Academic literature on the topic 'Procedural Animation'

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Journal articles on the topic "Procedural Animation"

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Shchehelska, Yu. "ПРОБЛЕМАТИКА ЗАСТОСУВАННЯ ТРИВИМІРНОЇ АНІМАЦІЇ ТА СПЕЦИФІКА ЇЇ СПРИЙНЯТТЯ В ДОДАНІЙ РЕАЛЬНОСТІ: КОМУНІКАЦІЙНИЙ АСПЕКТ". State and Regions. Series: Social Communications, № 2(42) (18 березня 2020): 132. http://dx.doi.org/10.32840/cpu2219-8741/2020.2(42).20.

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<p><em>This study elucidates the main communication issues that arise from audiences’ interaction with three-dimensional animation of different types in augmented reality, as well as identifies the major 3D animations’ varieties used by brands to create AR and MR promotional campaigns. </em></p><p><em>The results of the study are based, in particular, on the analysis of AR cases of 27 commercial and social brands that used 3D animation for promotional purposes in 2010–2019.</em></p><p><em>It is ascertained that in the promotional prac
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Hopkins, Michael A., Georg Wiedebach, Kyle Cesare, Jared Bishop, Espen Knoop, and Moritz Bächer. "Interactive Design of Stylized Walking Gaits for Robotic Characters." ACM Transactions on Graphics 43, no. 4 (2024): 1–16. http://dx.doi.org/10.1145/3658227.

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Procedural animation has seen widespread use in the design of expressive walking gaits for virtual characters. While similar tools could breathe life into robotic characters, existing techniques are largely unaware of the kinematic and dynamic constraints imposed by physical robots. In this paper, we propose a system for the artist-directed authoring of stylized bipedal walking gaits, tailored for execution on robotic characters. The artist interfaces with an interactive editing tool that generates the desired character motion in realtime, either on the physical or simulated robot, using a mod
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Novela, Chanel Maria, and Andrew Willis. "Procedural Animation Algorithm For Sasandu Playing Performance in 3D Animated Film 'Bako'." IMOVICCON Conference Proceeding 1, no. 1 (2019): 229–43. http://dx.doi.org/10.37312/imoviccon.v1i1.25.

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Many techniques can be implemented to create a 3D animation; one of them is procedural animation. Procedural animation is a type of animation in which all movements are created using programming 
 languages or scripting. This technique is very effective to animate repetitive movements. Therefore, the motion created using procedural algorithms in “Bako” 3D animation short film is playing musical 
 instruments. Phyton is used as the scripting language, with Sasandu as the musical instrument. Sasandu is a unique musical instrument of the island of Rote that is starting to go extinct. Pl
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Lin, Chih Chung, Tsai Yen Li, and Gee Chin Hou. "Procedural animation for glove puppet show." International Journal of Arts and Technology 4, no. 2 (2011): 168. http://dx.doi.org/10.1504/ijart.2011.039843.

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Magnenat-Thalmann, Nadia, and Daniel Thalmann. "Procedural animation blocks in discrete simulation." SIMULATION 49, no. 3 (1987): 102–8. http://dx.doi.org/10.1177/003754978704900303.

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Bruderlin, Armin, Chor Guan Teo, and Tom Calvert. "Procedural movement for articulated figure animation." Computers & Graphics 18, no. 4 (1994): 453–61. http://dx.doi.org/10.1016/0097-8493(94)90057-4.

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Horswill, Ian. "Lightweight Procedural Animation with Believable Physical Interactions." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 4, no. 1 (2021): 48–53. http://dx.doi.org/10.1609/aiide.v4i1.18671.

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I describe a procedural animation system that uses techniques from behavior-based robot control, combined with a minimalist physical simulation, to produce believable character motions in a dynamic world. Although less realistic than motion capture or full biomechanical simulation, the system produces compelling, responsive character behavior. It is also fast, supports believable physical interactions between characters such as hugging, and makes it easy to author new behaviors.
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Park, Jin-Ho. "Procedural Fluid Animation using Mirror Image Method." International Journal of Contents 7, no. 4 (2011): 1–5. http://dx.doi.org/10.5392/ijoc.2011.7.4.001.

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Horswill, I. D. "Lightweight Procedural Animation With Believable Physical Interactions." IEEE Transactions on Computational Intelligence and AI in Games 1, no. 1 (2009): 39–49. http://dx.doi.org/10.1109/tciaig.2009.2019631.

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Bhatti, Zeeshan, Asadullah Shah, Ahmad Waqas, and Mostafa Karbasi. "Automated Animation of Quadrupeds Using Procedural Programming Technique." Asian Journal of Scientific Research 8, no. 2 (2015): 165–81. http://dx.doi.org/10.3923/ajsr.2015.165.181.

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Dissertations / Theses on the topic "Procedural Animation"

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Yu, Jinhui. "Stylised procedural animation." Thesis, University of Glasgow, 1999. http://theses.gla.ac.uk/6737/.

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This thesis develops a stylised procedural paradigm for computer graphics animation. Cartoon effects animations - stylised representations of natural phenomena - have presented a long-standing, difficult challenge to computer animators. We propose a framework for achieving the intricacy of effects motion with minimal animator intervention. Our approach is to construct cartoon effects by simulating the hand-drawing process through synthetic, computational means. We create a system which emulates the stylish appearance, movements of cartoon effects in both 2D and 3D environments. Our computation
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Marcusson, Oscar. "Algoritmiska Animationer : En studie av automatisering av animation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16560.

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Att utveckla 3D-animeringar till dataspel är kostsamt eftersom det tar mycket tid och resurser för att uppnå den kvalitet som dagens spelare kräver. För att både spara arbetstid och göra det lättare för ovana animatörer att skapa animationer av tillräckligt hög kvalitet undersöker detta arbete hur ett verktyg för regelbaserad procedurell animering kan utformas, vad spelare anser om resultatet och vad utvecklare anser om både resultat och användning. För att testa detta skapades en artefakt (ett rymdspel) bestående av 3D-modeller och programmering (C# i Unity) av script, API, klasser och metode
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Isikguner, B. "Procedural animation : towards studio solutions for believability." Thesis, Nottingham Trent University, 2014. http://irep.ntu.ac.uk/id/eprint/310/.

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This thesis sets out to investigate the understanding of the relationship between key-frame movement performances and procedural animation. It is geared towards building a theory of practice that would help develop a succinct method for generating believable character animation using procedural animation. This research places an emphasis on a practical aproach to the theory of animation and movement, and investigates the historical development of character animation and the notion of believability. It uses Laban Movement Analysis as a method in the application of procedural animation. The stud
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May, Stephen Forrest. "Encapsulated models : procedural representations for computer animation /." The Ohio State University, 1998. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487949508367634.

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Peck, Alexander M. W. "Real-time procedural animation for the upper limb." Thesis, University of East Anglia, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.433608.

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Siesjö, Tekla. "ATT GENERALISERA ANIMATIONSKURVOR : En studie i att generalisera slag-rörelsers animationskurvor." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15337.

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Studien gick ut på att undersöka huruvida animationskurvor kunde användas för att generera slagrörelser som var användbara i spel samt om dessa uppfattades som tilltalande av en publik. Det undersöktes även i vilken utsträckning animationskurvor och rörelsekurvor kan användas för att generalisera animationsfenomen.<br>The purpose of the study was to examine whether animation curves could be used to generate punching movements useful in games, and if an audience perceived these movements as appealing. It also held the purpose of investigating to which extent movement curves and animation curves
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Nikfetrat, Nima. "Video-based Fire Analysis and Animation Using Eigenfires." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/23471.

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We introduce new approaches of modeling and synthesizing realistic-looking 2D fire animations using video-based techniques and statistical analysis. Our approaches are based on real footage of various small-scale fire samples with customized motions that we captured for this research, and the final results can be utilized as a sequence of images in video games, motion graphics and cinematic visual effects. Instead of conventional physically-based simulation, we utilize example-based principal component analysis (PCA) and take it to a new level by introducing “Eigenfires”, as a new way to repre
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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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Lindström, Erik. "Animation of humanoid characters using reinforcement learning." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260338.

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Procedural animations are still in its infancy, and one of the techniques to create such is using Reinforcement Learning. In this project, swimming animations are created using UnityML version 0.6 with their Reinforcement Learning training agents, using the policy PPO, created by OpenAI. A humanoid character is placed in a simulated water environment and propels itself forward by rotating its joints. The force created depends on the joints mass and the scale of the rotation. The animation is then compared to a swimming animation created using movement capture data. It is concluded that the mov
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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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Books on the topic "Procedural Animation"

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A, Okun Jeffrey, Zwerman Susan, and Visual Effects Society, eds. The VES handbook of visual effects: Industry standard VFX practices and procedures. Focal Press, 2010.

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Vitiello, Michael. Animating Civil Procedure. Carolina Academic Press, 2017.

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Vitiello, Michael. Animating Civil Procedure. Carolina Academic Press, 2017.

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Gerolemou, Maria, Isabel Ruffell, and Tatiana Bur, eds. Technological Animation in Classical Antiquity. Oxford University PressOxford, 2024. http://dx.doi.org/10.1093/oso/9780192857552.001.0001.

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Abstract The desire to animate inanimate objects has been a recurring theme in European culture dating back to Greco-Roman times. This volume aims to establish, for the first time, the significance of this aspiration and its practical realization within Greek and Roman societies. While certain aspects have been explored previously, such as the role of automata in myth or their use in philosophical thought experiments, this study places technological animation as a phenomenon front and centre by examining technological devices across various media and their roles in diverse contexts. The study
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Autodesk and Harry O. Ward. Autodesk Civil 3D: Procedures & Applications 2008 (Autodesk Design Institute Press). Prentice Hall, 2007.

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VES Handbook of Visual Effects: Industry Standard VFX Practices and Procedures. Taylor & Francis Group, 2020.

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Okun, Jeffrey A., and Susan Zwerman. VES Handbook of Visual Effects: Industry Standard VFX Practices and Procedures. Taylor & Francis Group, 2020.

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Okun, Jeffrey A., and Susan Zwerman. VES Handbook of Visual Effects: Industry Standard VFX Practices and Procedures. Taylor & Francis Group, 2020.

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Kumao, Heidi. Heidi Kumao: Real and Imagined. Maize Books, 2022. http://dx.doi.org/10.3998/mpub.12465060.

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Heidi Kumao: Real and Imagined documents and contextualizes narrative fabric works and animations from Kumao’s 2020 solo exhibition at the University of Michigan’s Stamps Gallery. Using fabric cutouts and stitching of everyday objects, Kumao invents a tactile visual vocabulary that distills unspoken aspects of ordinary exchanges into accessible narrative images. Weaving in her experiences as an Asian American woman, artist, and educator, Kumao creates poetic and playful open-ended visual haikus, generating a range of associations to current events, gender roles, and institutional power structu
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Luc, Heres, ed. Time in GIS: Issues in spatio-temporal modelling. Nederlandse Commissie voor Geodesie, 2000. http://dx.doi.org/10.54419/v5m55p.

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Most Geographic Information Systems started as a substitute for loose paper maps. These paper maps did not have a built-in time dimension and could only represent history indirectly as a sequence of physically separate images. This was in fact imitated by these first generation systems. The time dimension could only be represented by means of separate files. A minority of Geographic Information Systems however, started their life as a substitute for ordered lists and tables with a link to paper maps. In these lists, the inclusion of a time com-ponent in the form of a data field was quite usual
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Book chapters on the topic "Procedural Animation"

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Jackson, Wallace. "Procedural Animation: Using the Animation Classes." In Pro Android Graphics. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5786-8_15.

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Jackson, Wallace. "Android Animation: Image and Procedural Animation." In Android Apps for Absolute Beginners. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2268-3_10.

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Lin, Yueh-Hung, Chia-Yang Liu, Hung-Wei Lee, Shwu-Lih Huang, and Tsai-Yen Li. "Evaluating Emotive Character Animations Created with Procedural Animation." In Intelligent Virtual Agents. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04380-2_33.

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Jackson, Wallace. "Android Vector Animation: Procedural Animation via XML Constructs." In Learn Android App Development. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5747-9_10.

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Frédéric, Drago, and Chiba Norishige. "Procedural Simulation of Interwoven Structures." In Advances in Modelling, Animation and Rendering. Springer London, 2002. http://dx.doi.org/10.1007/978-1-4471-0103-1_8.

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Jackson, Wallace. "Android Procedural Animation: XML, Concepts, and Optimization." In Pro Android Graphics. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5786-8_4.

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Kumar, Abhishek. "Procedural Animation FX and Live Action Integration." In Beginning VFX with Autodesk Maya. Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7857-4_13.

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Lin, Chih-Chung, Gee-Chin Hou, and Tsai-Yen Li. "Motion Generation for Glove Puppet Show with Procedural Animation." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-11577-6_31.

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Bajo, Juan Miguel, Gustavo Patow, and Claudio Delrieux. "An Interactive Buoyancy Model for Procedural Animation and Rendering." In Soft Computing Applications. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-23636-5_48.

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Fernandes, Pedro M., Carlos Martinho, and Rui Prada. "Art and Animation: Procedural Content Generation for Sprite Sheet Creation." In Communications in Computer and Information Science. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-81713-7_15.

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Conference papers on the topic "Procedural Animation"

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Brito, Carlos, and Antonio Ramires Fernandes. "Towards Music-Driven Procedural Animation." In 2019 International Conference on Graphics and Interaction (ICGI). IEEE, 2019. http://dx.doi.org/10.1109/icgi47575.2019.8955060.

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Lioret, Alain, Sofiane Ben Embareck, Julien Boutet, and Félix Cantet. "Procedural real time live drawing animation." In SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2021. http://dx.doi.org/10.1145/3450618.3469141.

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Bargar, Robin, Alex Betts, and Insook Choi. "Computing procedural soundtracks from animation data." In ACM SIGGRAPH 98 Conference abstracts and applications. ACM Press, 1998. http://dx.doi.org/10.1145/280953.282465.

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Ishikawa, Tomokazu, Ryota Nakazato, and Ichiro Matsuda. "Procedural Animation of Aurora and its Optimization for Keyframe Animation." In ISCSIC 2019: 2019 3rd International Symposium on Computer Science and Intelligent Control. ACM, 2019. http://dx.doi.org/10.1145/3386164.3389098.

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Byun, Dong Joo. "A conceptual framework for procedural animation (CFPA)." In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2018. http://dx.doi.org/10.1145/3214834.3214835.

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Sormaz, Dusan N., and Prashant A. Borse. "Procedural Visualization of Manufacturing Processes in Distributed Environment." In ASME 2002 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2002. http://dx.doi.org/10.1115/detc2002/cie-34458.

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Visualization provides a tool to enhance understanding and data representation for information generated from numerical simulations and measurements. Visualization of a manufacturing process provides approximate simulation of machining with alternative process parameters, tool and work piece being examined in action. This paper presents a system that provides for visualization of machining processes. The developments were being carried out with Java and Java3d APIs. The process, feature and work piece geometry data are retrieved from knowledge-based system for generating process animation in J
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Slinger, Paul, Seyed Ali Etemad, and Ali Arya. "Intelligent toolkit for procedural animation of human behaviors." In the 2009 Conference on Future Play. ACM Press, 2009. http://dx.doi.org/10.1145/1639601.1639618.

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Pilco, Andrea, Xun Luo, Andres Adolfo Navarro Newball, Claudia Zuniga, and Carlos Lozano-Garzon. "Procedural Animation Generation Technology of Virtual Fish Flock." In 2019 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2019. http://dx.doi.org/10.1109/icvrv47840.2019.00055.

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Danny Alberto, Espinoza Castro, Xun Luo, Andres Adolfo Navarro Newball, Claudia Zuniga, and Carlos Lozano-Garzon. "Realistic Behavior of Virtual Citizens through Procedural Animation." In 2019 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2019. http://dx.doi.org/10.1109/icvrv47840.2019.00057.

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Bhatti, Zeeshan, Asadullah Shah, Mustafa Karabasi, and Waheed Mahesar. "Expression Driven Trigonometric Based Procedural Animation of Quadrupeds." In 2013 International Conference on Informatics and Creative Multimedia (ICICM). IEEE, 2013. http://dx.doi.org/10.1109/icicm.2013.25.

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