative, characters and settings modeling of the three movies is proposed, verifying the stereoscopic space use in scenes with different dramatic intensity and how stereoscopy contributes to these narratives.
O presente trabalho tem como foco as narrativas fantásticas apresentadas em filmes de animação, aliadas à exploração da percepção de profundidade. Seu desenvolvimento tem o intuito de investigar como recursos visuais são utilizados em filmes de animação para reforçar narrativas fantásticas dentro do contexto contemporâneo. O foco se mantém nas animações criadas em ambiente digital tridimensional e no uso da estereoscopia como ferramenta que influencia a tensão da composição narrativa. Para realizar esse estudo, tem-se como base os longas-metragens de animação 3D "Como Treinar Seu Dragão" (How To Train Your Dragon – DreamWorks, 2010), "Como Treinar Seu Dragão 2" (How To Train Your Dragon 2 – DreamWorks, 2014) e "Frozen: Uma Aventura Congelante" (Frozen – Walt Disney 2013) devido às narrativas de cunho fantástico, onde avalia-se a visualidade proposta pela estereoscopia e ambientação em espaço digital tridimensional. Inicialmente, é descrito um panorama histórico para consolidar as técnicas da estereoscopia e da animação, o qual culmina no cenário cinematográfico atual e no uso de modelagem 3D. Em um segundo momento, a pesquisa se direciona ao estudo das narrativas dos filmes supracitados, seguido de uma avaliação sobre a linguagem tridimensional digital e da criação de modelos tridimensionais dos personagens, suas características físicas e psicológicas. Por último, é proposta uma análise sobre o uso da estereoscopia em conjunto com a narrativa e a modelagem dos personagens e cenários nos três filmes, verificando o uso do espaço estereoscópico em cenas de diferentes intensidades dramáticas e as maneiras como a estereoscopia contribuiu com as narrativas fílmicas.
Van, Wyk Desmond Eustin. "Virtual human modelling and animation for real-time sign language visualisation." University of the Western Cape, 2008. http://hdl.handle.net/11394/2998.
Full textThis thesis investigates the modelling and animation of virtual humans for real-time sign language visualisation. Sign languages are fully developed natural languages used by Deaf communities all over the world. These languages are communicated in a visual-gestural modality by the use of manual and non-manual gestures and are completely di erent from spoken languages. Manual gestures include the use of hand shapes, hand movements, hand locations and orientations of the palm in space. Non-manual gestures include the use of facial expressions, eye-gazes, head and upper body movements. Both manual and nonmanual gestures must be performed for sign languages to be correctly understood and interpreted. To e ectively visualise sign languages, a virtual human system must have models of adequate quality and be able to perform both manual and non-manual gesture animations in real-time. Our goal was to develop a methodology and establish an open framework by using various standards and open technologies to model and animate virtual humans of adequate quality to e ectively visualise sign languages. This open framework is to be used in a Machine Translation system that translates from a verbal language such as English to any sign language. Standards and technologies we employed include H-Anim, MakeHuman, Blender, Python and SignWriting. We found it necessary to adapt and extend H-Anim to e ectively visualise sign languages. The adaptations and extensions we made to H-Anim include imposing joint rotational limits, developing exible hands and the addition of facial bones based on the MPEG-4 Facial De nition Parameters facial feature points for facial animation. By using these standards and technologies, we found that we could circumvent a few di cult problems, such as: modelling high quality virtual humans; adapting and extending H-Anim; creating a sign language animation action vocabulary; blending between animations in an action vocabulary; sharing animation action data between our virtual humans; and e ectively visualising South African Sign Language.
South Africa
Angles, Baptiste. "Modélisation géométrique par primitives." Thesis, Toulouse 3, 2019. http://www.theses.fr/2019TOU30060.
Full textBoth man-made or natural objects contain repeated geometric elements that can be interpreted as primitive shapes. Plants, trees, living organisms or even crystals, showcase primitives that repeat themselves. Primitives are also commonly found in man-made environments because architects tend to reuse the same patterns over a building and typically employ simple shapes, such as rectangular windows and doors. During my PhD I studied geometric primitives from three points of view: their composition, simulation and autonomous discovery. In the first part I present a method to reverse-engineer the function by which some primitives are combined. Our system is based on a composition function template that is represented by a parametric surface. The parametric surface is deformed via a non-rigid alignment of a surface that, once converged, represents the desired operator. This enables the interactive modeling of operators via a simple sketch, solving a major usability gap of composition modeling. In the second part I introduce the use of a novel primitive for real-time physics simulations. This primitive is suitable to efficiently model volume-preserving deformations of rods but also of more complex structures such as muscles. One of the core advantages of our approach is that our primitive can serve as a unified representation to do collision detection, simulation, and surface skinning. In the third part I present an unsupervised deep learning framework to learn and detect primitives. In a signal containing a repetition of elements, the method is able to automatically identify the structure of these elements (i.e. primitives) with minimal supervision. In order to train the network that contains a non-differentiable operation, a novel multi-step training process is presented
Salisbury, Brian. "OF GODS, BEASTS AND MEN: DIGITAL SCULPTURE." Master's thesis, Orlando, Fla. : University of Central Florida, 2009. http://purl.fcla.edu/fcla/etd/CFE0002587.
Full textAkagunduz, Erdem. "Simulation Of Turkish Lip Motion And Facial Expressions In A 3d Environment And Synchronization With A Turkish Speech Engine." Master's thesis, METU, 2004. http://etd.lib.metu.edu.tr/upload/1123025/index.pdf.
Full text&rsquo
s Java Speech API interface. As a final point a virtual Turkish speaker with facial expression of emotions is created for JAVA3D animation.
Skrip, Betsy. "Imaging the airways : 3D modeling of a complete respiratory airway for use in computational flow dynamics studies of particle deposition in the lungs ; Creation of an educational animation about the respiratory system for use in the Human Visualization Project and CollaboRITorium /." Online version of thesis, 2008. http://hdl.handle.net/1850/7744.
Full textEcormier-Nocca, Pierre. "Authoring consistent, animated ecosystems : Efficient learning from partial data." Thesis, Institut polytechnique de Paris, 2020. http://www.theses.fr/2020IPPAX078.
Full textWith recent increases in computing power, virtual worlds are now larger and more complex than ever. As such content becomes widespread in many different media, the expectation of realism has also dramatically increased for the end user.As a result, a large body of work has been accomplished on the modeling and generation of terrains and vegetation, sometimes also considering their interactions. However, animals have received far less attention and are often considered in isolation. Along with a lack of authoring tools, this makes the modeling of ecosystems difficult for artists, who are either limited in their creative freedom or forced to break biological realism.In this thesis, we present new methods suited to the authoring of ecosystems, allowing creative freedom without discarding biological realism. We provide data-centered tools for an efficient authoring, while keeping a low data requirement. By taking advantage of existing biology knowledge, we are able to guarantee both the consistency and quality of the results.We present dedicated methods for precise and intuitive instantiation of static and animated elements. Since static elements, such as vegetation, can exhibit complex interactions, we propose an accurate example-based method to synthesize complex and potentially overlapping arrangements. We apply a similar concept to the authoring of herds of animals, by using photographs or videos as input for example-based synthesis. At a larger scale, we use biological data to formulate a unified pipeline handling the global instantiation and long-term interactions of vegetation and animals. While this model enforces biological consistency, we also provide control by allowing manual editing of the data at any stage of the process.Our methods provide both user control and realism over the entire ecosystem creation pipeline, covering static and dynamic elements, as well as interactions between themselves and their environment. We also cover different scales, from individual placement and movement of elements to management of the entire ecosystem. We validate our results with user studies and comparisons with both real and expert data
Thurnauer, Mark H. "Lightscape as a Design Tool for Thematic Daylighting Design." Miami University / OhioLINK, 2001. http://rave.ohiolink.edu/etdc/view?acc_num=miami988735302.
Full textMalciu, Marius. "Approches orientées modèle pour la capture des mouvements du visage en vision par ordinateur." Phd thesis, Université René Descartes - Paris V, 2001. http://tel.archives-ouvertes.fr/tel-00273232.
Full textLeonardi, Valentin. "Modélisation dynamique et suivi de tumeur dans le volume rénal." Thesis, Aix-Marseille, 2014. http://www.theses.fr/2014AIXM4056/document.
Full textThis Ph.D. thesis deals with the 3D dynamic modeling of the kidney and tracking a tumor of this organ. It is in line with the KiTT project (Kidney Tumor Tracking) which gathers researchers from different fileds: geometric modeling, radiology and urology. This work arised from the tendency of nowadays surgical gestures to be less and less invasive (HIFU, coelioscopy). Its goal is to result in a totally non-invasive protocol of kidney tumors eradication by transmitting ultrasound waves through the skin without breaking in it. As the kidney presents motions and deformations during the breathing phase, the main issue is to know the kidney and tumor positions at any time in order to adjust the waves accordingly
Prokeš, Marek. "Modely elektrických přístrojů v moderních CAD systémech." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2008. http://www.nusl.cz/ntk/nusl-217604.
Full textBillström, Johan, and Alexander Fjellström. "3D-animation i reklamfilm." Thesis, Södertörn University College, School of Communication, Media and it, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-2597.
Full textStudy objects: Three different productions companies which the authors have chosen to be anonymous. Purpose: The purpose with this study is to examine why production companies choose to use 3D-animations in television commercials, and what different kind of aspects affects their decisions. Theoretical: The theoretical chapter reviews the history of 3D-animation andtelevision commercials and other fields that will be relevant laterin the analysis and discussion. Method: A case study has been made on three different companies, two of the companies are active in post-production and the other one is active in the consulting area. Data was collected through semistructured interviews with two of the companies. The last interview was conducted via e-mail. Conclusions: There were different ground aspects (economy, control, targetaudience, consumer impression) that affected a productioncompany’s decision in whether or not to use 3D-animation in theirproductions of television commercials.
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.
Full textIndustriell animation som visar en komplicerad process på ett enkelt och pedagogiskt sätt.
Detta är en reflektionsdel till en digital medieproduktion.
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.
Full textGuler, Mehmet Soner. "3d Animation For Hand Preshaping." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/2/12607117/index.pdf.
Full textSong, Won Chan. "Speed-line for 3D animation." Texas A&M University, 2005. http://hdl.handle.net/1969.1/4730.
Full textCrow, Trent Fielding. "Stylized Hatching for 3D Animation." BYU ScholarsArchive, 2007. https://scholarsarchive.byu.edu/etd/1046.
Full textBEZERRA, HEDLENA MARIA DE ALMEIDA. "3D COLORIZING FOR 2D ANIMATION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7715@1.
Full textFINANCIADORA DE ESTUDOS E PROJETOS
Esta dissertação discute a aplicação de efeitos de colorização 3D a animações 2D produzidas pela técnica quadro-a-quadro. Utilizando algoritmos de processamento de imagens, desenhos 2D são preparados para receber técnicas de sombreamento evitando a transformação da cena para uma geometria 3D. Esta preparação se dá através da obtenção de mapas de normais que aproximam a geometria do desenho. O sombreamento é obtido através de um conjunto de técnicas de renderização foto-realistas e não-foto-realistas, que podem ser adaptadas para utilização de normais aproximadas. Visando amenizar o trabalho exaustivo de colorir cada desenho, um método baseado no relacionamento entre imagens é apresentado para colorir automaticamente cada quadro numa seqüência de desenhos. Este processo de colorização considera a necessidade de possíveis intervenções humanas para garantir a qualidade final de cada imagem da animação. Um estudo sobre aproximação de normais, técnicas de sombreamento, segmentação de imagens e rastreamento de objetos é amplamente discutido nesta dissertação.
This dissertation discusses the 3D colorization effects usage over a 2d animation, which has been produced through frame-by-frame techniques. Normal vector maps approximates the drawing geometry and provide the ability to perform shading effects by applying digital image processing algorithms, avoiding 3D geometry scene transformation. A set of photorealistic and non-photorealistic renderization techniques, which can be adapted to normal approximation usage, is proposed in the colorization process. Also, a method based on interframe dependence is presented, aiming to reduce the thoroughgoing effort of colorizing each individual frame within an animation. This colorization process considers possible human interventions to ensure image´s result quality. Finally, this dissertation provides a comprehensive study regarding several topics, such as normal approximations, shading techniques, image segmentation and object tracking.
Gouvatsos, Alexandros. "3D storyboarding for modern animation." Thesis, Bournemouth University, 2018. http://eprints.bournemouth.ac.uk/31265/.
Full textPerez, Alain François. "Modélisation de la dynamique du carpe." Phd thesis, Université Joseph Fourier (Grenoble), 1994. http://tel.archives-ouvertes.fr/tel-00344523.
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.
Chin, Min-Zhi. "Naga: Combining 2D and 3D Animation." Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/honors/119.
Full textDrury, Matthew R. "Creating 3D Smear Frames for Animation." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/348.
Full textHarvey, 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.
Full textGhys, Charlotte. "Analyse, Reconstruction 3D, & Animation du Visage." Phd thesis, Ecole des Ponts ParisTech, 2010. http://pastel.archives-ouvertes.fr/pastel-00555140.
Full textGreenberg, Jonathan. "Real time 3D animation using progressive transmission." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0027/MQ51718.pdf.
Full textChrysanthou, Yiorgos. "Shadow computation for 3D interaction and animation." Thesis, Queen Mary, University of London, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.244505.
Full textGhys, Charlotte. "Analyse, reconstruction 3D, et animation du visage." Marne-la-Vallée, ENPC, 2010. http://www.theses.fr/2010ENPC1005.
Full textFace analysis fields are widely spread out over a large quantity of domains :Human Computer Interaction, security, movies post-production, games. . . It in-cludes detection, recognition, 3D reconstruction, animation, and emotion analy-sis. Face animation was the main motivation of this thesis, and we always kept itin mind at anytime. We discuss here, most of the fields. We first talk about face reconstructionand face modeling with a new model inspired by the Candide Model. Then, weaddress face detection and particularly features detection introducing anthropome-tric constraints in a global scheme through a Markov Random Field formulation. From prior constraints, we are able to estimate the 3d pose of a face from a singleimage and to extend it to motion tracking. We conlude our work with emotion ana-lysis. We propose an expression modelling technique defined as time series, andwe present our 3D database for face expression. We present the state of the art ofemotion recognition. And we finally invoke the use of our expression modellingtechnique as a prediction to be compared with the data in time
Higa, Mitsutoshi. "Perception Based Character Modeling and Animation." Texas A&M University, 1999. http://hdl.handle.net/1969.1/90682.
Full textO'Brien, James F. "Graphical modeling and animation of fracture." Diss., Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/13074.
Full textMa, Minhua. "Automatic conversion of natural language to 3D animation." Thesis, University of Ulster, 2006. http://radar.gsa.ac.uk/876/.
Full textCavusoglu, Abdullah. "Providing language facilities for 3D articulated figure animation." Thesis, University of Sussex, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.333407.
Full textTutar, Mustafa. "Simplified techniques for motion entourage in 3D animation /." free to MU campus, to others for purchase, 2004. http://wwwlib.umi.com/cr/mo/fullcit?p1422972.
Full textRivera, 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.
Full textAu, Kristin C. "Animation : 2D versus 3D and their combined effect." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/92640.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 53-54).
This thesis studies the differences in the perception of space and character movement between 2D and 3D animation. 2D animation is defined by elements constructed in a 2D environment while 3D animation by elements constructed in a 3D environment. Modern day animated films have been seen to mix the two forms for the sake of artistic effect, expedited production, and general convenience. Though some modern animations combine the two in the explorative quest to discover new animation forms, few films directly compare the forms to visualize the differences in their perceived qualities. Noticeably, the two animation methods differ in level of detail, dimension, realism, and artistic expression. In terms of lighting, the science of illumination dictates the 3D environment whereas in the 2D environment, lighting is an illusion created by coloring conventions. This study looks specifically at lighting as the controlling factor delineating the two forms. Two short mixed media films were created. One film had a 3D base while the other a 2D base. A varied set of subjects were shown one of the two short films produced and asked to complete a survey. The survey measured the subject's understanding of space and character movement as seen the film. Results show that in 3D there is an enhanced understanding of spatial perception while in 2D there is a lower sensitivity to character movement.
by Kristin C. Au.
S.B.
Huang, Chien-Chieh, and 黃健桀. "3D Facial Modeling and Animation with Speech / Lip Synchronization for Human-Robot Interactions." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/51811848990537700868.
Full text國立臺灣大學
電機工程學研究所
99
In 21st century, the intelligent robotics becomes one of the most essential industries all over the world. There are many intelligent robotics institutions develop modern and multi-functional robots in many types, for example, wheel robot, and biped robot. With the growing of elders and economic pressure of present society, most of the parents both have to work for their family. Because of this phenomenon, we made an application for the children and the elders. Human-robot interaction (HRI) is an important technology in intelligent robotics field. In this thesis, we use sound and voice as commands to communicate with robots. It consists of two major parts, namely, head modeling and speech processing. Synchronization between speech and mouth shape includes technologies, such as computer vision, speech synthesis, and speech recognition. We present a method to synchronize the lip movement and the speech, and we use Microsoft’s Speech Application Programming Interface (SAPI) as the speech synthesis and recognition tool. Speech animation includes two components, the speech and the image. Speech synthesis output is obtained from Text-to-Speech (TTS), and the images of visemes are generated from software, FaceGen Modeller. Import three key pictures to this software to calibrate and generate the face model. The viseme event handler in C# will connect the image of mouth shape and viseme together. Load the images sequentially and the visemes will one by one match with the images correctly. The main applications of speech synthesis are used as assistive devices, e.g. the use of screen readers for people with visual impairment. A mute person can take advantage of this technology to talk to others. In recent years, speech synthesis is extensively applied in service robotics and entertainment productions such as language learning, education, video games, animations, and music videos. Finally, we build a quick method to make a 3D head model and synchronize it with speech. This application can be used to educate children English reading and listening. For some specific people, like mute people and deaf people, this application can be used as a communication tool.
Tsai, Dong-Sheng, and 蔡東昇. "A Study on the Implementation of Object-Oriented 3D Visual Realism on Kinematic Modeling & Animation." Thesis, 1997. http://ndltd.ncl.edu.tw/handle/35386939060546056483.
Full textAbson, Karl, Hassan Ugail, and Stanley S. Ipson. "A methodology for feature based 3D face modelling from photographs." 2008. http://hdl.handle.net/10454/2435.
Full text