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Dissertations / Theses on the topic 'Physical animation'

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1

Widerberg, Caroline. "Animation som instruktionsverktyg : the physical activity tool kit." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-17116.

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Det finns många olika typer av instruktionsmetoder alla har de sina för och nackdelar. Detta arbete går in på animation som ett instruktionsverktyg, och jämför sedan detta med stillbilds samt filmade instruktioner, för att få fram relevanta resultat. Inom ramen för detta resoneras det kring teorier angående kognitiv lagring samt kognitiv belastning. Teorier så som mirror- neurons samt jämförelser av de tre tidigare nämnda instruktionsmetoderna blir också uppdagade. Ett mindre experiment utfördes också där animerade, stillbilds och filmade instruktioner jämfördes utifrån tre frågor. Experimente
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Chapman, Peter Michael. "Towards a physical model for virtual environments." Thesis, University of Hull, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.342870.

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3

Wojtan, Chris. "Animating physical phenomena with embedded surface meshes." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37256.

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Accurate computational representations of highly deformable surfaces are indispensable in the fields of computer animation, medical simulation, computer vision, digital modeling, and computational physics. The focus of this dissertation is on the animation of physics-based phenomena with highly detailed deformable surfaces represented by triangle meshes. We first present results from an algorithm that generates continuum mechanics animations with intricate surface features. This method combines a finite element method with a tetrahedral mesh generator and a high resolution surface mesh, and i
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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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Carolus, Adam. "The influence of animation on physical science learning in a grade 10 rural classroom." Diss., Pretoria : [s.n.], 2009. http://upetd.up.ac.za/thesis/available/etd-09112009-170835.

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6

Baecher, Moritz Niklaus. "From Digital to Physical: Computational Aspects of 3D Manufacturing." Thesis, Harvard University, 2013. http://dissertations.umi.com/gsas.harvard:11149.

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The desktop publishing revolution of the 1980s is currently repeating itself in 3D, referred to as desktop manufacturing. Online services such as Shapeways have become available, making personalized manufacturing on cutting edge additive manufacturing (AM) technologies accessible to a broad audience. Affordable desktop printers will soon take over, enabling people to fabricate<br>Engineering and Applied Sciences
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Tan, Jie. "Locomotion synthesis in complex physically simulated environments." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54238.

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Understanding and synthesizing locomotion of humans and animals will have far-reaching impacts in computer animation, robotic and biomechanics. However, due to the complexity of the neuromuscular control and physical interactions with the environment, computationally modeling these seemingly effortless locomotion imposes a grand challenge for scientists, engineers and artists. The focus of this thesis is to present a set of computational tools, which can simulate the physical environment and optimize the control strategy, to automatically synthesize locomotion for humans and animals. We first
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Kalantari, Saman. "Introduction de fonctionnalités de changements d'états topologiques dans le formalisme de modélisation et de simulation CORDIS-ANIMA." Thesis, Grenoble, 2014. http://www.theses.fr/2014GRENS004.

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Dans cette recherche, nous étudions les problèmes de modélisation de discontinuités topologiques d'objets physiques déformables. Parmi toutes les discontinuités topologiques possibles, nous nous intéressons à celles que nous avons qualifiées de « discontinuités de 1 vers N » dans le contexte de la modélisation physique. Entrent dans cette catégorie les phénomènes de fractures, de cassures, de déchirures et de fissures. De nombreux travaux se sont intéressés à la modélisation et la simulation de ce type de phénomènes. Plusieurs méthodes ont été proposées, à partir de systèmes de modélisation di
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Ellsworth, Thomas Sterling. "The Bird and The Fish: Motion Field-Based Frame Interpolation in the Context of a Story." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7721.

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Animating by hand can be a long and challenging process in part because of the necessity of drawing every frame by hand. 3D animation media minimize this problem with the use of automatically interpolated frames, but despite significant research no universally acceptable techniques have been demonstrated for 2 dimensional interpolation. In this paper we explore computer-assisted optimizations to the animation pipeline. Specifically, we utilize 3D motion fields to create more realistic in-between frames for sets of 2D ``key frames.'' We demonstrate our method by using it to create 2D special ef
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Simiriotis, Nikolaos. "Numerical study and physical analysis of electroactive morphing wings and hydrodynamic profiles at high Reynolds number turbulent flows." Thesis, Toulouse, INPT, 2020. http://www.theses.fr/2020INPT0041.

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La présente thèse étudie par simulation numérique et analyse physique les effets du morphing électroactif pour le design des ailes du futur permettant de réduire l’impact environnemental et d’accroître l’efficacité du transport aérien. La thèse examine les effets du morphing électroactif hybride. Ce concept consiste en une association de diverses classes d’actionneurs électroactifs opérant à des échelles de temps et de longueur multiples, en accord avec la dynamique du spectre turbulent et dans un contexte de bio-inspiration concernant l’actionnement des ailes, ailerons et plumes de grands ois
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Kim, Leejin. "Analysis and Construction of Engaging Facial Forms and Expressions: Interdisciplinary Approaches from Art, Anatomy, Engineering, Cultural Studies, and Psychology." VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/567.

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The topic of this dissertation is the anatomical, psychological, and cultural examination of a human face in order to effectively construct an anatomy-driven 3D virtual face customization and action model. In order to gain a broad perspective of all aspects of a face, theories and methodology from the fields of art, engineering, anatomy, psychology, and cultural studies have been analyzed and implemented. The computer generated facial customization and action model were designed based on the collected data. Using this customization system, culturally-specific attractive face in Korean popular
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12

Torstensson, Erik. "Physically-based Real-time Animation." Thesis, Linköping University, Department of Electrical Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-10076.

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<p>The field of real-time computer animation is undergoing major changes, and many of the methods used to this point are no longer sufficient to achieve the degree of realism that is desired. There is a need for an animation method that provides greater realism, simpler ways to create animations, and more vivid and lifelike virtual creatures. This thesis suggests the possibility of doing that with a physically-based method, by researching current and alternative solutions, developing an architecture for a physically-based system, and describing an implementation of such a system.</p>
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Wang, Huamin. "Practical water animation using physics." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31745.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.<br>Committee Chair: Greg Turk; Committee Member: C. Karen Liu; Committee Member: Irfan Essa; Committee Member: Jarek Rossignac; Committee Member: Peter J. Mucha. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Konečný, Kamil. "Animovaný 3D model." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255330.

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This  thesis  deals  with  production  of  three-dimensional  animated  model. Thesis is about model of billiard table and visualization of balls motion on its surface. Using simulation methods to solve the problem of balls motion is the goal of this work. This thesis contains summary of physical phenomena which describe the ball motion. There are also animation and simulation techniques which are used to create a model involved in this work. This thesis also deals with description of software, which can be used to create a three-dimensional model, animation and define user interaction. The se
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Wang, Suwen. "Physics-based animation of primate locomotion." Thesis, University of British Columbia, 2011. http://hdl.handle.net/2429/37098.

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Quadrupedal animals commonly appear in films and video games, and their locomotion is of interests to several research and industrial communities. Because of the difficulty of handling and motion capturing these animals, physics-based animation is a promising method for synthesizing quadrupedal locomotion. In this thesis, we investigate control strategies for animating a gorilla model, as an example of primate quadrupeds. We review the state of the art in quadrupedal animation and robotics, and in particular a control framework designed for a simulated dog. We investigate the essential control
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Darlet, Ludovic. "Système de visualisation scientifique assistée par ordinateur." Université Joseph Fourier (Grenoble), 1995. http://www.theses.fr/1995GRE10044.

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L'objectif de ce travail est le développement d'un système fonctionnel d'aide à la réalisation de films d'animation de résultats de simulations physiques. Le système VISIMAR permet l'encapsulation de résultats de simulations numériques en un agent capable de calculer la représentation graphique correspondant à chaque instant de son temps local. Un contrôleur est chargé de coordonner les temps locaux des objets dans le temps global de la visualisation en accord avec le script formel écrit par l'utilisateur. L'image finale est calculée par composition pour chaque pas de temps à partir des représ
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Habibi, Arash. "Visualisation d'objets très déformables : relations mouvement-forme-image." Grenoble INPG, 1997. http://www.theses.fr/1997INPG0008.

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Ce travail se situe dans le domaine de la synthèse d’images par ordinateur et de l’animation par modèles physiques. La modélisation et la visualisation d’un objet physique suppose un travail sur la forme, le mouvement et l’image. Plus cet objet de référence est déformable et plus la relation entre ces trois entités est complexe. Dans ce travail, nous étudions cette relation et nous déterminons dans quelles conditions le comportement (forme, mouvement, image) des objets peut être représenté par des modèles autonomes (modélisation multi-échelles) et découplés (habillage). En particulier, nous ét
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Aina, Olusola Olumide. "Generating anatomical substructures for physically-based facial animation." Thesis, Bournemouth University, 2011. http://eprints.bournemouth.ac.uk/18900/.

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Physically-based facial animation techniques are capable of producing realistic facial deformations, but have failed to find meaningful use outside the academic community because they are notoriously difficult to create, reuse, and art-direct, in comparison to other methods of facial animation. This thesis addresses these shortcomings and presents a series of methods for automatically generating a skull, the superficial musculoaponeurotic system (SMAS – a layer of fascia investing and interlinking the mimic muscle system), and mimic muscles for any given 3D face model. This is done toward (the
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19

Warburton, Mark. "Physically based forehead modelling and animation including wrinkles." Thesis, University of Sheffield, 2014. http://etheses.whiterose.ac.uk/7994/.

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There has been a vast amount of research on the production of realistic facial models and animations, which is one of the most challenging areas of computer graphics. Recently, there has been an increased interest in the use of physically based approaches for facial animation, whereby the effects of muscle contractions are propagated through facial soft-tissue models to automatically deform them in a more realistic and anatomically accurate manner. Presented in this thesis is a fully physically based approach for efficiently producing realistic-looking animations of facial movement, including
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20

Roach, Matthew Douglas. "Physically based simulation of explosions." Thesis, Texas A&M University, 2005. http://hdl.handle.net/1969.1/2409.

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This thesis describes a method for using physically based techniques to model an explosion and the resulting side effects. Explosions are some of the most visually exciting phenomena known to humankind and have become nearly ubiquitous in action films. A realistic computer simulation of this powerful event would be cheaper, quicker, and much less complicated than safely creating the real thing. The immense energy released by a detonation creates a discontinuous localized increase in pressure and temperature. Physicists and engineers have shown that the dissipation of this concentration of ener
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Slioa, Silvia. "Visuella rekonstruktioner av skulpturer i Assurnasirpal II:s tronsal och utställningstekniker på British Museum." Thesis, Uppsala universitet, Konstvetenskapliga institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296398.

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The purpose of my study is to analyze Assyrian sculptures in the palace of Nimrud from throne room of Aššur-nāṣir-apli northwest palace. My research will be to compare sculptures with a theoretical as well as practical issue in the design of the galleries. Images of supernatural beings would be set up at entrances to palaces and temples. Assyrians called sculptures Lamassū (from written Sumerian references LAM(M) (A) lord of horizons, guardian of the Assyrian Gate. Lamassū are both flanked at the doorways from the throne room of Aššur-nāṣir-apli`s northwest palace. The exact meaning is not cle
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Lennartsson, Henrik, and Lina Wijkander. "Physically-Based Animation Follow : A Comparison of Player Experiences." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17057.

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Animations in the game industry are considered a bottleneck today, and a way to speed up the development in this area is by letting the computer procedurally generate the animations. This research has explored blending physics with keyframed animations in games, to create interactive and responsive characters, and to find out how these animations are perceived by players. This way of animating characters in real time has lately been used in a blossoming game genre called fumblecore. By letting physics do part of animation in real time, unpredictable and unique animations can be created. Two de
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Conventi, Maurizio. "Physically-based animation of 3D Biped characters with genetic algorithms." Thesis, Linköping University, Department of Electrical Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8513.

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<p>Synthesizing the realistic motion of a humanoid is a very sophisticated task, studied in different research areas. This work addresses the problem to synthetize realistic animations of 3D biped characters in a simulated environment, using genetic algorithms. Characters are represented as a structure of rigid bodies linked each other by 1DOF joints. Such joints are controlled by sinusoidal functions whose parameters are calculated by the genetic algorithm. Results, obtained by testing and comparing several different genetic operators, are presented. The system we have created allows the non-
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Coull, Alasdair D. "A physically-based muscle and skin model for facial animation." Thesis, University of Glasgow, 2006. http://theses.gla.ac.uk/3450/.

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Facial animation is a popular area of research which has been around for over thirty years, but even with this long time scale, automatically creating realistic facial expressions is still an unsolved goal. This work furthers the state of the art in computer facial animation by introducing a new muscle and skin model and a method of easily transferring a full muscle and bone animation setup from one head mesh to another with very little user input. The developed muscle model allows muscles of any shape to be accurately simulated, preserving volume during contraction and interacting with surrou
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Caldwell, Craig Bernreuter. "A physically-based simulation approach to three-dimensional computer animation /." The Ohio State University, 1989. http://rave.ohiolink.edu/etdc/view?acc_num=osu148759830383988.

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Kim, Yootai. "Control of physics-based fluid animation using a velocity-matching method." Columbus, Ohio : Ohio State University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1149087881.

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Torres, Vidal Ernesto. "Modeling standing, walking and rolling skills for physics-based character animation." Thesis, University of British Columbia, 2012. http://hdl.handle.net/2429/43614.

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Physics-based character simulation is an important open problem with potential applications in robotics and biomechanics and computer animation for films and games. In this thesis we develop controllers for the real-time simulation of several motion skills, including standing balance, walking, forward rolling, and lateral rolling on the ground. These controllers are constructed from a common set of components. We demonstrate that the combination of a suitable vocabulary of components and optimization has the potential to model a variety of skills.
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Thürey, Nils. "Physically based animation of free surface flows with the Lattice Boltzmann method." [S.l.] : [s.n.], 2007. http://deposit.ddb.de/cgi-bin/dokserv?idn=984511156.

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Picard-Limpens, Cécile. "Expressive Sound Synthesis for Animation." Phd thesis, Université de Nice Sophia-Antipolis, 2009. http://tel.archives-ouvertes.fr/tel-00440417.

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L'objectif principal de ce travail est de proposer des outils pour une synthèse en temps-réel, réaliste et expressive, des sons résultant d'interactions physiques entre objets dans une scène virtuelle. De fait, ces effets sonores, à l'exemple des bruits de collisions entre solides ou encore d'interactions continues entre surfaces, ne peuvent être prédéfinis et calculés en phase de pré-production. Dans ce cadre, nous proposons deux approches, la première basée sur une modélisation des phénomènes physiques à l'origine de l'émission sonore, la seconde basée sur le traitement d'enregistrements aud
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Ding, Xiangyang. "Physically-based Simulation of Tornadoes." Thesis, University of Waterloo, 2005. http://hdl.handle.net/10012/1200.

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In this physically-based tornado simulation, the tornado-scale approach techniques are applied to simulate the tornado formation environment. The three-dimensional Navier-Stokes equations for incompressible viscous fluid flows are used to model the tornado dynamics. The boundary conditions applied in this simulation lead to rotating and uplifting flow movement as found in real tornadoes and tornado research literatures. Moreover, a particle system is incorporated with the model equation solutions to model the irregular tornado shapes. Also, together with appropriate boundary cond
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Keiser, Richard. "Meshless Lagrangian methods for physics-based animations of solids and fluids /." Zürich : ETH, 2006. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=16785.

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Turchet, Fabio. "Physics-based modelling, simulation, placement and learning for musculo-skeletal animations." Thesis, Bournemouth University, 2018. http://eprints.bournemouth.ac.uk/31092/.

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In character production for Visual Effects, the realism of deformations and flesh dynamics is a vital ingredient of the final rendered moving images shown on screen. This work is a collection of projects completed at the hosting company MPC London focused on the main components needed for the animation of musculo-skeletal systems: primitives modeling, physically accurate simulation, interactive placement. Complementary projects are also presented, including the procedural modeling of wrinkles and a machine learning approach for deformable objects based on Deep Neural Networks. Primitives model
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Lagula, Daniel, and Filip Karlsson. "Comparison of Two Different Methods of Generating Physics-Based Character Animation using Reinforcement Learning." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20227.

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In the area of Physics-Based Animation using Reinforcement Learning (RL), multiple games and virtual simulations have had it as an objective throughout the years because of the added realism it brings to motions of characters. It also brings a realistic and practical interaction between the characters and their environment. By using a physically simulated ragdoll and Reinforcement Learning, the ragdoll can learn how to walk and balance. This has the potential of bringing realistic and interactive real-time animations, of normally rigid animations, to life. No longer do animators have to animat
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Larsson, Jarl. "Performance of Physics-Driven Procedural Animation of Character Locomotion : For Bipedal and Quadrupedal Gait." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1832.

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Context. Animation of character locomotion is an important part of computer animation and games. It is a vital aspect in achieving believable behaviour and articulation for virtual characters. For games there is also often a need for supporting real-time reactive behaviour in an animation as a response to direct or indirect user interaction, which have given rise to procedural solutions to generate animation of locomotion. Objectives. In this thesis the performance aspects for procedurally generating animation of locomotion within real-time constraints is evaluated, for bipeds and quadrupeds,
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Bourguignon, David. "Interactive Animation and Modeling by Drawing -- Pedagogical Applications in Medicine." Phd thesis, Grenoble INPG, 2003. http://tel.archives-ouvertes.fr/tel-00528758.

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La compréhension et la mémorisation de données visuelles sont une part importante de l'apprentissage des étudiants en médecine. Cependant, la nature tridimensionnelle et dynamique du corps humain pose de nombreux problèmes. Leur solution nécessite de véritables outils informatiques interactifs pour permettre aux étudiants de créer et de manipuler des données complexes. Nous proposons dans ce but plusieurs approches. Tout d'abord, nous nous sommes intéressés à l'animation par modèles physiques de matériaux élastiques anisotropes. Son utilisation pendant un cours d'anatomie physiologique du myoc
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Ben, Salah Fatma. "Modélisation et simulation à base de règles pour la simulation physique." Thesis, Poitiers, 2018. http://www.theses.fr/2018POIT2293.

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La simulation physique des objets déformables est au cœur de plusieurs applications dans l’informatique graphique. Dans ce contexte, nous nous intéressons à l’élaboration d’une plate-forme, qui combine le modèle topologique des Cartes Généralisées avec un ou plusieurs modèles mécaniques, pour l’animation physique d’objets maillés déformables, pouvant endurer des transformations topologiques comme des déchirures ou des fractures.Pour offrir un cadre aussi général que possible, nous avons adopté une approche à base de règles de manipulation et de transformation de graphes, telle que proposée par
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Nedel, Luciana Porcher. "Simulação de objetos deformáveis baseada na análise dinâmica." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 1993. http://hdl.handle.net/10183/35352.

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O crescente número de sistemas de animação que utilizam a cinemática para gerar movimento de objetos vem levando os pesquisadores a buscar outras alternativas para produzir resultados mais realistas. Com base nesta premissa, vários autores começaram a estudar a geração de movimento de objetos sintéticos através da aplicação da dinâmica. Assim surgiram os modelos baseados em leis físicas. Num primeiro momento foram abordados apenas objetos rígidos, passando-se mais tarde a considerar objetos articulados e, por fim, aqueles com características elásticas, também denominados de objetos flexíveis o
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Williams, Brent Warren. "Fluid surface reconstruction from particles." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/906.

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Outlined is a new approach to the problem of surfacing particle-based fluid simulations. The key idea is to construct a surface that is as smooth as possible while remaining faithful to the particle locations. We describe a mesh-based algorithm that expresses the surface in terms of a constrained optimization problem. Our algorithm incorporates a secondary contribution in Marching Tiles, a generalization of the Marching Cubes isosurfacing algorithm. Marching Tiles provides guarantees on the minimum vertex valence, making the surface mesh more amenable to numerical operators such as the Bilapla
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Galoppo, Nico Lin Ming C. "Animation, simulation, and control of soft characters using layered representations and simplified physics-based methods." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2008. http://dc.lib.unc.edu/u?/etd,2051.

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Thesis (Ph. D.)--University of North Carolina at Chapel Hill, 2008.<br>Title from electronic title page (viewed Feb. 17, 2009). "...in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Computer Science." Discipline: Computer Science; Department/School: Computer Science.
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Hansson, Henrik. "Craft Physics Interface." Thesis, Linköping University, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8497.

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<p>This is a masters thesis (20p) in computer science at the University of Linköping. This thesis will give an introduction to what a physics engine is and what it consist of. It will put some engines under the magnifying glass and test them in a couple of runtime tests. Two cutting edge commercial physics engines have been examined, trying to predict the future of physics engines. From the research and test results, an interface for physics engine independency has been implemented for a company called Craft Animations in Gothenburg, Sweden.</p>
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Foshee, Jacob Wesley. "Resolution independent curved seams in clothing animation using a regular particle grid." Texas A&M University, 2004. http://hdl.handle.net/1969.1/1226.

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We present a method for representing seams in clothing animation, and its application in simulation level of detail. Specifically we consider cloth represented as a regular grid of particles connected by spring-dampers, and a seam specified by a closed set of parametric trim curves in the cloth domain. Conventional cloth animation requires the tessellation of seams so that they are handled uniformly by the dynamics process. Our goal is a seam definition which does not constrain the attached clothing panels to be of the same resolution, or even constant resolution, while not being a hindrance t
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Carlson, Mark Thomas. "Rigid, Melting, and Flowing Fluid." Diss., Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/4807.

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This work focuses on the simulation of fluids as they transition between a solid and a liquid state, and as they interact with rigid bodies in a realistic fashion. There is an underlying theme to my work that I did not recognize until I examined my body of research as a whole. The equations of motion that are generally considered appropriate only for liquids or gas can also be used to model solids. Without adding extra constraints, one can model a solid simply as a fluid with a high viscosity. Admittedly, this representation will only get you so far, but this simple representation can create s
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43

Ha, Sehoon. "Developing agile motor skills on virtual and real humanoids." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54355.

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Demonstrating strength and agility on virtual and real humanoids has been an important goal in computer graphics and robotics. However, developing physics- based controllers for various agile motor skills requires a tremendous amount of prior knowledge and manual labor due to complex mechanisms of the motor skills. The focus of the dissertation is to develop a set of computational tools to expedite the design process of physics-based controllers that can execute a variety of agile motor skills on virtual and real humanoids. Instead of designing directly controllers real humanoids, this dissert
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Sethi, Ricky Jaineet. "A physics-based, neurobiologically-inspired stochastic framework for activity recognition." Diss., [Riverside, Calif.] : University of California, Riverside, 2009. http://proquest.umi.com/pqdweb?index=0&did=1957340981&SrchMode=2&sid=1&Fmt=2&VInst=PROD&VType=PQD&RQT=309&VName=PQD&TS=1268416562&clientId=48051.

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Thesis (Ph. D.)--University of California, Riverside, 2009.<br>Includes abstract. Title from first page of PDF file (viewed March 11, 2010). Available via ProQuest Digital Dissertations. Includes bibliographical references (p. ). Also issued in print.
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Tournier, Maxime. "Réduction de dimension pour l'animation de personnages." Phd thesis, Université de Grenoble, 2011. http://tel.archives-ouvertes.fr/tel-00650696.

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Dans cette thèse, nous proposons de nouvelles representations pourles poses du mouvement humain, apprises sur des données réelles, envue d'une synthèse de nouveaux mouvements en temps-réel. Dans unepremière partie, nous exploitons une méthode statistique adaptée auxgroupes de Lie (Analyse en Géodésiques Principales, AGP) pour approximerla variété des poses d'un sujet en mouvement, à partir de donnéesde capture de mouvement. Nous proposons un algorithme de cinématiqueinverse exploitant cette paramétrisation réduite, permettantpar construction de synthétiser des poses proches des données initial
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Silva, Daniele Fernandes e. "A levels-of-precision approach for physics-based soft tissues modeling." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2015. http://hdl.handle.net/10183/119120.

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Simulação computacional de ambientes cirúrgicos têm sido amplamente utilizados, normalmente para treinamentos, ajudando no desenvolvimento de habilidades essenciais e minimizando erros em procedimentos cirúrgicos. Para estes ambientes, é essencial a obtenção de um comportamento mais realista, sendo importante o uso de técnicas com alta precisão, além de uma simulação em tempo real. A fim de melhor controlar este trade-off entre eficiência e eficácia, apresentamos um ambiente híbrido e adaptativo que combina um conjunto de métodos para alcançar uma boa precisão e desempenho na simulação. Nosso
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Flynn, Sean A. "Adaptive Fluid Simulation Using a Linear Octree Structure." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/6837.

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An Eulerian approach to fluid flow provides an efficient, stable paradigm for realistic fluid simulation. However, its traditional reliance on a fixed-resolution grid is not ideal for simulations that simultaneously exhibit both large and small-scale fluid phenomena. Octree-based fluid simulation approaches have provided the needed adaptivity, but the inherent weakness of a pointer-based tree structure has limited their effectiveness. We present a linear octree structure that provides a significant runtime speedup using these octree-based simulation algorithms. As memory prices continue to dec
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Jones, Heather Patti. "Researching Effective Methods for Teaching the Phases of the Moon." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3865.

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This study investigated the effectiveness of commonly used instructional methods for teaching the phases of the Moon to fifth and sixth grade students. The instructional methods investigated were the use of diagrams, animations, and models. The effectiveness of each method was tested by measuring students' understanding of Moon phases with a pre and post-assessment after receiving instruction with a specific method or combination of methods. These methods were then evaluated for their ability to help students learn essential concepts, reinforce relevant vocabulary and discourage misconceptions
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Azevedo, Vinicius da Costa. "Preserving geometry and topology for fluid flows with thin obstacles and narrow gaps." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2016. http://hdl.handle.net/10183/149954.

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Métodos tradicionais de animação de fluidos têm dificuldade em resolver escoamentos que envolvem aberturas estreitas e geometrias finas. Abordagens anteriores artificialmente inflaram ou voxelizaram geometrias de objetos finos, sacrificando a geometria e topologias corretas do domínio de simulação, impedindo que o escoamento interaja corretamente com regiões estreitas. No trabalho desenvolvido, apresentamos uma técnica de simulação de fluidos que respeita geometrias complexas de maneira precisa e supera obstáculos comuns em ambientes com aberturas estreitas e geometrias finas. A nossa solução
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Greenwood, Shannon Thomas. "The incorporation of bubbles into a computer graphics fluid simulation." Thesis, Texas A&M University, 2003. http://hdl.handle.net/1969.1/2267.

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We present methods for incorporating bubbles into a photorealistc fluid simulation. Previous methods of fluid simulation in computer graphics do not include bubbles. Our system automatically creates bubbles, which are simulated on top of the fluid simulation. These bubbles are approximated by spheres and are rendered with the fluid to appear as one continuous surface. This enhances the overall realism of the appearance of a splashing fluid for computer graphics. Our methods leverage the particle level set representation of the fluid surface. We create bubbles from escaped marker particle
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