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

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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.

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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.
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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.

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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.
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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.

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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%.
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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.

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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 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.
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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.

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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
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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.

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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.

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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.
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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.

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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.

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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.
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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.

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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.
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Yin, Chang Gui. "Computer Animation of Dismantling and Assembling for a Gear Oil Pump." Applied Mechanics and Materials 130-134 (October 2011): 515–18. http://dx.doi.org/10.4028/www.scientific.net/amm.130-134.515.

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The paper chiefly discusses the animation design and fabrication of dismantling and assembling for a gear oil pump, which includes two links--AutoCAD modeling and design& realization of 3D Studio MAX animation. In the process of AutoCAD modeling, there are two links that are modeling for all parts and assembly of the gear oil pump. Meanwhile, the design and realization of 3D Studio MAX animation is discussed from four aspects: importing three dimensions models, designing and editing motions, endowing material, rending output.
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12

Wang, Qiong. "Design of 3D Animation Special Effects in Animation 3D Modeling Teaching Based on QFD Theory." International Journal of Emerging Technologies in Learning (iJET) 12, no. 07 (July 12, 2017): 90. http://dx.doi.org/10.3991/ijet.v12i07.7218.

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A multimedia teaching device based on synchronous text teaching content display was designed by utilizing multimedia and animation technology. The device can make relevant text appear synchronously while the teaching video is played. It can achieve perfect combination of video and text, reduce learning load and improve learning efficiency. To estimate this new teaching device, we chose the students as the objects of study before and after using the device, and combined QFD theory for quantitative evaluation. Finally, such conclusion was drawn that this teaching device indeed has an ideal teaching effect.
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13

Ye, Dan, and Chiou-Shann Fuh. "3D Morphable Face Model for Face Animation." International Journal of Image and Graphics 20, no. 01 (January 2020): 2050003. http://dx.doi.org/10.1142/s0219467820500035.

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This paper employs a new technology for modeling textured 3D faces. 3D faces can either be generated automatically from one or more photographs, or modeled directly through an intuitive user interface. Users are assisted in two key problems of computer-aided face modeling. It presents two algorithms for 3D face modeling from an image sequence. The first method works by creating an initial estimate using multiframe structure from motion (SfM) reconstruction framework, which is refined by comparing against a generic face model. The comparison is carried out using an energy-function optimization strategy. Results of 3D reconstruction algorithm are presented. The second method presented reconstructs a face model by adapting a generic model to contours of a face over all the frames of an image sequence. The algorithm for pose estimation and 3D face reconstruction relies solely on contours and the system does not require knowledge of rendering parameters (e.g. light direction and intensity). Results relying on finding accurate point correspondences across frames is presented.
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14

Liu, Yang. "3D Garment Real-Time Simulation in Character Animation." Advanced Materials Research 108-111 (May 2010): 753–58. http://dx.doi.org/10.4028/www.scientific.net/amr.108-111.753.

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In this paper, a framework of 3D Real-time Garment Simulation System for character animation is presented .For the problem of computational efficiency and stability for cloth physical modeling, we proposed a cloth mass-spring model based on constraint. Take geometry sphere and cylinder as example to explaining the whole strategy which used to dealing with cloth deformable bodies colliding with environment object. We described the procedure of physically based simulation, and illustrated the result and analysis of the experiment. By using the technique of parameterized human body modelling, virtual try-on was realized with the different shape of virtual character. Finally, integrating the techniques of character animation, physically based cloth simulation and non-precise deformable object collision handling, we create the real-time simulation animation of virtual character.
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15

Chechko, D. A., and A. V. Radionova. "THE VIDEOCOURSE “FACIAL ANIMATION IN BLENDER”." Informatics in school, no. 9 (December 20, 2018): 57–60. http://dx.doi.org/10.32517/2221-1993-2018-17-9-57-60.

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One of the most difcult areas of 3D computer graphics is a facial animation. To create it, you need knowledge of facial muscles anatomy, methods and techniques of facial animation, skills in a 3D modeling software. The article describes facial animation tutorials in Blender. The tutorials introduce two methods of facial animation: using shape keys and motion tracking. The tutorials can be used at school, but requires basic Blender knowledge.
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Papathomas, T. V., B. Julesz, and S. E. Chodrow. "True 3D animation for displaying VLSI modeling data." IEEE Computer Graphics and Applications 8, no. 1 (January 1988): 6–9. http://dx.doi.org/10.1109/38.484.

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17

Kassim, Murizah, Ahmad Syahir Arif Mohd Zaid, Azlina Idris, Shahrani Shahbudin, Roslina Mohamad, and Cik Ku Haroswati Che Ku Yahaya. "3D modeling of multimode and single mode fiber." Indonesian Journal of Electrical Engineering and Computer Science 16, no. 3 (December 1, 2019): 1398. http://dx.doi.org/10.11591/ijeecs.v16.i3.pp1398-1406.

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<span>This paper presents a design of 3D modeling of Multimode and Single Mode Fiber using SolidWorks. Fiber technology is essential that presents optical fiber is the fastest optical cable laid by Internet Service Providers in network communication. The current design of both fibers has less detail animation on technical specifications of light propagations and cladding. Thus, characterization difficulties occur between this two fiber optics cables. It also has less promotion in media publications such as 3D model design as guidance to users. This paper presents details on 3D modeling of multimode mode and single mode fiber specifications held in the industry market. A 3D design with SolidWorks and comparison of both fiber characteristics are presented. Based on the 3D designed model, users are analyzed on their perspective and searching information which benefits telecommunication’s company. Technical calculations like core-cladding diameter ratio in microns are animated. The propagation of light in 3D single mode and multimode fiber is simulated using SolidWorks animator that presents it real fiber conditions. Result presents 10 most country searching used of both fiber cables and the difference in users search for both cables. A number of user’s search presents 3% more of multimode than single mode fiber search cases. This research is significant in presenting an animator of single and multimode fiber to users of network infrastructure development especially network developers and Telecommunications Company which can present it lively with animator transitions.</span>
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Zimina, L. V. "3D MODELING: APPLICATION, APPROACHES TO 3D MODELS DESCRIPTION, METHODS OF 3D COMPUTER ANIMATION." Education and Science without Limits: Fundamental and Applied Researches, no. 12 (2020): 65–71. http://dx.doi.org/10.36683/2500-249x/2020-12/65-71.

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Li, Leiming, Wenyao Zhu, and Hongwei Hu. "Multivisual Animation Character 3D Model Design Method Based on VR Technology." Complexity 2021 (April 20, 2021): 1–12. http://dx.doi.org/10.1155/2021/9988803.

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For VR systems, one of its core parts is to present people with a real and immersive 3D simulation environment. This paper uses real-time computer graphics technology, three-dimensional modeling technology, and binocular stereo vision technology to study the multivisual animation character objects in virtual reality technology; designs a binocular stereo vision animation system; designs and produces a three-dimensional model; and develops a virtual multivisual animation scene application. The main research content and work performed in the text include the research of the basic graphics rendering pipeline process and the analysis and research of each stage of the rendering pipeline. It mainly analyzes the 3D graphics algorithm used in the three-dimensional geometric transformation of computer graphics and studies the basic texture technology, basic lighting model, and other image output processes used in the fragment processing stage. Combined with the development needs of the subject, the principles of 3D animation rendering production software and 3D graphics modeling are studied, and the solid 3D model displayed in the virtual reality scene is designed and produced. This article also reflects the application of virtual reality in multivisual animation character design from the side, so it has realistic value and application prospects.
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Cain, Robin. "Teaching 3D modeling and animation in the high schools." ACM SIGGRAPH Computer Graphics 39, no. 2 (May 2005): 24–25. http://dx.doi.org/10.1145/1080376.1080389.

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Li, Jun, Weiwei Xu, Zhiquan Cheng, Kai Xu, and Reinhard Klein. "Lightweight wrinkle synthesis for 3D facial modeling and animation." Computer-Aided Design 58 (January 2015): 117–22. http://dx.doi.org/10.1016/j.cad.2014.08.016.

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Riyana, Cepi. "THE DEVELOPMENT OF THREE DIMENSIONAL ANIMATION FILM FOR CHARACTER EDUCATION MEDIA IN ELEMENTARY SCHOOL." EDUTECH 14, no. 2 (June 10, 2015): 218. http://dx.doi.org/10.17509/edutech.v14i2.1379.

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Abstract. The formation of character is one of the national education goals. Article 1 of the 2003 Education Law states that among the objectives of national education is to develop the potential of learners to have intelligence, personality and noble character. Currently karakterbangsa strengthening of the strategic priorities of national education progra, given the state of the nation must be returned to the characterization of identity bangsa.Berbagai efforts should be made to build character education, including through modeling (modeling) characters through 3D animations Fim impressions. The strength of this medium is its appeal capable mengypnosis children so charges can be internalized character education in children. The purpose of this research is to "develop Animation 3D Virtual Reality for Education Character in elementary school," This study uses the Research & Development (R & D) through the stages: (1) analysis of the needs of the Media, (2) Media Development, (3) Validation and Product dissemination. Subjects were students of primary schools, with three locations in West Java (Bandung, Cimahi, Bandung regency). The results of this study indicate that the model is designed with ABC animation (animation character building) a positive impact on habituation as a first step to the formation of character in elementary students.Keywords: Character Education, Film 3D AnimationAbstrak. Pembentukan karakter merupakan salah satu tujuan pendidikan nasional. Pasal 1 UU Sisdiknas tahun 2003 menyatakan bahwa di antara tujuan pendidikan nasional adalah mengembangkan potensi peserta didik untuk memiliki kecerdasan, kepribadian dan akhlak mulia. Saat ini penguatan terhadap karakter bangsa menjadi prioritas program strategis pendidikan nasional, mengingat kondisi bangsa harus dikembalikan pada karakterisasi jati diri bangsa. Berbagai upaya perlu dilakukan untuk membangun pendidikan karakter, diantaranya melalui pemodelan (modeling) karakter melalui tayangan Fim Animasi 3D. Kekuatan media ini adalah daya tariknya yang mampu menghipnosis anak sehingga muatan-muatan pendidikan karakter dapat diinternalisasi pada diri anak. Tujuan Penelitian ini adalah “mengembangkan Film Animasi 3D untuk Pendidikan Karater di Sekolah Dasar”, Penelitian ini menggunakan metode Research & Development (R&D) melalui tahapan : (1) Analisis kebutuhan Media, (2) Pengembangan Media , (3) Validasi dan Diseminasi Produk. Subyek penelitian adalah siswa SD, dengan lokasi di tiga wilayah Jawa Barat (Cimahi, Kabupaten Bandung Barat dan Cianjur). Hasil penelitian ini menunjukkan bahwa model animasi yang didesain dengan ABC (animation character building) berdampak pada pembiasaan positif sebagai langkah awal untuk pembentukan karakter pada siswa SD.Kata Kunci : Pendidikan Karakter, Film 3D Animasi
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Bian, Shaojun, Anzong Zheng, Lin Gao, Greg Maguire, Willem Kokke, Jon Macey, Lihua You, and Jian J. Zhang. "Fully Automatic Facial Deformation Transfer." Symmetry 12, no. 1 (December 21, 2019): 27. http://dx.doi.org/10.3390/sym12010027.

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Facial Animation is a serious and ongoing challenge for the Computer Graphic industry. Because diverse and complex emotions need to be expressed by different facial deformation and animation, copying facial deformations from existing character to another is widely needed in both industry and academia, to reduce time-consuming and repetitive manual work of modeling to create the 3D shape sequences for every new character. But transfer of realistic facial animations between two 3D models is limited and inconvenient for general use. Modern deformation transfer methods require correspondences mapping, in most cases, which are tedious to get. In this paper, we present a fast and automatic approach to transfer the deformations of the facial mesh models by obtaining the 3D point-wise correspondences in the automatic manner. The key idea is that we could estimate the correspondences with different facial meshes using the robust facial landmark detection method by projecting the 3D model to the 2D image. Experiments show that without any manual labelling efforts, our method detects reliable correspondences faster and simpler compared with the state-of-the-art automatic deformation transfer method on the facial models.
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Lewis, Richard, and Molly Taylor-Poleskey. "Hidden Town in 3D." Journal on Computing and Cultural Heritage 14, no. 2 (June 2021): 1–14. http://dx.doi.org/10.1145/3431924.

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This article presents a case of collaborative pedagogy of digital humanities involving a virtual version of historic Salem, North Carolina. “Hidden Town in 3D” is a partnership between Middle Tennessee State University’s Public History, Animation, and Aerospace programs, and Old Salem Museums and Gardens. The object of Hidden Town in 3D is to use digital technologies to recover and represent the stories of the African Americans of Salem. The anticipated outputs for this project are an augmented reality application that can be used on-site at Old Salem, allowing visitors to see slave dwellings where they once stood and a virtual tour using gaming technology of the entire town in the year 1860 with African-American stories and homes reintegrated. Along with enhancing the museum’s visitor experience, these outputs enhance the educational experiences of undergraduate and graduate students through interdisciplinary, project-based learning. Thus, the technical work of modeling, animating, and augmented reality benefits teaching, historical scholarship, and museum offerings.
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XU, Xin, Zhong-ke WU, Ming-quan ZHOU, and Yan-lin LUO. "Modeling and animation of 3D characters with ball B-splines." Journal of Computer Applications 29, no. 8 (September 27, 2009): 2053–55. http://dx.doi.org/10.3724/sp.j.1087.2009.02053.

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Pratama, Riens, and Riana Defi Mahadji Putri. "Penerapan Animasi 3D pada Media Pembelajaran Mengenal Huruf Vocal untuk Anak 2-4 Tahun." Jurnal Teknologi Informasi dan Ilmu Komputer 7, no. 6 (December 2, 2020): 1099. http://dx.doi.org/10.25126/jtiik.2020762175.

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<p class="Abstrak"><span lang="IN">Pengenalan huruf vokal bagi anak usia dini harus diperkenalkan sejak dini karena huruf vokal berfungsi untuk merangkai huruf dari kumpulan konsonan yang dijadikan suatu perkataan. Komputer grafis telah berdampak signifikan pada banyak bidang salah satunya animasi komputer. Animasi komputer dapat diimplemantasikan bagi anak untuk belajar karena dalam masa perkembangannya anak memiliki kecenderungan meniru dan mengamati sehingga memudahkan anak dalam menerima materi. Penelitian ini bertujuan untuk merancang dan mengetahui kelayakan animasi 3D pada media pembelajaran mengenal huruf vokal. Metode penelitian menggunakan model pengembangan waterfall meliputi tahapan pra produksi, produksi dan pasca produksi. Tahap pra produksi, (a) penentuan ide dan cerita; (b) desain karakter; (c) <em>storyboard</em>; (d) perekaman suara. Tahap produksi, (a) <em>modeling</em>; (b) <em>texturing</em>; (c) <em>rigging</em>; (d) <em>animating</em>; (e) <em>lighting</em>; (f) <em>camera operation</em>; (g) <em>rendering</em>. Tahap pasca produksi, (a) <em>final editing</em>; (b) hasil <em>video</em> animasi. Media animasi 3D mengenal huruf vokal dikategorikan layak setelah dilakukan validasi oleh 4 ahli media. Hal ini dibuktikan dalam pengujian pertama media didapatkan hasil rata-rata 81% yang berada pada kategori layak dengan catatan revisi sesuai saran. Pengujian kedua setelah media direvisi didapatkan hasil rata-rata 86,5% yang berada pada kategori sangat layak.</span></p><p class="Abstrak" align="center"><span lang="IN"> </span></p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstrak"><em><em>The recognition of vowels for early childhood needs to be introduced early because the vowels function to string the letters of the consonant groups that are used as words. Based on the observation in KB Syiarul IslamTegal that the learning media know the vowels still use a simple props that is a vocal board attached to the class wall. This makes the child easily saturated and uninterested. In addition there is no media learning in the form of 3D animation. Anticipating these constraints, new learning media is needed using 3D animation. 3D animation can be implanted for the child to learn because in its development period the child has a tendency to emulate and observe so as to facilitate the child in receiving material. In general, this research aims to design and know the feasibility of visual elements (images, writings) and 3D animations on the media learning to know the vocal letters. The research method uses waterfall development model according to M. Suyanto (2006) which includes pre production stage, production and post production. Pre-production stage, (a) determination of ideas and stories; (b) Character design; (c) Storyboard; (d) Voice recording. Production stage, (a) modeling; (b) texturing; (c) Rigging; (d) Animating; (e) Lighting; (f) Camera operation; (g) Rendering. Post-production stage, (a) final editing; (b) The result of animated video. 3D animation Media know the vowels categorized worthy with the assessment of some aspects such as the aspect of image quality, sound quality, media content, objects and characters, background, animation techniques, storyline, and the impression of the video done validation by 4 Media experts. This is evidenced in the first test of the media obtained an average result of 81% which is in decent category with revision notes as per suggestion. The second Test after the revised media obtained an average yield of 86.5% which is in very decent category</em></em></p>
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Walsh, MT, and OH Khan. "P.126 Enhancing patient understanding of spinal conditions through advanced imaging platforms." Canadian Journal of Neurological Sciences / Journal Canadien des Sciences Neurologiques 46, s1 (June 2019): S46. http://dx.doi.org/10.1017/cjn.2019.217.

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Background: In spite of the shift towards “personalized medicine,” ambulatory medicine lags behind the cutting edge technology employed in non-medical fields to convey information in unique ways to enhance customer interactions. Furthermore, the complex nature of neurosurgical concepts can be difficult to convey within the confines of a short outpatient visit. These factors, coupled with potentially long wait times, can limit a patient’s engagement in the treatment process. We propose that application of advanced video platforms will empower patients to feel that neurosurgical concepts are accessible and understandable and enable the face-to-face time with the physician to begin at a more sophisticated level, ultimately improving patient engagment. Methods: 3D modeling, animation, and video game design were used in conjuction with tablet computers and VR headsets to create a video-driven “choose-your-own-adventure style patient experience” with initial use during waiting times prior to face-to-face interaction with the neurosurgery providers. Results: 3D modeling, animation, and virtual reality were successfully implemented in the Northwestern Medicine neurosurgery clinic with positive impact on patient engagement, including preliminary improvements in multiple patient satisfaction/”Likelihood to Recommend” scores. Conclusions: Advanced imaging platforms, including 3D modeling, animation, and virtual reality show great promise in improving patient engagement, patient retention, and “Likelihood to Recommend” scores.
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Walsh, MT, and OH Khan. "P.105 The “Comprehensive 3D Skull Base Lab”-- enhancing resident education with virtual/augmented reality and 3D printing at Northwestern University." Canadian Journal of Neurological Sciences / Journal Canadien des Sciences Neurologiques 46, s1 (June 2019): S41. http://dx.doi.org/10.1017/cjn.2019.199.

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Background: Due to increasingly limited access to cadavers and first-hand operative experience, there is an increasing need for innovative modalities in neurosurgical education. Recent developments in computer modelling, virtual/augmented reality, and video game technology have created new opportunities for novel teaching tools. We set out to develop a library of 3D models of normal anatomy and pathologic states for use in conjunction with an interactive simulated environment and 3D printing for teaching of neurosurgical residents. Methods: Anatomically accurate 3D models were developed using CT/MRI data from multiple patients using open source segmentation and 3D animation software. An interactive simulated environment was then created using a 3D game engine and used in conjunction with a virtual/augmented reality system. 3D models were also used to for 3D printing. Results: 3D models and an interactive simulated environment were used in conjunction with various viewing modalities, including 3D video, 360 video, and virtual reality headsets, as well as 3D printing. These teaching tools were successfully implemented in neurosurgery didactic teaching sessions and in the skull base lab. Additional benefits were seen with patient engagement and marketing. Conclusions: 3D modeling and animation show considerable promise for neurosurgical education, with additional benefits for patient engagement, marketing, and social media.
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Jaballah, Kabil, and Mohamed Jemni. "A Review on 3D Signing Avatars." International Journal of Multimedia Data Engineering and Management 4, no. 1 (January 2013): 21–45. http://dx.doi.org/10.4018/jmdem.2013010102.

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Signing avatars are becoming common thanks to their potential to improve deaf education. These 3D animated characters are able to perform manual and non-manual signs. As they tap the natural skills of deaf individuals and thanks to the advances in 3D humanoids modeling and animation technologies, 3D signing avatars are getting increasing interest. They are actually used for multiple purposes in multiple fields. Deaf parents, teacher, telecommunications’ companies and many other agencies are involving in this area for different reasons. In this paper, the authors report the state of the art in signing avatars research and development as well as the purposes for which 3D signing characters are being used. They discussed the methods and the technologies adopted to create 3D signed contents. A case study of five 3D Sign Language generation systems will be highlighted. The authors will consider their architectures, linguistic representations, the modeling and the animation techniques that have been undertaken. They conducted a study to compare the performance of the available systems regarding the understandability of the generated signed contents. By the end of the survey, the authors bring the lessons learned from this study.
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Retnowati, Nurcahyani Dewi, Yenni Astuti, and Supri Ermanto. "ANIMASI 3D PENDUKUNG SIMULASI FUNGSI FLIGHT CONTROLS DAN LANDING GEARS SUPRI SUKHOI SUPERJET 100." Conference SENATIK STT Adisutjipto Yogyakarta 1 (December 1, 2013): 93. http://dx.doi.org/10.28989/senatik.v1i0.43.

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Animations are one of multimedia technology which can accelerate the perspective about something, including the aircraft flight controls and landing gears function. Production process of animation on 3 Dimensional Aircraft model Supri Sukhoi Superjet 100 using NURBS Modelling method. Production process of animation on 3 Dimensional Aircraft model Supri Sukhoi Superjet 100 using Pre Production, Production and Post Production, that the result can be presented in the form of simulation video, Flash game, and Powerpoint game. The special effect that added into model, video and game make it more attractive. The Results are tested on number of respondents who are Experts in the Aircraft Engineering. The Data showed that Almost to 100 percent of the components and fuctions of the aircraft.
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Lu, Ming, Yang Zhang, Jianping Zhang, Zhenzhong Hu, and Jiulin Li. "Integration of four-dimensional computer-aided design modeling and three-dimensional animation of operations simulation for visualizing construction of the main stadium for the Beijing 2008 Olympic games." Canadian Journal of Civil Engineering 36, no. 3 (March 2009): 473–79. http://dx.doi.org/10.1139/l08-145.

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In this paper, we give a state review of modeling methodologies for four-dimensional computer-aided design (4D CAD) and three-dimensional (3D) animation of operations simulation. We then present our efforts of integrating 4D CAD and 3D animation of operations simulation to facilitate the construction planning of the main stadium for the Beijing 2008 Olympic Games (nicknamed the “Bird’s Nest”). We propose a “zoom” interface between 4D CAD and 3D animation of operations simulation to enable a natural synergy of two separate, but organically linked research streams. For concept proving and application demonstration, we seamlessly integrated two computer systems resulting from previous in-house research to plan and visualize the construction of the “Bird’s Nest” in close collaboration with the main contractor. The integrated construction planning methodology is found instrumental in visually and intuitively conveying the master project schedule and detailed operations plan for construction of the “Bird’s Nest”.
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DÖLLNER, JÜRGEN, and KLAUS HINRICHS. "Object-oriented 3D Modelling, Animation and Interaction." Journal of Visualization and Computer Animation 8, no. 1 (January 1997): 33–64. http://dx.doi.org/10.1002/(sici)1099-1778(199701)8:1<33::aid-vis153>3.0.co;2-z.

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Potmesil, Michael, and Eric M. Hoffert. "FRAMES: Software tools for modeling, rendering and animation of 3D scenes." ACM SIGGRAPH Computer Graphics 21, no. 4 (August 1987): 85–94. http://dx.doi.org/10.1145/37402.37413.

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Zhang, Yu, Edmond C. Prakash, and Eric Sung. "Modeling and animation of individualized faces for 3D facial expression synthesis." International Journal of Imaging Systems and Technology 13, no. 1 (2003): 42–64. http://dx.doi.org/10.1002/ima.10041.

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Elliott, C. "An embedded modeling language approach to interactive 3D and multimedia animation." IEEE Transactions on Software Engineering 25, no. 3 (1999): 291–308. http://dx.doi.org/10.1109/32.798320.

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Liu, Jin. "Unity 3D animation modeling based on machine vision and embedded system." Microprocessors and Microsystems 82 (April 2021): 103934. http://dx.doi.org/10.1016/j.micpro.2021.103934.

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Belalawe, Benyamin Jago, and Mateus Mas Belalawe. "IMPLEMENTASI BOX MODELING DAN CONTORING MODEL PADA ANIMASI MERAKIT PC MENGGUNAKAN 3DSMAX." High Education of Organization Archive Quality: Jurnal Teknologi Informasi 11, no. 1 (May 31, 2019): 1–5. http://dx.doi.org/10.52972/hoaq.vol11no1.p1-5.

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Current technological developments, especially in the 3D field experienced a lot of progress. 3D Modeling is the process of creating 3D objects that want to be expressed in a real visual form, both in the shape, texture and size of the object. Making 3D models of objects or objects using a computer to make objects look more alive and in accordance with the original object. The method applied in PC assembly animation is the Modeling Box and Contoring Model using 3DSMax. The results of this study can provide a picture for beginners in assembling a PC.
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Толмачева, Ю. П., and Yu P. Tolmacheva. "3D Modeling and Animation of Visceral Skeleton Fish: Testing Four-Bar Mechanisms." Mathematical Biology and Bioinformatics 8, no. 2 (October 31, 2013): 513–19. http://dx.doi.org/10.17537/2013.8.513.

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Zhang, Ke, and Zhao Gao. "Face 3D Modeling Based on Projective Rectification." Key Engineering Materials 620 (August 2014): 181–86. http://dx.doi.org/10.4028/www.scientific.net/kem.620.181.

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Face 3D modeling is the difficulty problem in the field of computer graphics, computer vision and artificial intelligence. In recent years, it has become the most active research focus both at home and broad. 3D modeling of face is the key step to realize face recognition, and the technique of face 3D modeling has obtained extensive applications in many fields, such as film, animation, interactive games, video conference, human-computer interaction, reverse engineering, medical and public safety. In this paper, the technology of face 3D modeling based on projective rectification is presented and the reconstruction of face 3D digital model can be achieved by it. Firstly, BP neural network is used to simulate the mapping relationship between the 3D object and its images. Then, the rectification on the left and right images acquired by stereo vision system is implemented according to the principle of epipolar line constraint. On the left and right rectified image planes, the match researching of corresponding points are reduced from 2D plane to the horizontal lines, so the image matching and face 3D modeling can be implemented efficiently.
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Yekti, Bharoto. "Studi Efektivitas Praktik Modeling Dalam Produksi Asset Animasi Stop Motion Menggunakan 3D Printing." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (November 12, 2016): 36–46. http://dx.doi.org/10.31937/ultimart.v7i2.384.

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Teknologi 3D printing sudah mulai banyak digunakan di industri animasi terutama animasi stop motion. Penggunaan 3D printer untuk animasi stop motion paling banyak digunakan pada teknik replacement animation. Perangkat lunak yang digunakan untuk membuat aset animasi stop motion tidak terbatas pada jenis perangkat lunak untuk animasi 3 Dimensi (3D) saja, Teknik 3D digital sculpting juga dapat digunakan untuk membentuk 3D model yang kemudian bisa diproses menjadi aset untuk animasi stop motion dengan 3D printer. Penelitian ini membandingkan pembuatan model 3Dimensi yang menggunakan metode polygon modeling (memakai perangkat lunak Softimage) dengan pembuatan 3D model yang menggunakan metode digital sculpting (memakai perangkat lunak Zbrush). Penelitian ini bertujuan untuk mengetahui kelemahan serta kelebihan metode poly modeling dan digital sculpting untuk membuat 3D model, dari proses modeling awal sampai ke tahap converting file perangkat lunak native menjadi file .stl yang siap diproses dengan 3D printer. Key words : 3d modeling, 3d printing, Stop motion, animationEngine.
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Asanbekova, G. K. "Lessons on creating 3d models in SketchUp." Informatics in school 1, no. 9 (December 1, 2020): 31–50. http://dx.doi.org/10.32517/2221-1993-2020-19-9-31-50.

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The article presents a fragment of a tutorial created to study the theme "3D modeling" based on the implementation of practical works in the editor of 3D graphics SketchUp. It is proposed to master this theme during one quarter — seven lessons, one hour a week (not counting the introductory and final lessons). Lessons include 11 practical works on modelling, from 2D model creation to 3D animation. As part of the study of the theme, students are offered problem situations taken from real life, to solve which the capabilities of SketchUp can be used. Additional resources that teachers and students can use to learn more about SketchUp are described. Also, as an alternative to using SketchUp, working in the online 3D editor Tinkercad is considered.
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Ji, Yuanyuan, and Shengfang Zhang. "Integration and Application of Animation Production Simplification in a VR Virtual Reality Teaching System." International Journal of Emerging Technologies in Learning (iJET) 11, no. 10 (October 27, 2016): 37. http://dx.doi.org/10.3991/ijet.v11i10.6267.

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This study designed a teaching system based on the animation model, which focuses on VR virtual reality technology and incorporates the improved computer animation modeling technique. The whole system is composed of three main parts, including the front-end animation model, the rear-end background model and the dynamic audio model. In particular, the use of the simplified animation technology makes it easy to operate the system. On this basis, this study followed the idea of comparing experimental teaching to test the results of applying this system in the experimental class and the control class in the course of 3D animation production. The results confirmed that the system has a positive effect in enhancing students’ interest in learning, practical ability, maturity of space cognition and so on.
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Yang, De Ming, Jia Yu, Feng Hui Liang, Xue Wei Wu, and Guang Dao Bao. "Research on the Application of Animation Technology in Three Dimensional City Modeling." Advanced Materials Research 671-674 (March 2013): 3216–22. http://dx.doi.org/10.4028/www.scientific.net/amr.671-674.3216.

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Virtual reality is an advanced technology in recent, it had been widely used in urban planning, medicine, art, education, military and aerospace industry, hydrology geology research and other related fields. This paper started from the application of regional three dimension virtual reality, combined the cartoon animation technology and mapping technology. By making use of experimental plot data to set up 3D virtual reality database which passed the verification platform, and finally find a way that can be widely used to product 3D virtual reality database.
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Yoga Antara, I. Made, Padma Nyoman Crisnapati, I. Made Agus Wirawan, and I. Made Gede Sunarya. "PENGEMBANGAN FILM ANIMASI 3 DIMENSI “TUDE THE MOVIE – PETUALANGAN SI RINA (TERTANGKAPNYA BURUNG JALAK BALI)”." Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI) 7, no. 3 (September 2, 2019): 214. http://dx.doi.org/10.23887/karmapati.v7i3.19788.

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The development of this 3d animation movie called “Tude The Movie – Petualangan Si Rina” (Tertangkapnya Burung Jalak Bali), is second part of five parts on 3d animation movie called “Tude The Movie – Petualangan Si Rina”. The story of these series are not only about the preparation of Pandu to hangout with his friends but also about bad guy that catches Jalak Bali in a wild and the bad guy also want to sell the Jalak Bali to a buyer that already ordered it. The objective of this research : 1) To design 3d animated film “Tude The Movie – Petualangan Si Rina (Tertangkapnya Burung Jalak Bali)”. 2) To implement 3d animated film “Tude The Movie – Petualangan Si Rina (Tertangkapnya Burung Jalak Bali)”.In making this movie, the method of the research or the movie designed using Block Diagram. Block Diagram explain the steps of creating the 3d animated film Tude The Movie from beginning until finishing. In Block Diagram, there were 3 main stages 1) Pre Production (Story Idea, Writing and Creating the Storyboard), 2) Production (Modeling, Texturing, Rigging, Skinning, Acting/Animation, Lighting, Andrendering) 3) Post Production (Vioce Recond and Editing)The result of this research was 3d animated film on DVD format. This movie has been successfully completed in accordance with the design made earlier.
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Kang, Ji-Hoon, Bum-Joo Shin, Soon-Bok Kwon, and Seon-Jong Kim. "A Skeleton 3D Animation Modeling of Bird Flapping by Using Motion Capture." Journal of Korean Institute of Information Technology 15, no. 1 (January 31, 2017): 151. http://dx.doi.org/10.14801/jkiit.2017.15.1.151.

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46

Mao, Aihua. "Rapid 3D Human Body Modeling and Skinning Animation Based on Single Kinect." Journal of Fiber Bioengineering and Informatics 8, no. 3 (June 2015): 413–21. http://dx.doi.org/10.3993/jfbim00134.

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47

Wei, Yong Jun, Guo Jie Ji, Xiao Lin Zhao, Ying Dong Chen, and Peng Han. "Design on Geographical Multi-Scale 3D Symbol Library." Advanced Materials Research 468-471 (February 2012): 839–47. http://dx.doi.org/10.4028/www.scientific.net/amr.468-471.839.

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3D Geographic Information System (3D GIS); 3D symbol library; Modeling. Abstract. The 3D symbol is the basic approach to represent geographic themes in 3D GIS. In this paper, a multi-scale data model for 3D symbol library is designed to solve the problems in the organization, storage and display for multi-scale symbols. The particle system and animation technology are utilized in dynamic display of 3D symbols. A multi-scale and dynamic 3D symbol library system prototype is constructed and applied in many 3D visualization systems. The results show that the 3D symbol library based on multi-scale and dynamic technology presents high performance.
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Kurniawan, Anton Sugito. "Memahami Digital Sculpting dengan Aplikasi Zbrush." Humaniora 4, no. 2 (October 31, 2013): 1190. http://dx.doi.org/10.21512/humaniora.v4i2.3561.

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This article discusses how to sculpt digitally with ZBrush software. This is a new trend in film, gaming, and animation industry using 3D modelling software like ZBrush. ZBrush is a digital sculpting tool that combines modeling 3D/2.5D, texturing, and painting. The use of a technology called Pixol on the software allows deep storage of lighting, color, and material information in an object in the layer. Moreover, the technology differs Zbrush with other 3d modeling softwares which are more traditional because the software is more like sculpting. Zbrush as a digital sculpting tool is capable of making high-resolution models (up to ten million polygons). The Zbrush capability at the level of high resolution and detail level can be set dynamically, allowing the user to make changes in total or in part on the carvings. Stages described in the article in addition to explain the function of the tool, are also the advantages that exist in ZBrush software compared to other 3d softwares. Sample images from various sources and some projects may help the reader know and understand the Zbrush software and bridge the manual artist to digital 3d artist as well.
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Horowitz, Seth, and James Simmons. "3D modeling and animation techniques to elucidate mechanisms of echolocation‐based acoustic perception." Journal of the Acoustical Society of America 117, no. 4 (April 2005): 2526. http://dx.doi.org/10.1121/1.4788385.

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Dinev, Georgi, and Lyudmila Ivanova Baltova. "CAD-Geometrical Modeling of a Hydro Mechanical Product." Advanced Materials Research 463-464 (February 2012): 1206–9. http://dx.doi.org/10.4028/www.scientific.net/amr.463-464.1206.

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The article presents the methodological geometrical modeling of a hydro mechanical valve within a CAD environment. There has been summarized an approach for the creation of 3D geometrical models of the compound details and the assembled unit. Methodology and didactical materials have been developed which are to be used for teaching in Basics in designing and CAD. An analysis of the kinematics of the mechanical product has been made as well as a dynamic model for animation. The obtained results might be used for the purpose of designing and researching of this type of products.
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