Academic literature on the topic 'Computer animation Animation (Cinematography)'

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Journal articles on the topic "Computer animation Animation (Cinematography)"

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Junaedi, Hartarto, Mochamad Hariadi, and I. Purnama. "Profiling Director’s Style Based on Camera Positioning Using Fuzzy Logic." Computers 7, no. 4 (2018): 61. http://dx.doi.org/10.3390/computers7040061.

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Machinima is a computer imaging technology typically used in games and animation. It prints all movie cast properties into a virtual environment by means of a camera positioning. Since cinematography is complementary to Machinima, it is possible to simulate a director’s style via various camera placements in this environment. In a gaming application, the director’s style is one of the most impressive cinematic factors, where a whole different gaming experience can be obtained using different styles applied to the same scene. This paper describes a system capable of automatically profile a director’s style using fuzzy logic. We employed 19 output variables and 15 other calculated variables from the animation extraction data to profile two different directors’ styles from five scenes. Area plots and histograms were generated, and, by analyzing the histograms, different director’s styles could be subsequently classified.
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Alvarado, Rodrigo García, Gino Alvarez Castillo, Juan Carlos Parra Márquez, and Sergio Navarro Mayorga. "Filmic Development of Architectural Animations." International Journal of Architectural Computing 3, no. 3 (2005): 299–316. http://dx.doi.org/10.1260/147807705775377320.

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This paper proposes a general method to make animated presentations of architectural designs, based on cinematographic techniques. Particularly, it reviews theoretical documenttion about filmmaking as well as several productions that exhibit remarkable locations. The proposed method first comprises of a planning stage, with the narrative and graphic formulation of the presentation. Next is an elaboration or adjustment stage for the digital modelling of the design, and finally, there is an animation production and editing stage. Likewise, the research sets up a computer implementation of some activities and characteristics, and experiments in the programming of camera movements for architectural animations. In general, this work suggests focusing on the communication of the qualitative features of the design, instead of the elaboration of the digital model, and on emphasizing the visual diversity, graphic style and narrative construction of the presentation.
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Jha, Sunil Kr, and Stefan Shorko. "Parallax engine for 2D animation in cinematography." Signal, Image and Video Processing 11, no. 3 (2016): 487–91. http://dx.doi.org/10.1007/s11760-016-0985-3.

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Magnenat Thalmann, Nadia, and Daniel Thalmann. "Computer animation." ACM Computing Surveys 28, no. 1 (1996): 161–63. http://dx.doi.org/10.1145/234313.234381.

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Magnenat-Thalman, N., and D. Thalmann. "Computer animation." Visual Computer 1, no. 4 (1985): 207–8. http://dx.doi.org/10.1007/bf02021808.

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Fathoni, Ahmad Faisal Choiril Anam, and Dermawan Syamsuddin. "Perbandingan Metode Depth of Field pada Lensa Kamera Fotografi dengan Efek Lensa pada Software Animasi." Humaniora 4, no. 1 (2013): 177. http://dx.doi.org/10.21512/humaniora.v4i1.3427.

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The knowledge of photography becomes fundamental importance in the understanding of digital cinematography. The work of a good photography is a blend of knowledge and photographic ability (skill) correctly. By learning photography properly, it allows an animator or digital art workers to apply some standard cinematography as well. By knowing the comparison between photography with "photographic" in 3D animation, animators will be easier to create a digital aesthetic standard with the help of the software. This paper discusses the comparison of the use of photographic camera lenses and camera parameters found in animation software 3D Studio Max. The final form is the camera pictures and parameters of used lens with the results of rendering images with the software-related parameter.
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Ardiyan, Ardiyan, Melki Sadekh Mansuan, and Juni Putra. "SINEMATOGRAFI ANIMASI DALAM MEDIA VIRTUAL REALITY BERMUATAN HANTU LOKAL INDONESIA." Jurnal Dimensi DKV Seni Rupa dan Desain 4, no. 1 (2019): 87. http://dx.doi.org/10.25105/jdd.v4i1.4563.

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<strong>Abstract</strong><br />Animation Cinematography in Virtual Reality Media with Indonesian Local Ghost Content. This research objective is to search local potential in visual communication design especially animation cinematography field in context of Virtual Reality (VR) usage that contained Indonesian local ghost stories as entertainment yet informational message. The development of VR media as short animation movie media is affecting visual communication design especially animation cinematography because of the variety and optional camera view is not only determined by movie maker. Interactivity through VR media makes user is immersive with the environment. The immersive aspect can be more attractive when affecting user such as in horror ghost stories through VR media that caused audience feels horror through simulation or fantasy. But the quantity<br />and quality of VR media is not use enough and through this research this problem is analyzed in descriptive qualitative method to explore understanding and content in VR design especially local ghost stories that can be entertainment yet informational. The usage of animation cinematography will transform in VR media especially in 360 VR<br />animation movie.<br /><div> </div><div> </div><strong>Abstrak</strong><br />Sinematografi Animasi dalam Media Virtual Reality Bermuatan Hantu Lokal<br />Indonesia. Penelitian ini bertujuan untuk menggali potensi lokal dalam sudut pandang keilmuan Desain Komunikasi Visual terutama dalam rumpun sinematografi animasi yang berkaitan dengan pemanfaatan medium Virtual Reality (VR) dengan konten hantu lokal Indonesia sebagai sarana hiburan ataupun dapat dimanfaatkan lebih lanjut sebagai<br />media untuk menyampaikan informasi. Perkembangan media VR mempengaruhi perkembangan keilmuan, terutama sinematografi animasi dari sudut pandang kamera yang memberikan opsi dalam pembingkaian gambar yang sudah tidak dipilihkan oleh perancang film. Interaktivitas melalui media VR mengakibatkan seolah-olah kita merasa imersif dengan lingkungan. Aspek imersif yang terjadi sangat mempengaruhi<br />penggunanya, sebagai contoh VR yang bertemakan horror hantu sehingga pengguna bereaksi ketakutan dan mendapatkan pengalaman yang bersifat simulasi bahkan fantasi.<br />Namun sangat disayangkan secara kuantitas dan kualitas media VR ini belum maksimal dimanfaatkan, sehingga dalam penelitian ini melalui analisis kualitatif deskriptif mencoba memberi pemahaman dan menggali konten yang dapat menjadi masukan untuk dimunculkan dalam karya desain VR, khususnya kekayaan budaya hantu lokal yang dapat dijadikan sarana hiburan ataupun informasi. Tidak hanya itu penerapan<br />sinematografi animasi diharapkan bertransformasi dalam medium VR khususnya dalam 360 film animasi VR.<br /><br />
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Herzog, Peter. "Janimation animation..." ACM SIGGRAPH Computer Graphics 38, no. 2 (2004): 8–9. http://dx.doi.org/10.1145/1012283.1012293.

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Wejchert, Jakub, and David Haumann. "Animation aerodynamics." ACM SIGGRAPH Computer Graphics 25, no. 4 (1991): 19–22. http://dx.doi.org/10.1145/127719.122719.

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Sandi, Supriyadi. "Perancangan Animasi Stopmotion Pangeran Diponegoro Berbasis Sinematografi." Jurnal Komunikasi 10, no. 2 (2019): 145–52. http://dx.doi.org/10.31294/jkom.v10i2.6181.

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Nowadays animated films are developing rapidly in Indonesia. Animated films are in demand because they are entertaining, but rarely found educative animated films that tell about history. In general, historical documentation is only based on thick textbooks, and the placement of photos of heroes on classroom walls is generally not interesting for students to enjoy. This encourages researchers to make an animated film that has historical and educational value. With appropriate cinematography, a film can have high artistic value. In addition, the film can also convey information and implied messages that can be used as lessons in life. To attract students, stopmotion technique was chosen. This stopmotion animation is created by applying the sine matography technique so that what will be conveyed in this animated film can be conveyed well to the audience. All of this aims to make the animation look livelier, smoother in its movements, and produce a more attractive appearance and is liked by the audience. It is better to make a stopmotion animation in a detailed storyboard design, so there are no mistakes when making motion, camera angles, type shots, and video translation. Stopmotion filmmaking is inseparable from photography and cinematography
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Dissertations / Theses on the topic "Computer animation Animation (Cinematography)"

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Timmerman, Jo Anna. "Character animation with a computer /." Online version of thesis, 1989. http://hdl.handle.net/1850/11297.

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Safuoglu, Hikmet. "Within normal limits /." Online version of thesis, 1991. http://hdl.handle.net/1850/11610.

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Albright, Laura Beth. "2D spatial design principles applied to 3D animation a proposed toolset for filmmakers /." Columbus, Ohio : Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1230703092.

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Cotrupe, Jacqueline M. "The moving image /." Online version of thesis, 1988. http://hdl.handle.net/1850/11506.

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Noiman, Jay Victor. "The joker is wild /." Online version of thesis, 1987. http://hdl.handle.net/1850/8822.

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Rollins, Donna Lee. "Imagination makes things perfect /." Online version of thesis, 1990. http://hdl.handle.net/1850/11640.

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Gamble, Chuck. "Shadow puppets /." Online version of thesis, 1992. http://hdl.handle.net/1850/11077.

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Cone, Jonathan. "Chinchi and Eleanor /." Online version of thesis, 2010. http://hdl.handle.net/1850/11978.

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Boris, Dale Frances. "Interactive animated children's story /." Online version of thesis, 1989. http://hdl.handle.net/1850/11503.

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Rogers, Douglas E. "Self fish /." Online version of thesis, 2010. http://hdl.handle.net/1850/11675.

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Books on the topic "Computer animation Animation (Cinematography)"

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Nardo, Don. Computer animation. Lucent Books, 2008.

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

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Rotoscoping: Techniques and tools for the aspiring artist. Elsevier/Focal Press, 2011.

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Action analysis for animators. Focal Press, 2012.

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Animation and performance capture using digitized models. Springer, 2010.

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Animation: The art of layout and storyboarding : [complete step-by-step techniques in drawing layout and storyboards for classical, TV and computer game animation]. Mark T. Byrne Production, 1999.

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LEAD chuang yi ke yi xue tang: Clay animation ni jiao dong hua 12 ke. Xianggang qing nian xie hui, 2009.

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White, Tony. Animation from pencils to pixels: Classical techniques for digital animators. Focal, 2006.

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Animation from pencils to pixels: Classical techniques for digital animators. Focal, 2006.

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Tony White's animator's notebook: Personal observations on the principles of movement. Focal Press, 2011.

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Book chapters on the topic "Computer animation Animation (Cinematography)"

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Govil-Pai, Shalini, and Rajesh Pai. "Animation." In Learning Computer Graphics. Springer New York, 1998. http://dx.doi.org/10.1007/978-1-4613-8503-5_3.

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Jones, Christopher V. "Animation." In Operations Research/Computer Science Interfaces Series. Springer US, 1996. http://dx.doi.org/10.1007/978-1-4615-4121-9_15.

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Thalmann, Nadia Magnenat, and Daniel Thalmann. "Computer Animation." In Computer Animation. Springer Japan, 1990. http://dx.doi.org/10.1007/978-4-431-68105-2_3.

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Kruse, Hans-Günther. "Computer-Animation." In Supercomputer ’90. Springer Berlin Heidelberg, 1990. http://dx.doi.org/10.1007/978-3-642-75833-1_6.

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Ashikhmin, Michael. "Computer Animation." In Fundamentals of Computer Graphics. A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315372198-16.

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Salomon, David. "Computer Animation." In Computer Graphics and Geometric Modeling. Springer New York, 1999. http://dx.doi.org/10.1007/978-1-4612-1504-2_8.

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Magnenat-Thalmann, Nadia, and Daniel Thalmann. "Computer Animation." In Computer Animation. Springer Japan, 1985. http://dx.doi.org/10.1007/978-4-431-68433-6_3.

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Vince, John. "Computer Animation." In Essential Computer Animation fast. Springer London, 2000. http://dx.doi.org/10.1007/978-1-4471-0489-6_2.

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Salomon (emeritus), David. "Computer Animation." In Texts in Computer Science. Springer London, 2011. http://dx.doi.org/10.1007/978-0-85729-886-7_19.

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Ashikhmin, Michael. "Computer Animation." In Fundamentals of Computer Graphics, 5th ed. A K Peters/CRC Press, 2021. http://dx.doi.org/10.1201/9781003050339-16.

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Conference papers on the topic "Computer animation Animation (Cinematography)"

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Borowski, Paweł, and PISF and Polish Filmakers Assoc. "Polish cinematography." In ACM SIGGRAPH ASIA 2010 Computer Animation Festival. ACM Press, 2010. http://dx.doi.org/10.1145/1900264.1900335.

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Joon, Jong Sze, Soon Eu Hui, and Yuen May Chan. "Understanding the Technicalities of Photorealistic 3D Environments to Support Cinematography and Composition for Film and Animation." In 2008 5th International Conference on Computer Graphics, Imaging and Visualisation (CGIV). IEEE, 2008. http://dx.doi.org/10.1109/cgiv.2008.28.

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Armstrong, Taylor. "Animation Torrent." In ACM SIGGRAPH 2014 Computer Animation Festival. ACM Press, 2014. http://dx.doi.org/10.1145/2633956.2634013.

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Joel, William J., and Abe Echevarria. "Computer animation education." In ACM SIGGRAPH 2004 Posters. ACM Press, 2004. http://dx.doi.org/10.1145/1186415.1186494.

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Kennedy, Kevin, and Robert E. Mercer. "Planning animation cinematography and shot structure to communicate theme and mood." In the 2nd international symposium. ACM Press, 2002. http://dx.doi.org/10.1145/569005.569006.

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Shen, Chen, Tom Hahn, Bret Parker, and Sarah Shen. "Animation recipes." In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2015. http://dx.doi.org/10.1145/2775280.2792531.

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Geffert, Sawyer. "Animation general." In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2018. http://dx.doi.org/10.1145/3209800.3232916.

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

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Brunsting, Felicia. "ABC of animation." In ACM SIGGRAPH 2011 Computer Animation Festival. ACM Press, 2011. http://dx.doi.org/10.1145/2019001.2019004.

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"Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation (Cat. No.01TH8596)." In Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation. IEEE, 2001. http://dx.doi.org/10.1109/ca.2001.982369.

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Reports on the topic "Computer animation Animation (Cinematography)"

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Carpenter, Patricia A., and Marcel A. Just. Understanding Mechanical Systems Through Computer Animation and Kinematic Imagery. Defense Technical Information Center, 1992. http://dx.doi.org/10.21236/ada251861.

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Carpenter, Patricia A., and Marcel A. Just. Understanding Mechanical Systems Through Computer Animation and Kinematic Imagery. Defense Technical Information Center, 1992. http://dx.doi.org/10.21236/ada251556.

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