Academic literature on the topic 'Performance animation'

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Journal articles on the topic "Performance animation"

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Shakir, Samia, and Ali Al-Azza. "Facial Modelling and Animation: An Overview of The State-of-The Art." Iraqi Journal for Electrical and Electronic Engineering 18, no. 1 (2021): 28–37. http://dx.doi.org/10.37917/ijeee.18.1.4.

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Animating human face presents interesting challenges because of its familiarity as the face is the part utilized to recognize individuals. This paper reviewed the approaches used in facial modeling and animation and described their strengths and weaknesses. Realistic face animation of computer graphic models of human faces can be hard to achieve as a result of the many details that should be approximated in producing realistic facial expressions. Many methods have been researched to create more and more accurate animations that can efficiently represent human faces. We described the techniques
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Kennedy, Jason. "The animator’s sensorium: The impact of acting and animation experience on creating reference performances." Animation Practice, Process & Production 10, no. 1 (2021): 95–116. http://dx.doi.org/10.1386/ap3_000028_1.

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This research provides an initial investigation into strategies for creating reference performances for animation. The term reference performance has various meanings in animation production; in this article, I use it to refer to a recording of a person performing physical and emotional cues, from which performance elements of an animated character may be derived. Beginning with Max Fleischer’s invention of the rotoscope process in 1915, animation studios began to record actors as a means to inject greater believability into the movements and expressions of animated characters. Throughout this
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Sun, Qiyun, Wanggen Wan, Xiang Feng, and Guoliang Chen. "A Novel Animation Method Based on Mesh Decimation." Journal of Advanced Computational Intelligence and Intelligent Informatics 22, no. 2 (2018): 184–93. http://dx.doi.org/10.20965/jaciii.2018.p0184.

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Skeleton based skin deformation methods are widely used in computer animations, with the help of some animation software, like 3D Studio Max and Maya. Most of these animation methods are based on linear blending skinning algorithm and its improved versions, showing good real-time performance. However, it is difficult for new users to use these complicated softwares to make animation. In this paper, we focus on surface based mesh deformation methods. We use spokes and rims deformation method to animate mesh models. However, this method shows poor real-time performance with high-resolution mesh
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Zhang, Man Yu. "Application of Performance Motion Capture Technology in Film and Television Performance Animation." Applied Mechanics and Materials 347-350 (August 2013): 2781–84. http://dx.doi.org/10.4028/www.scientific.net/amm.347-350.2781.

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In todays animation films, virtual character animation is a research field developing rapidly in computer graphics, and motion capture is the most significant component, which has brought about revolutionary change for 3D animation production technology. It makes that animation producers are able to drive animation image models directly with the use of actors performance actions and expressions, which has simplified animation manufacturing operation greatly and enhanced quality for animation production.
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Sato, Nahoko, and Luke S. Hopper. "Judges’ evaluation reliability changes between identifiable and anonymous performance of hip-hop dance movements." PLOS ONE 16, no. 1 (2021): e0245861. http://dx.doi.org/10.1371/journal.pone.0245861.

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Hip-hop competitions are performed across the world. In the recent inclusion in the 2018 Youth Olympic Games, the assessment of hip-hop performance is undertaken by a panel of judges. The purpose of this study was to determine the reliability of different visualisation tools utilised in the assessment of the hip-hop dance movements. Ten dancers performed basic rhythmic hip-hop movements which were captured using a motion capture system and video camera. Humanoid and stick figure animations of the dancers’ movements were created from the motion capture data. Ten judges then assessed 20 dance tr
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Biørn-Hansen, Andreas, Tor-Morten Grønli, and Gheorghita Ghinea. "Animations in Cross-Platform Mobile Applications: An Evaluation of Tools, Metrics and Performance." Sensors 19, no. 9 (2019): 2081. http://dx.doi.org/10.3390/s19092081.

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Along with the proliferation of high-end and performant mobile devices, we find that the inclusion of visually animated user interfaces are commonplace, but that research on their performance is scarce. Thus, for this study, eight mobile apps have been developed for scrutiny and assessment to report on the device hardware impact and penalties caused by transitions and animations, with an emphasis on apps generated using cross-platform development frameworks. The tasks we employ for animation performance measuring, are those of (i) a complex animation consisting of multiple elements, (ii) the o
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Fan, Liheng, Meichen Zhan, Wenjing Qing, Tan Gao, and Mengying Wang. "The Short-Term Impact of Animation on the Executive Function of Children Aged 4 to 7." International Journal of Environmental Research and Public Health 18, no. 16 (2021): 8616. http://dx.doi.org/10.3390/ijerph18168616.

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Research has shown that animation plays an important role in the development of children’s executive function (EF), and the development of EF components, inhibitory control, working memory, and cognitive flexibility, is asynchronous. Thus, this study explores the developmental trajectories and animation features (fantasy and pacing) that influence each EF component, by examining 218 children aged 4–7. Pretest information, mainly the childhood EF inventory, was provided by parents: child’s age, age of first exposure to animation, animation viewing time on weekdays and weekends, family income, a
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Williams, Lance. "Performance-driven facial animation." ACM SIGGRAPH Computer Graphics 24, no. 4 (1990): 235–42. http://dx.doi.org/10.1145/97880.97906.

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Silvio, Teri. "Animation: The New Performance?" Journal of Linguistic Anthropology 20, no. 2 (2010): 422–38. http://dx.doi.org/10.1111/j.1548-1395.2010.01078.x.

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Cubas, Carlos, and Antonio Carlos Sementille. "A modular framework for performance-based facial animation." Journal on Interactive Systems 9, no. 2 (2018): 1. http://dx.doi.org/10.5753/jis.2018.697.

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In recent decades, interest in capturing human face movements and identifying expressions for the purpose of generating realistic facial animations has increased in both the scientific community and the entertainment industry. We present a modular framework for testing algorithms used in performance-based facial animation. The framework includes the modules used in pipelines found in the literature as a module for creating datasets of blendshapes which are, facial models, where the vectors represent individual facial expressions, an algorithm processing module for identification of weights and
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Dissertations / Theses on the topic "Performance animation"

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Robison, David J. "Community Animation Workshop." Bradford University, 2006. http://hdl.handle.net/10454/4016.

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No.<br>The University of Bradford has recently pioneered a radical approach to engaging children and young people in learning about technology and the arts, thanks to funding provided by the English Arts Council. Young people engaged with youth services in the Bradford area were invited to take part in innovative performance art and digital media sessions held at the University. The sessions had a tangible output for the young people. The result was four one-minute ¿motion-captured¿ animations containing original music and dance ¿ produced by the participants themselves, with the help of e
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McGill, Jarrett. "Finding Personality in Animation." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/honors/642.

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There is a difference between making something move and bringing something to life in animation. The animation principles work together to bring out character that is only visible with memorable movement. Given how the entertainment space has changed and grown over recent years, it is arguably vital for characters to be unforgettable for franchises to survive. This creative thesis explores how personalities are interpreted in animation by viewers and creators, and a workflow to bring the personalities to the forefront in the piece. Three distinct characters will be animated with the same set o
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Sánchez, Lorenzo Manuel Antonio. "Techniques for performance based, real-time facial animation." Thesis, University of Sheffield, 2006. http://etheses.whiterose.ac.uk/14897/.

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Persson, Samantha. "Improving perceived performance of loading screens through animation." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-86080.

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This study investigates the impact that loading animations have on perceived  performance. Two sets of usability tests were conducted to obtain the data for this study. In the first set of usability tests, 15 participants were observed. The second set was performed online with 45 participants who answered a questionnaire after using the prototype. Five different loading animations were tested: Spinner, Loading bar, a detailed animation, an animation with aquote and a skeleton loading screen. The participants were asked at the end of the usability tests to rate which one of the loading screens
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Guix, Dan Casas. "Interactive video-realistic character animation from 4D performance capture." Thesis, University of Surrey, 2014. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.616893.

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Recent advances in surface performance capture have demonstrated highly realistic reconstruction of human motion sequences acquired in a multi-camera studio. Freeviewpoint rendering techniques allow video-realistic replay of captured motions with interactive viewpoint control. However, current approaches do not provide methods for real-time motion and appearance manipulation, hindering the reuse of captured data. Non-sequential temporal alignment techniques enable the conversion of an unstructured set of 3D videos into temporally consistent mesh sequences with shared topology and vertex corres
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Samanci, Ozge. "Embodying comics reinventing comics and animation for a digital performance /." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29630.

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Thesis (Ph.D)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.<br>Committee Chair: Mazalek, Alexandra; Committee Member: Bolter, Jay; Committee Member: Knospel, Kenneth; Committee Member: Murray, Janet; Committee Member: Winegarden, Claudia Rebola. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Barrielle, Vincent. "Leveraging Blendshapes for Realtime Physics-Based Facial Animation." Thesis, CentraleSupélec, 2017. http://www.theses.fr/2017CSUP0003.

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La génération d'animation faciale de synthèse constitue une étape cruciale en génération d’images de synthèse. Il est cependant difficile de produire des animations convaincantes. Le paradigme dominant pour la création d'animations faciales de haute qualité est la méthode des blendshapes, où les expressions sont décomposées comme la combinaison linéaire d’expressions plus basiques. Toutefois, cette technique requiert une grande quantité de travail manuel, réservée aux films à grand budget, pour produire la qualité requise. La production d'animation faciale réaliste est possible à l'aide de la
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Kalal, Katherine Frances Talmadge. "Combining Performance Animation and Virtual Reality for Early Childhood Education Role-Play." The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1213164553.

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Mohr, Steven Jasper. "Animated motion capture: An examination of cartoon-stylised human movement for the capture of animated performances." Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/132351/1/Steven_Mohr_Thesis.pdf.

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Motion capture offers an alternative method for animating characters in 3D computer graphics (CG) to traditional frame-by-frame methods. An unspoken divide exists within the industry that silos realistic movement to motion capture and cartoon-style movement to traditional animation methods. This study challenges this divide and identifies production conditions for achieving cartoon-style motion for a 3D CG motion capture animation by examining a typical motion capture pipeline and testing reference materials from popular animation training manuals with recorded actions of performers at the tim
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Kumar, Mithilesh. "A Motion Graph Approach for Interactive 3D Animation using Low-cost Sensors." Thesis, Virginia Tech, 2008. http://hdl.handle.net/10919/34168.

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Interactive 3D animation of human figures is very common in video games, animation studios and virtual environments. However, it is difficult to produce full body animation that looks realistic enough to be comparable to studio quality human motion data. The commercial motion capture systems are expensive and not suitable for capture in everyday environments. Real-time requirements tend to reduce quality of animation. We present a motion graph based framework to produce high quality motion sequences in real-time using a set of inertial sensor based controllers. The user's action generates sign
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Books on the topic "Performance animation"

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

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de Aguiar, Edilson. Animation and Performance Capture Using Digitized Models. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-10316-2.

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High-performance graphics in C: Animation and simulation. Windcrest, 1988.

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Acting for animators: A complete guide to performance animation. Heinemann, 2000.

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Acting for animators: A complete guide to performance animation. Heinemann, 2003.

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Shadow of a mouse: Performance, belief and world-making in animation. University of California Press, 2012.

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Schoeffler, James D. Performance analysis of an actor-based distributed simulation. National Aeronautics and Space Administration, Langley Research Center, 1998.

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Motion capture in performance: An introduction. Palgrave Macmillan, 2015.

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Stop-motion filming and performance: A guide to cameras, lighting, and dramatic techniques. McFarland, 2006.

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Art matters. Sansar Media, 2008.

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Book chapters on the topic "Performance animation"

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Lund, Cornelia. "Performance und Animation." In Handbuch Animation Studies. Springer Fachmedien Wiesbaden, 2022. http://dx.doi.org/10.1007/978-3-658-25978-5_33-1.

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Limantour, Philippe. "Performance Facial Animation Cloning." In Cyberworlds. Springer Japan, 1998. http://dx.doi.org/10.1007/978-4-431-67941-7_12.

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Summers, Sam. "Woody Allen in the Anthill: DreamWorks and Star Performance." In Palgrave Animation. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-36851-7_4.

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Shi, Fuhao. "Video-Based Performance Driven Facial Animation." In Handbook of Human Motion. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-14418-4_189.

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Shi, Fuhao. "Video-Based Performance Driven Facial Animation." In Handbook of Human Motion. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-30808-1_189-1.

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Shi, Fuhao. "Video-Based Performance Driven Facial Animation." In Handbook of Human Motion. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-30808-1_189-2.

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Savoye, Yann, and Jean-Sébastien Franco. "Cage-Based Tracking for Performance Animation." In Computer Vision – ACCV 2010. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-19318-7_47.

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Neff, Michael, and Eugene Fiume. "From Performance Theory to Character Animation Tools." In Human Motion. Springer Netherlands, 2008. http://dx.doi.org/10.1007/978-1-4020-6693-1_24.

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Badler, Norman I. "Task-Oriented Computer Animation of Human Figures." In Applications of Human Performance Models to System Design. Springer US, 1989. http://dx.doi.org/10.1007/978-1-4757-9244-7_27.

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Kim, Jongmin, Yeongho Seol, and Jehee Lee. "Realtime Performance Animation Using Sparse 3D Motion Sensors." In Motion in Games. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34710-8_4.

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Conference papers on the topic "Performance animation"

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Vladić, Gojko, Selena Mijatović, Gordana Bošnjaković, Ivana Jurič, and Vladimir Dimovski. "Analysis of the loading animation performance and viewer perception." In 10th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design,, 2020. http://dx.doi.org/10.24867/grid-2020-p76.

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Digital content presented to the viewer usually has to be processed by the device on which is displayed, in case of internet content processing is done by hosting server and user device with additional download time. Time elapsed for these tasks differs depending on the quantity of the data and complexity of the processing needed. Waiting time for content to be displayed can have significant influence on the user experience. Loading animations are often used to divert viewers’ attention or to provide viewer with the information about the process progress, estimated time, etc. Performance of th
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Williams, Lance. "Performance-driven facial animation." In the 17th annual conference. ACM Press, 1990. http://dx.doi.org/10.1145/97879.97906.

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Williams, Lance. "Performance-driven facial animation." In ACM SIGGRAPH 2006 Courses. ACM Press, 2006. http://dx.doi.org/10.1145/1185657.1185856.

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Savoye, Yann, and Jean-Sébastien Franco. "Conversion of performance mesh animation into cage-based animation." In ACM SIGGRAPH ASIA 2010 Posters. ACM Press, 2010. http://dx.doi.org/10.1145/1900354.1900357.

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Bustanoby, André. "Performance capture and character animation." In ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97. ACM Press, 1997. http://dx.doi.org/10.1145/259081.259295.

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Weise, Thibaut, Sofien Bouaziz, Hao Li, and Mark Pauly. "Realtime performance-based facial animation." In ACM SIGGRAPH 2011 papers. ACM Press, 2011. http://dx.doi.org/10.1145/1964921.1964972.

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Buck, Ian, Adam Finkelstein, Charles Jacobs, et al. "Performance-driven hand-drawn animation." In the first international symposium. ACM Press, 2000. http://dx.doi.org/10.1145/340916.340929.

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Aneja, Deepali. "Performance-based Expressive Character Animation." In UIST '19: The 32nd Annual ACM Symposium on User Interface Software and Technology. ACM, 2019. http://dx.doi.org/10.1145/3332167.3356880.

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Kugimoto, Nozomi, Rui Miyazono, Kosuke Omori, et al. "CG animation for piano performance." In SIGGRAPH '09: Posters. ACM Press, 2009. http://dx.doi.org/10.1145/1599301.1599304.

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Terra, S. C. L., and R. A. Metoyer. "Performance timing for keyframe animation." In the 2004 ACM SIGGRAPH/Eurographics symposium. ACM Press, 2004. http://dx.doi.org/10.1145/1028523.1028556.

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