Dissertations / Theses on the topic 'Direct animation'
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Noble, Robert A. "Direct sculpting of flexible objects for coherent animation." Thesis, De Montfort University, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.391548.
Full textParker, Kayla. "Every frame counts : creative practice and gender in direct animation." Thesis, University of Plymouth, 2015. http://hdl.handle.net/10026.1/4309.
Full textWalther-Franks, Benjamin [Verfasser], Reiner [Akademischer Betreuer] Malaka, Reiner [Gutachter] Malaka, and Jan [Gutachter] Borchers. "Direct Animation Interfaces : an Interaction Approach to Computer Animation / Benjamin Walther-Franks ; Gutachter: Reiner Malaka, Jan Borchers ; Betreuer: Reiner Malaka." Bremen : Staats- und Universitätsbibliothek Bremen, 2014. http://d-nb.info/1175090190/34.
Full textBaker, Jeremy Charles. "Observational Animation: An Exploration of Improvisation, Interactivity and Spontaneity in Animated Filmmaking." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1357315576.
Full textRodrigues, Diego Adalberto de Jesus. "Facebook3d." Master's thesis, Universidade da Madeira, 2009. http://hdl.handle.net/10400.13/89.
Full textOrientador: Ian Oakley
Ryan, Reilly Judd. "Where Are Those Good Old Fashioned Values? Family and Satire in Family Guy." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5583.
Full textLundberg, Lukas. "Art Directed Fluid Flow With Secondary Water Effects." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-81808.
Full textWade, Tom H. "Circulation of the Light: Mandalas, Alchemy, and Non-Linear Cinema." Ohio University Honors Tutorial College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors149441657291478.
Full textWinkelmolen, Guus. "Improving The Visualization And Animation Of Weighted Dynamic Networks Using Force-Directed Graph Drawing Algorithms." Thesis, Linköpings universitet, Institutet för analytisk sociologi, IAS, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-178699.
Full textLindström, Kristoffer. "Performance of Marching Cubes using DirectX Compute Shaders Compared to using HistoPyramids." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4493.
Full textkristoffer.swe@gmail.com
Nogueira, Yuri Lenon Barbosa. "Um modelo de sistema nervoso para o problema do controle de animação por dinâmica direta." reponame:Repositório Institucional da UFC, 2007. http://www.repositorio.ufc.br/handle/riufc/18656.
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Direct dynamics animation consists of synthesizing the movements of a model from the specification of its physical properties (mass and moment of inertia), the conditions of bond between its contracting parties, the conditions of contact with other bodies and the forces that acts on it. This approaching has the advantage to generate animations with physical realism. The problem, that continues relevant as inquiry object, is the control of the model: “What forces must be applied to the model to generate the desired movement?”. The solution of the problem, presented in this work, assumes that the studied model consists of a structure of rigid link bodies whose movements are generated by internal actuators, with its forces defined by a nervous system. With use of artificial neural networks and evolutionary computation, the proposed controller is capable of adapting itself to control different articulated models, and to generate varied types of movements while it keeps the stability even with small variations of the terrain. The presented model possesses, in its core, a Central Pattern Generator (CPG) based on neural oscillators, that has their activities regulated by the sensorial module, to allow the balance of the structure and stability of the movement, responding to environment variations. For the adaptation to the articulated structure and learning of movements, the controller has a cognitive module, responsible for the search of neural parameters, through genetic algorithms, and the feedback networks (sensorial answers to environment variations), with genetic programming. Results are presented related to the control of models humanoid, cheetah, frog, luxo and luxo-2, having these last two ones equal topologies, but with variations in the sizes of the bodies and freedom of the joints. All the models are tested in plain land and with slope.
A animaçãao por dinâmica direta consiste em sintetizar os movimentos de um modelo a partir da especificação de suas propriedades físicas (massa e momento de inércia), das condições de vínculo entre suas partes componentes, das condições de contato com outros corpos e das forças que nele atuam. Essa abordagem tem a vantagem de gerar animações com realismo físico. O problema, que continua relevante como objeto de investigação, é o de controle do modelo: “Que forças devem ser aplicadas ao modelo para gerar o movimento desejado?”. A solução do problema proposto apresentada neste trabalho assume que o modelo estudado constitui-se de uma estrutura de corpos rígidos articulados cujos movimentos são gerados por atuadores internos, com suas forças definidas por um sistema nervoso. Com o uso de redes neurais artificiais e computação evolucionária, o controlador proposto é capaz de adaptar-se para controlar diferentes modelos articulados, e para gerar variados tipos de movimentos enquanto mantém a estabilidade mesmo quando há pequenas variações do terreno. O modelo proposto possui, em seu núcleo, um gerador central de padrões (CPG - Central Pattern Generator) baseado em osciladores neurais, e o mesmo tem sua atividade regulada por módulos sensoriais, para permitir o equilíbrio da estrutura e estabilidade do movimento, respondendo àss variações do ambiente. Para a adaptação à estrutura articulada e aprendizagem de movimentos, o controlador possui ainda um módulo cognitivo, responsável pela busca dos parâmetros neurais, através de algoritmos genéticos, e das redes de retroalimentação (sensoriamento), com programação genética. Resultados são apresentados em associação ao controle dos modelos humanóide, cheetah, sapo, luxo e luxo-2, sendo esses dois últimos iguais topologicamente, mas com variações nos tamanhos dos corpos e liberdade das juntas. Todos os modelos são testados em terreno plano e com rampa.
Nogueira, Yuri Lenon Barbosa. "Um modelo de sistema nervoso para o problema do controle de animaÃÃo por dinÃmica direta." Universidade Federal do CearÃ, 2007. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=1323.
Full textA animaÃÃao por dinÃmica direta consiste em sintetizar os movimentos de um modelo a partir da especificaÃÃo de suas propriedades fÃsicas (massa e momento de inÃrcia), das condiÃÃes de vÃnculo entre suas partes componentes, das condiÃÃes de contato com outros corpos e das forÃas que nele atuam. Essa abordagem tem a vantagem de gerar animaÃÃes com realismo fÃsico. O problema, que continua relevante como objeto de investigaÃÃo, à o de controle do modelo: âQue forÃas devem ser aplicadas ao modelo para gerar o movimento desejado?â. A soluÃÃo do problema proposto apresentada neste trabalho assume que o modelo estudado constitui-se de uma estrutura de corpos rÃgidos articulados cujos movimentos sÃo gerados por atuadores internos, com suas forÃas definidas por um sistema nervoso. Com o uso de redes neurais artificiais e computaÃÃo evolucionÃria, o controlador proposto à capaz de adaptar-se para controlar diferentes modelos articulados, e para gerar variados tipos de movimentos enquanto mantÃm a estabilidade mesmo quando hà pequenas variaÃÃes do terreno. O modelo proposto possui, em seu nÃcleo, um gerador central de padrÃes (CPG - Central Pattern Generator) baseado em osciladores neurais, e o mesmo tem sua atividade regulada por mÃdulos sensoriais, para permitir o equilÃbrio da estrutura e estabilidade do movimento, respondendo Ãss variaÃÃes do ambiente. Para a adaptaÃÃo à estrutura articulada e aprendizagem de movimentos, o controlador possui ainda um mÃdulo cognitivo, responsÃvel pela busca dos parÃmetros neurais, atravÃs de algoritmos genÃticos, e das redes de retroalimentaÃÃo (sensoriamento), com programaÃÃo genÃtica. Resultados sÃo apresentados em associaÃÃo ao controle dos modelos humanÃide, cheetah, sapo, luxo e luxo-2, sendo esses dois Ãltimos iguais topologicamente, mas com variaÃÃes nos tamanhos dos corpos e liberdade das juntas. Todos os modelos sÃo testados em terreno plano e com rampa.
Direct dynamics animation consists of synthesizing the movements of a model from the specification of its physical properties (mass and moment of inertia), the conditions of bond between its contracting parties, the conditions of contact with other bodies and the forces that acts on it. This approaching has the advantage to generate animations with physical realism. The problem, that continues relevant as inquiry object, is the control of the model: âWhat forces must be applied to the model to generate the desired movement?â. The solution of the problem, presented in this work, assumes that the studied model consists of a structure of rigid link bodies whose movements are generated by internal actuators, with its forces defined by a nervous system. With use of artificial neural networks and evolutionary computation, the proposed controller is capable of adapting itself to control different articulated models, and to generate varied types of movements while it keeps the stability even with small variations of the terrain. The presented model possesses, in its core, a Central Pattern Generator (CPG) based on neural oscillators, that has their activities regulated by the sensorial module, to allow the balance of the structure and stability of the movement, responding to environment variations. For the adaptation to the articulated structure and learning of movements, the controller has a cognitive module, responsible for the search of neural parameters, through genetic algorithms, and the feedback networks (sensorial answers to environment variations), with genetic programming. Results are presented related to the control of models humanoid, cheetah, frog, luxo and luxo-2, having these last two ones equal topologies, but with variations in the sizes of the bodies and freedom of the joints. All the models are tested in plain land and with slope.
Pečenka, Michal. "3D animace postavy v počítačové grafice." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235981.
Full textOrcutt, Craig Arthur. "Recommendations towards a direct manipulation interface for three-dimensional computer animation." 1989. http://hdl.handle.net/2097/22420.
Full textHsieh, Yu-Yen, and 謝雨嫣. "Creation Descriptions of “ The Gecko ”and Study on Direct Animation and Digital, Film Scratch Techniques." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/46414644789199789268.
Full text國立臺南藝術大學
音像動畫研究所
98
With experimental characters, Direct Animation don’t use camera for shooting but scratch and draw on film directly. The technique is unique on visual and reveal the spirit of arts and crafts by it’s frame by frame process. In this thesis, I summarize the background of Direct Animation and list some works using film scratch skills. To illustrate how I using this skill I analyze my final project, “The Gecko,”and try to express the advantages of digital technique on the procuction stage. This thesis also presents the features of troditional and digital techniques and discuss the diffirence of applying computer technology to Direct Animation and storage medium. It also reveal a kind of new value of the sense of sight by esthetics aspect. The final is a summary of practice for experimental spirit and the view about my personal future direction.
Zhu, Li. "Questions and feedback effects of direct manipulation and animation in facilitating student achievement on tests measuring different educational objectives /." 2006. http://etda.libraries.psu.edu/theses/approved/WorldWideIndex/ETD-1291/index.html.
Full textYoung, Jin-Yie, and 楊俊逸. "THE DIRECTOR -- A OBJECT-ORIENTED ANIMATION LANGUAGE." Thesis, 1995. http://ndltd.ncl.edu.tw/handle/32731029446413100266.
Full text淡江大學
資訊工程研究所
83
More and more commercial and entertainment industries are using the technology of 3D compuer graphics, which was traditionally requires special hardwares and softwares, to produce some special effects. After Microsoft and Macintosh Co. embedded 3D functions into their operation system, everyone can afford to play with the 3D computer graphics at home. People can easily use their home computers to produce their personal 3D animations. But the process of editing a 3D animation is extremely complicate and hard to harness. If a vivid 3D animation is desired, nearly hundreds of characters' joints must be manipulated in each frame to produce such effect which is a burden for the animator. To ease the complexity of producing 3D animations, many methods were suggested in the past and using the text script file to describe the desired animation is one of them. This thesis propose an object- oriented language to ease the user from the hassel of controlling character's motion without losing vividness of animation. This language borrow the concept of abstract data type from the object-oriented lamguage. It encapsulate each character into a data type and declare the state of its motion as its attributes. By this way, during animation, the character' s action becomes its methods. To validate this language, a translator is implemented to translate user's animation script file into a sequence of lower level frame scripts which are then used to generate consecutive frames of animation. After the translator scan in the script file, a global template file and, for each frame, a definition file are generated. With the help of this global template file, every definition file generate a image file and these image files are combined into an animation. This language enable the developer to predefine a library of characters such that, user can directly declare an instant of a character, just like "int a;" in C, and then directly 'command' it without to define it's action.
Liou, Jia-jhang, and 柳佳璋. "The Birth of Tragedy : A discussion and analysis of personal animation《The Cloud》and《Earthly Paradise》with body perspective of Film-Director Ming-Liang Tsai." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/kgbjv6.
Full text國立臺南大學
動畫媒體設計研究所
99
The issues related to the body images and tragedies are always shown in Tsai Ming-Liang’s films, and the author’s perspective of creation is influenced by Tsai’s flims and Auteur theory. The cinema has the feature of depicting the reality through camera machines. However, in animation, a radical aesthetics which is different from cinema is developed through the frame editing. The body images are important characteristics in Tsai’s films. The thesis establishes Tsai’s body perspective through the analysis and discussion of literature and film context. In the creation of thesis, the author animates “The Cloud”and “Earthly Paradise” inspired by Tsai , and attempts to discover his own personal language from the discussion of Tsai’s body perspective. According to the discoursing on tragedy, body perspective and related context of artworks, the research discusses the desire body and space conversation in Tsai’s films with the concepts of Gilles Deleuze’s “Body without organ”, Walter Benjamin’s “Trauerspiel”and Maurice Merleau-Ponty’s “Phenomenology of Perception”. The thesis tries to develop Tsai’s body perspective through the animated creations “The Cloud” and “ Earthly Paradise” and explores the creative language and style of author. We can discover three elemental particularities-Labyrinth,Content and Sensory, from the research and discourses on the clips possessed these three elements in Tsai’s films. In the process of creation, the differences of fundamental specialties between animation and cinema are found. First, Tsai captures motive images through camara machines in cinema, but in animation which is captured through the author’s coporal eyes and hands. As for the Montage editing in the post production, experimental activities can be explored in cinema. However, it isn’t true in animation. Finally, the author attempts and moves toward to the characteristics of “Mimetic language” and “Poet” in the results and performances of creations which are rarely mentioned in Tsai’s films.
Perumalil, Ranjith Chandy. "Style Transfer For Visual Storytelling A Case Study: The Hindu Mythological Character, Yamah, in the Style of the American Film Director, Tim Burton." Thesis, 2011. http://hdl.handle.net/1969.1/ETD-TAMU-2011-08-9879.
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