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Journal articles on the topic 'Animation/3D'

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1

Gao, Xin Rui. "3D Animation Technologies and Efficiency." Applied Mechanics and Materials 421 (September 2013): 681–84. http://dx.doi.org/10.4028/www.scientific.net/amm.421.681.

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3D animation technologies include FFD, Hierarchies and Kinematics (FK and IK), Dynamic animation, Keyframe, Time based animation, Non-linear animation, Path animation, Layered animation, and Motion capture animation etc. They are related with the efficiency of 3D animation. This thesis discusses these technologies separately and suggests methods to enhance the efficiency of 3D animation.
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2

Sun, Zhen Tao. "Animation Type Analysis after Using Computer 3D Animation Technology." Advanced Materials Research 971-973 (June 2014): 1553–56. http://dx.doi.org/10.4028/www.scientific.net/amr.971-973.1553.

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Type of computer animation using 3D technology can be divided under three seeds that mimic 2D animation, imitating traditional 3D animation, imitating real movie. Mimic 2D animation and imitating real movie are infinitely close with 2D animation and real film movie. Imitating traditional 3D animation is completely different from the traditional three-dimensional animation, which won the visual realism. "Visual realism" to get that 3D animation and real film movie stood on the same competition platform.
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Asraf, Syed Muhammad Hazry, and Syed Zulkarnain Syed Idrus. "Hybrid Animation: Implementation of Three-Dimensional (3D) Animation." Journal of Physics: Conference Series 1529 (April 2020): 022094. http://dx.doi.org/10.1088/1742-6596/1529/2/022094.

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Gao, Xin Rui. "3D Character Animation and Efficiency." Applied Mechanics and Materials 421 (September 2013): 685–89. http://dx.doi.org/10.4028/www.scientific.net/amm.421.685.

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ntroduce the technologies of 3D character animation in 3dsMax and Maya. These technologies include making skeletons, producing muscles, skinning, and creating animation etc. Compare these technologies in 3dsMax and Maya. Discuss the efficiency of 3D character animation and suggests methods to enhance the efficiency of 3D animation.
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Jing, Yang, and Yang Song. "Application of 3D Reality Technology Combined with CAD in Animation Modeling Design." Computer-Aided Design and Applications 18, S3 (October 20, 2020): 164–75. http://dx.doi.org/10.14733/cadaps.2021.s3.164-175.

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Computer three-dimensional animation is a new type of animation with the development of computer software and hardware technology in recent years. Three-dimensional animation should apply the software of three-dimensional animation technology to establish a virtual world in the computer. In this virtual three-dimensional world, designers build animated character models and scene models according to the shape and scale of the objects to be represented. Then set the motion trajectory of the character model, the motion of the virtual camera and other animation parameters according to the 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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Gao, Xin Rui. "Research of Efficiency of Computer 3D Animation." Applied Mechanics and Materials 421 (September 2013): 672–75. http://dx.doi.org/10.4028/www.scientific.net/amm.421.672.

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3D animation is an application of computer graphics. The factors that affect the efficiency of 3D animation include animation algorithms, 3D models, materials and textures, rendering, and LOD (level of detail). This thesis discusses these technologies separately. By using these technologies properly, we could reduce the complexity of algorithms and the overall data quantity and then enhance the efficiency of 3D animation.
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Fang, Jie. "An Analysis on Virtual Material Making and its Application in 3D Animation Designs." Advanced Materials Research 211-212 (February 2011): 1172–75. http://dx.doi.org/10.4028/www.scientific.net/amr.211-212.1172.

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Three-dimensional animation is one of the greatest contributions made by computer sciences to the animation industry. The 3D animation has been widely used in movie special effects, commercials, computer games and computer-based education (CBE), and has become a well-known form of art in the world's pop culture. The rapid development of 3D animation also brings about fundamental changes in the materials used in animation production. This paper gives an introduction of the virtual materials in 3D animation, as well as the tools needed and methods of making the materials using 3D animation design software, especially Maya.
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Sarassati, Renovita, Amrullah Amrullah, and Ahmad Saipullah. "Media Video Animasi 3D Sebagai Salah Satu Pembelajaran." CICES 4, no. 1 (February 28, 2018): 113–24. http://dx.doi.org/10.33050/cices.v4i1.482.

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3D animation is the creation of moving images in 3 dimensional digital space. This is done by creating a frame that simulates each image. In 3D video animation learning is very much in the interest of today's society and the future, so the 3D media is very important in making animation, filmed with a virtual camera, and the output of the video which is already rendering or Realtime, if the goal is to create a game. 3D animations typically display at speeds in excess of 24 frames per second. The concept of 3D animation itself is a model that has the shape, volume, and space. 3D animation is at the heart of gaming and virtual reality, but usually 3D animation is also used in graphical presentations to add visual effects or movies.
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Lasseter, John. "Principles of traditional animation applied to 3D computer animation." ACM SIGGRAPH Computer Graphics 21, no. 4 (August 1987): 35–44. http://dx.doi.org/10.1145/37402.37407.

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Oh, Eui-Sang, and Jung-Hwan Sung. "Simulation of Virtual Marionette with 3D Animation Data." Journal of the Korea Contents Association 9, no. 12 (December 28, 2009): 1–9. http://dx.doi.org/10.5392/jkca.2009.9.12.001.

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11

Khatri, Preety. "3D Animation: Maya or Blender." Global Sci-Tech 10, no. 1 (2018): 40. http://dx.doi.org/10.5958/2455-7110.2018.00007.1.

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Wittlief, Kenneth. "Stereoscopic 3D film and animation." ACM SIGGRAPH Computer Graphics 41, no. 3 (August 2007): 2. http://dx.doi.org/10.1145/1281324.1281326.

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13

Gómez, Julian E. "TWIXT: A 3D animation system." Computers & Graphics 9, no. 3 (January 1985): 291–98. http://dx.doi.org/10.1016/0097-8493(85)90056-1.

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14

Gao, Xin Rui. "Key Technologies and Efficiency in Computer 3D Animation." Applied Mechanics and Materials 421 (September 2013): 676–80. http://dx.doi.org/10.4028/www.scientific.net/amm.421.676.

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In 3D animation, there are several key technologies used to make the 3D characters, scene, and environments look much real and alive. The key technologies include motion capture, 3D fur and hair design, particle system, clothes design, and Billboard etc. These technologies are related with the efficiency of 3D animation. This thesis discusses these technologies separately and suggests methods to enhance the efficiency of 3D animation.
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Ji, Yuanyuan, and Yajuan Liu. "Development of Intelligent Teaching System Based on 3D Technology in the Course of Digital Animation Production." International Journal of Emerging Technologies in Learning (iJET) 11, no. 09 (September 29, 2016): 81. http://dx.doi.org/10.3991/ijet.v11i09.6116.

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In recent years, the 3D digital technology based on computers and the Internet has developed rapidly, and people have realized the visual and 3D observation of the real world. The visual and 3D characteristics of this technology completely conform to the teaching objective of the digital animation course. Thus, developing a 3D intelligent teaching system and applying it in the course of digital animation production have a profound practical significance. This study used digital animation production as the experimental course, comparatively analyzed the difference in teaching effect of using the 3D intelligent teaching system in the course of digital animation production, and provided theoretical and data supports for the application of that system in the course of digital animation production and college education.
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Kim, Kyoung-Ho, and Jeongjin Lee. "3D Animation Character Development Pipeline using 3D Printing." Journal of the Korea Contents Association 13, no. 8 (August 31, 2013): 52–59. http://dx.doi.org/10.5392/jkca.2013.13.08.052.

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17

Balaguer, J. F., and E. Gobbetti. "3D user interfaces for general-purpose 3D animation." Computer 29, no. 8 (1996): 71–78. http://dx.doi.org/10.1109/2.532048.

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QIN, Zhenyan, and Zonghua TAO. "A Low Memory 3D Animation Technology for "Animation Design" Course." International Journal of Emerging Technologies in Learning (iJET) 11, no. 05 (May 23, 2016): 68. http://dx.doi.org/10.3991/ijet.v11i05.5697.

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This paper introduces a “low memory” 3D animation design technology teaching system, and fully describes the design requirements, design thought, and main modules of the system. On this basis, an analysis of the teaching process of applying the system in animation design curriculum in universities is made with the method of contrastive teaching experiment. Results show: comparing with traditional multimedia teaching method, the application of “low memory” 3D animation design technology significantly improves the effectiveness of animation design teaching. This teaching method is of prominent innovative value, and worth to be further popularized and applied in teaching.
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19

Jensen, Justin A., and Robert P. Burton. "Fourveo: Integration of 4D animation into conventional 3D animation workflows." Computer Animation and Virtual Worlds 29, no. 3-4 (May 2018): e1816. http://dx.doi.org/10.1002/cav.1816.

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Bhatti, Zeeshan, Abdul Waheed Mahesar, Ghullam Asghar Bhutto, and Fida Hussain Chandio. "Enhancing Cognitive Theory of Multimedia Leaning through 3D Animation." Sukkur IBA Journal of Computing and Mathematical Sciences 1, no. 2 (December 31, 2017): 25. http://dx.doi.org/10.30537/sjcms.v1i2.43.

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Cognitive theory of Multimedia learning has been a widely used principle in education. However, with current technological advancements and usage, the teaching and learning trend of children’s have also changed with more dependability towards technology. This research work explores and implement the use of 3D Animation as tool for multimedia learning based on cognitive theory. This new dimension in cognitive learning, will foster the latest multimedia tools and application driven through 3D Animation, Virtual Reality and Augmented Reality. The three principles, that facilitate cognitive theory of multimedia learning using animation, addressed in this research are temporal contiguity principle (screening matching narration with animation simultaneously rather than successively), personalization principle (screening text or dialogs in casual form rather than formal style) and finally the multimedia principle (screen animation and audio narration together instead of just narration). The result of this new model would yield a new technique of educating the young children through 3D animation and virtual reality. The adaptation of cognitive theory through 3D animation as a source of multimedia learning with various key principles produces a reliable paradigm for educational enhancement.
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21

Sun, Shuo, and Chunbao Ge. "A New Method of 3D Facial Expression Animation." Journal of Applied Mathematics 2014 (2014): 1–6. http://dx.doi.org/10.1155/2014/706159.

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Animating expressive facial animation is a very challenging topic within the graphics community. In this paper, we introduce a novel ERI (expression ratio image) driving framework based on SVR and MPEG-4 for automatic 3D facial expression animation. Through using the method of support vector regression (SVR), the framework can learn and forecast the regression relationship between the facial animation parameters (FAPs) and the parameters of expression ratio image. Firstly, we build a 3D face animation system driven by FAP. Secondly, through using the method of principle component analysis (PCA), we generate the parameter sets of eigen-ERI space, which will rebuild reasonable expression ratio image. Then we learn a model with the support vector regression mapping, and facial animation parameters can be synthesized quickly with the parameters of eigen-ERI. Finally, we implement our 3D face animation system driving by the result of FAP and it works effectively.
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22

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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23

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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24

Yekti, Bharoto. "Study of Laika’s Facial Expression Mechanism System for Stop-Motion Animation Puppet Through Knock-Down Strategies on Home-Scaled 3D Printer." New Trends and Issues Proceedings on Humanities and Social Sciences 4, no. 11 (December 28, 2017): 185–93. http://dx.doi.org/10.18844/prosoc.v4i11.2873.

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The growth of 3D printing has been rapid over the decades. Laika is a United States-based animation production company, and the pioneer of 3D printing technology in stop-motion animation. Laika uses this technology in their production pipeline for making stop-motion puppets in most of their films, including their latest films, Kubo and the Two Strings (2016). Due to limited access and information of details of Laika’s facial expression, communities and fans of animation have tried to conduct experiments with their own 3D print, using footages of behind-the-screen processes from Laika studio. This paper explores facial expressions for creating stop-motion puppet using an affordable home scale 3D printer. Using limited technical information collected from documentation video from Laika as well as referring to articles written by stop-motion enthusiasts, this fan-based research ignites creativity to overcome the barriers of technology and access through strategies in producing affordable 3D print stop-motion animation. Keywords: Stop-motion animation, 3D printing, facial expressions.
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25

Tseng, Juin-Ling. "An Improved Surface Simplification Method for Facial Expression Animation Based on Homogeneous Coordinate Transformation Matrix and Maximum Shape Operator." Mathematical Problems in Engineering 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/2370919.

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Facial animation is one of the most popular 3D animation topics researched in recent years. However, when using facial animation, a 3D facial animation model has to be stored. This 3D facial animation model requires many triangles to accurately describe and demonstrate facial expression animation because the face often presents a number of different expressions. Consequently, the costs associated with facial animation have increased rapidly. In an effort to reduce storage costs, researchers have sought to simplify 3D animation models using techniques such as Deformation Sensitive Decimation and Feature Edge Quadric. The studies conducted have examined the problems in the homogeneity of the local coordinate system between different expression models and in the retainment of simplified model characteristics. This paper proposes a method that applies Homogeneous Coordinate Transformation Matrix to solve the problem of homogeneity of the local coordinate system and Maximum Shape Operator to detect shape changes in facial animation so as to properly preserve the features of facial expressions. Further, root mean square error and perceived quality error are used to compare the errors generated by different simplification methods in experiments. Experimental results show that, compared with Deformation Sensitive Decimation and Feature Edge Quadric, our method can not only reduce the errors caused by simplification of facial animation, but also retain more facial features.
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26

Lora, Haditya Aprita, Feriansyah Sesunan, and Ismu Wahyudi. "Perbandingan Pemahaman Konsep Siswa Pada Pembelajaran Impuls Dan Momentum Menggunakan Media Animasi 3D dengan 2D." Jurnal Pendidikan Fisika 7, no. 1 (March 29, 2019): 46. http://dx.doi.org/10.24127/jpf.v7i1.1395.

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This research aims to know a better concept comprehension between using 3D animation learning media with 2D on Impuls and Momentum learning and describe the concept comprehension on both treatments. The research method used is quantitative and descriptive. The research data was obtained through multiple choice test with the certainty of response index (CRI) answer sheet. The research design used was Pretest-Posttest Equivalent Group Design with a sample of two experimental classes selected at random. The results using Mann Whitney U-test showed a significance value of 0.009. This shows that the students' concept comprehension using 3D animation learning media is higher than using 2D animated learning media. The concept comprehension of students who understand the concept of the class using 3D animation media that is 41.99%, while the class that uses 2D animation media is 34.38%. For the misconception level in the classroom that uses 3D animation media that is 41.02%, while the class that uses 2D animation media is 43.95%.
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27

Hartawan, I. Nyoman Buda, and Ayu Manik Dirgayusari. "Analisis Rendering Video Animasi 3D Menggunakan Aplikasi Blender Berbasis Network Render." Jurnal RESISTOR (Rekayasa Sistem Komputer) 1, no. 1 (April 21, 2018): 25–33. http://dx.doi.org/10.31598/jurnalresistor.v1i1.223.

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Rendering is a process for generating a 2D or 3D image. The use of high computer specifications in the rendering process encourages the need for super computer provision. In this research is done rendering video 3D animation analysis using blender application based on network render. In this research used experimental research method, that is by giving variation of frame value to know execution time when done rendering process of 3D animation video. On each computer in the workstation is done Blender application configuration, as Master, Slave, and Client. The results show that 3D animation video rendering process has increased execution time along with increasing number of frames, but along with increasing number of Slave computer execution time of video rendering process of 3D animation has decreased.
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28

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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Wu, Shan, Hubin Liu, Qi Xu, and Yulong Liu. "Design and Research of Interactive Animation of Immersive Space Scene Based on Computer Vision Technology." Mathematical Problems in Engineering 2021 (July 8, 2021): 1–10. http://dx.doi.org/10.1155/2021/5554879.

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With the development of computational simulation technology, the need for stable and immersive display effects of space scene animation in the field of life experience and visual art has gradually increased. In this case, the requirements for immersive characteristics of space scene animation have also been strengthened. The existing 3D space scene animation has a limited degree of stereoscopic display model and data visualization. However, the current space scene interactive animation adopts a plane layout as a whole, and the size of the view interface is generally fixed, including the size of virtual elements. However, the immersion in this paper interactive animation of spatial scene can effectively solve the problems of incomplete display of 3D effects and unstable view simulation in 3D effects. This paper takes immersive space scene animation as the research object and studies the 3D and characteristics of space scene animation based on computer parallel computing in different immersive space scenes and different virtual space technologies, as well as the animation effects of different scene transformations and art forms. The result of research shows that, with the continuous increase of the degree of virtuality within a certain range, the immersive effect of spatial scene interactive animation gradually becomes better. When the color of the space scene animation is below 15, the virtual immersive effect changes less. When the space scene is in the range of 15–20, the space scene will make people feel the atmosphere of a beautiful and mysterious illusion.
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30

Paik, Jiwon, and Jae-Woong Kim. "The Role of Animation Technical Director of Disney's 3D Feature Animation." Cartoon and Animation Studies 37 (December 31, 2014): 491–508. http://dx.doi.org/10.7230/koscas.2014.37.491.

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31

Chen, Su Hua, Jun Peng Hu, and Jian Ming Ding. "3D Animation Applications in Highway Design." Advanced Materials Research 341-342 (September 2011): 878–82. http://dx.doi.org/10.4028/www.scientific.net/amr.341-342.878.

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Traditionally, highway engineers use pencil and ruler to lay out lines and curves over contour maps for highway geometry design. Numerous calculations of stopping sight distance, minimum turning radius, and curve alignments are required during the design process to ensure safety, to minimize economic and environmental impact, and to reduce construction costs. Engineers usually perform iterative computations manually during the design process to meet design criteria and environmental constraints. The traditional process of highway geometry design is cumbersome and time consuming. The traditional approach limits engineers from taking a broader perspective in the overall highway geometry design process. Current method of three dimensional (3D) has nothing to do with highway design process. CARD/1 was developed to enhance the learning experience for highway engineers. This tool allows engineers to design the highway efficiently and to modify the design easily. A 3D highway geometry model can be generated by the software at final design to allow engineers to place themselves in the driver’s seat and maneuver through the designed highway at maximum design speed. Some key technologies of highway design with 3D-animaion based on CARD/1 was discussed in this paper.
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32

Lee Sukho. "A Production of Edutainment 3D Animation." Journal of Digital Design 9, no. 2 (April 2009): 269–82. http://dx.doi.org/10.17280/jdd.2009.9.2.026.

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33

Song, Hyewon, Suwoong Heo, Jiwoo Kang, and Sanghoon Lee. "3D Character Animation: A Brief Review." Journal of International Society for Simulation Surgery 2, no. 2 (December 19, 2015): 52–57. http://dx.doi.org/10.18204/jissis.2015.2.2.052.

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Gosalia, Niyati, Priya Jain, Ishita Shah, Abhijit R. Joshi, Neha Katre, and Sameer Sahasrabudhe. "3D Gesture-recognition Based Animation Game." Procedia Computer Science 45 (2015): 712–17. http://dx.doi.org/10.1016/j.procs.2015.03.138.

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Yim, Yu-Sang, and Wook Koh. "Colors in Narratives of 3D Animation." Journal of the Korea Contents Association 9, no. 4 (April 28, 2009): 162–71. http://dx.doi.org/10.5392/jkca.2009.9.4.162.

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Nayak, Shraddha, Hui Liu, Grace I. Hsu, and Janet H. Iwasa. "Using 3D Animation to Visualize Hypotheses." Trends in Biochemical Sciences 45, no. 7 (July 2020): 633–34. http://dx.doi.org/10.1016/j.tibs.2020.04.009.

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37

Luciano, Cristian, Pat Banerjee, and Sanjay Mehrotra. "3D Animation of Telecollaborative Anthropomorphic Avatars." Communications of the ACM 44, no. 12 (December 2001): 64–67. http://dx.doi.org/10.1145/501317.501346.

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Avril, Quentin, Donya Ghafourzadeh, Srinivasan Ramachandran, Sahel Fallahdoust, Sarah Ribet, Olivier Dionne, Martin de Lasa, and Eric Paquette. "Animation Setup Transfer for 3D Characters." Computer Graphics Forum 35, no. 2 (May 2016): 115–26. http://dx.doi.org/10.1111/cgf.12816.

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39

Wisetchat, Sawitree, and Kent A. Stevens. "Visualizing style differences through 3D animation." Digital Creativity 29, no. 4 (October 2, 2018): 287–98. http://dx.doi.org/10.1080/14626268.2018.1542316.

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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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Ahmed, Imran, and Satish Janghel. "3D Animation: Don't Drink and Drive." International Journal of u- and e-Service, Science and Technology 8, no. 1 (January 31, 2015): 415–26. http://dx.doi.org/10.14257/ijunesst.2015.8.1.36.

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42

Robertson, George G., Stuart K. Card, and Jack D. Mackinlay. "Information visualization using 3D interactive animation." Communications of the ACM 36, no. 4 (April 1993): 57–71. http://dx.doi.org/10.1145/255950.153577.

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43

Zarrad, Anis. "A Dynamic Platform for Developing 3D Facial Avatars in a Networked Virtual Environment." International Journal of Computer Games Technology 2016 (2016): 1–13. http://dx.doi.org/10.1155/2016/8489278.

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Avatar facial expression and animation in 3D collaborative virtual environment (CVE) systems are reconstructed through a complex manipulation of muscles, bones, and wrinkles in 3D space. The need for a fast and easy reconstruction approach has emerged in the recent years due to its application in various domains: 3D disaster management, virtual shopping, and military training. In this work we proposed a new script language based on atomic parametric action to easily produce real-time facial animation. To minimize use of the game engine, we introduced script-based component where the user introduces simple short script fragments to feed the engine with a new animation on the fly. During runtime, when an embedded animation is required, an xml file is created and injected into the game engine without stopping or restarting the engine. The resulting animation method preserves the real-time performance because the modification occurs not through the modification of the 3D code that describes the CVE and its objects but rather through modification of the action scenario that rules when an animation happens or might happen in that specific situation.
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Lee, Woohun, and JinHa Seong. "Crystal Zoetrope: New Visual Medium for Displaying 3D Animation." Leonardo 45, no. 1 (February 2012): 98–99. http://dx.doi.org/10.1162/leon_a_00350.

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The authors have turned the Zoetrope, initially an optical toy from the pre-cinema era, into a three-dimensional (3D) animation display. “Crystal Zoetrope” is a new visual medium involving a glass disc with numerous engraved objects that displays a sophisticated 3D animation. It can be built in small sizes and even be embedded in everyday objects or environments. Using this new visual medium, the authors produced the 3D animation “Sea of Stars” that portrays the life cycle of planets in the universe.
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45

Prayoonrat, Chinnawat. "Raising Energy Awareness through 3D Computer Animation." Applied Mechanics and Materials 752-753 (April 2015): 1116–20. http://dx.doi.org/10.4028/www.scientific.net/amm.752-753.1116.

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In the current situation, the number of energy sources in the world become less because of inefficient usage and the lack of realization on energy saving. Consequences from overusing energy include global warming problems. To encourage and promote efficient use of energy and energy reduction, this research was to improve energy awareness through 3D computer animation. The animation was created in the form of video animation format and has production process as follows: 1) Pre-production: problem defines, story board, turntable animation and backdrop design 2) Production: 3D model character, shading and texturing, lighting and shadowing, rendering and compositing and 3) Post-production: combining the story, inserting voice record and sound. A statistical examination, the research validation was evaluated by 5 experts and resulted in good level (= 4.11, S.D. = 0.64). When testing understanding and perspective on animation media with the sample group of 50 students from Sripatum University Chonburi Campus, the result of the survey that conducted before presenting the campaign (pre-test) was in moderate level (= 3.32, S.D. = 0.56) while the result that conducted after presenting the campaign (post-test) was in very good level (= 4.67, S.D. = 0.48). Therefore, the 3D computer animation could help samples understand more about importance of energy reduction.
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46

Ardiyan, Ardiyan. "Alur Kerja Tahap Produksi Karakter Animasi Serial 3D Menggunakan Perangkat Lunak Maxon Cinema 4D." Humaniora 2, no. 1 (April 30, 2011): 511. http://dx.doi.org/10.21512/humaniora.v2i1.3062.

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3D Animation serial for television needs have been showed in the national television program, especially fantasy theme and educational program for children. There are so many and sequential needs which tricked by instant and high quality production so the work flow in creating 3D animation serial are facilitating the producers. The article will explain specifically how the software of Maxon Cinema 4D in process production in 3D animation serial. The article will also clarify and focus on how the work flow of Maxon Cinema 4D software in processing production and post-production stages. The writer does research including audio visual tutorial, end-result comparison and rendering time between some software, self-observation of work flow in creating 3D animation serial using Maxon Cinema 4D software and digital literature study (e-book).
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47

Σιάκας, Σπύρος. "Τρισδιάστατος Σχεδιασμός και Animation. Παραδοσιακές Stop Motion Τεχνικές και Τρισδιάστατο Animation σε ΗΥ στο Blender 3d." Διεθνές Συνέδριο για την Ανοικτή & εξ Αποστάσεως Εκπαίδευση 9, no. 5Α (December 21, 2017): 205. http://dx.doi.org/10.12681/icodl.1117.

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Η ψηφιακή τεχνολογία συνέβαλε στην ανάπτυξη των παραδοσιακών stop motion τεχνικών animation και στην σύνθεσή τους σε νέες μορφές. Επιπλέον, στην ψηφιακή εποχή, δημιουργήθηκαν προγράμματα τρισδιάστατου animation απευθείας στον υπολογιστή τα οποία αποτελούν μια ξεχωριστή κατηγορία animation. Ωστόσο, παρότι υπάρχει σαφής διαχωρισμός των παραδοσιακών τεχνικών, στην αναλογική ή ψηφιακή μορφή τους, από τις τεχνικές δημιουργίας απευθείας σε υπολογιστή, τα προγράμματα δημιουργίας τρισδιάστατου animation, στηρίχτηκαν στην φιλοσοφία δημιουργίας animation με τον παραδοσιακό τρόπο. Σε αυτή την εργασία γίνεται μια ερμηνεία των εργαλείων και διαδικασιών τρισδιάστατου σχεδιασμού και animation, όπως αυτά παρουσιάζονται σε ένα εξειδικευμένο πρόγραμμα 3d animation, με βάση τις αντίστοιχες διαδικασίες και εργαλεία σε παραδοσιακές τεχνικές stop motion animation. Επιπλέον γίνεται μια ανάλυση σε βάθος των επιλογών τρισδιάστατου σχεδιασμού σε υπολογιστή με βάση τις ανάγκες που εξυπηρετούν μέσα από αντίστοιχα παραδείγματα παραδοσιακού stop motion animation. To πρόγραμμα που επιλέχθηκε για την παραπάνω ανάλυση είναι το Blender 3d, ένα πρόγραμμα με εξαιρετικές δυνατότητες. Το οποίο είναι ανοικτού κώδικά, δωρεάν και ελεύθερο τόσο για σπουδαστική όσο και επαγγελματική χρήση.
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48

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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Sun, Zhen Tao. "On the Visual Bias in Computer 3D Animation Technology." Advanced Materials Research 971-973 (June 2014): 1673–75. http://dx.doi.org/10.4028/www.scientific.net/amr.971-973.1673.

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Technology is not neutral, any technology has a certain value orientation. The Digital and Virtual which inherent in 3D animation technology, leading 3D animation images reflect a new level of visual orientation. Spectacle victory narrative is mainly reflected in its visual highlight.
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Yong, Jian Hua, and Ping Guang Cheng. "Design and Implementation of 3D Facial Animation Based on MPEG-4." Advanced Materials Research 433-440 (January 2012): 5045–49. http://dx.doi.org/10.4028/www.scientific.net/amr.433-440.5045.

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Through the in-depth study of the MPEG-4 face model definition standard and animation-driven principles, learning from the existing generation technology of facial animation, this paper presents a 3D facial animation system design program. This program can accept driver information to generate a realistic facial expression animation and simulate the real face actions. At the same time, in the implementation process it also uses FAP frame with a mask and implementation method of FAP intermediate frame calculation, insert to reduce the amount of animation-driven data, and then improve the continuous effect of facial animation.
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