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Dissertations / Theses on the topic 'Procedural Animation'

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1

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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10

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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11

Hamilton, David. "An Exploration of Procedural Methods for Motion Design." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/honors/522.

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This research aims to apply procedural techniques, similar to those employed in node-based modeling or compositing software packages, to the motion design workflow in Adobe After Effects. The purpose is to increase efficiency in the motion design process between pre-production and production stages. Systems Theory is referenced as a basis for breaking down problems in terms of inputs and outputs. All of this takes place within the context of a larger motion design project.
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Tamulionis, Andrius. "Procedūrinė humanoidų animacija." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2007~D_20140701_184100-90931.

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Šokis ir aerobika yra judesių programų pavyzdžiai - jos susideda iš tam tikra tvarka surikiuotų, pakartotinai naudojamų komponenčių. Norint efektyviai modeliuoti tokias programas, reikalinga formali žmogaus judesių notacija. Pasinaudoję esamomis priemonėmis (3D modeliavimo įrankiai, OGRE grafikos variklis, H-Anim) ir sukūrę savas, realizavome procedūrinių humanoido animacijų veikimo schemą. Ji leidžia sudaryti žmogaus judesių programą ir yra nesunkiai suprantama net ir tiems, kurie neturi animacijos ar trimačio modeliavimo patirties. Procedūrinės animacijos užrašomos XML formatu. Jas pavaizduo
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Flach, Laura Mattos. "Modelagem procedural de grupos em ambientes internos." Pontif?cia Universidade Cat?lica do Rio Grande do Sul, 2013. http://tede2.pucrs.br/tede2/handle/tede/8384.

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Webanck, Antoine. "Génération procédurale d'effets atmosphériques." Thesis, Lyon, 2019. http://www.theses.fr/2019LYSE1109/document.

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Cette thèse s’intéresse à la synthétisation de paysages naturels, et plus particulièrement, à leur portion céleste. L’aspect du ciel est gouverné par de nombreux phénomènes atmosphériques parmi lesquels les nuages jouent un rôle prépondérant car ils sont fréquemment présents et couvrent de grandes étendues. Même sans considérer directement le ciel, la densité des nuages leur permet de modifier intensément l’illumination globale d’un paysage. Les travaux de cette thèse se concentrent donc principalement sur l’édition, la modélisation et l’animation d’étendues nuageuses aux dimensions d’un paysa
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曾凱玲 and Hoi-ling Tsang. "Learning a procedural task with animation: a comparison between the high and low visual spatial learners." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B31227880.

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Abdul, Karim Ahmad. "Procedural locomotion of multi-legged characters in complex dynamic environments : real-time applications." Thesis, Lyon 1, 2012. http://www.theses.fr/2012LYO10181/document.

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Les créatures à n-pattes, comme les quadrupèdes, les arachnides ou les reptiles, sont une partie essentielle de n’importe quelle simulation et ils participent à rendre les mondes virtuels plus crédibles et réalistes. Ces créatures à n-pattes doivent être capables de se déplacer librement vers les points d’intérêt de façon réaliste, afin d’offrir une meilleure expérience immersive aux utilisateurs. Ces animations de locomotion sont complexes en raison d’une grande variété de morphologies et de modes de déplacement. Il convient d’ajouter à cette problématique la complexité des environnements où
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Blizard, Katherine S. "Shark Sim: A Procedural Method of Animating Leopard Sharks Based on Raw Location Data." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/938.

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Fish such as the Leopard Shark (Triakis semifasciata) can be tagged on their fin, released back into the wild, and their location tracked though technologies such as autonomous robots. Timestamped location data about their target is stored. We present a way to procedurally generate an animated simulation of T. semifasciata using only these timestamped location points. This simulation utilizes several components. Input timestamps dictate a monotonic time-space curve mapping the simulation clock to the space curve. The space curve connects all the location points as a spline without any sharp fo
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18

Salvador, Emily M. "Funnel Vision : low-cost auto-stereoscopic 360-degree display with conical reflection and radial lenticular + contextual artificially intelligent character with procedural animation." Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/123645.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2019<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 71-75).<br>Every year, we progress towards a new reality where digital content blends seamlessly with our physical world. Augmented reality (AR) headsets and volumetric displays afford us the ability to create worlds that are as rich as the movies we watch and interact with media in ways that contextualize our environments. However, AR headset devices can only be experienced by a
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Elkins, Ethan B. "Simulating Destruction Effects in SideFX Houdini." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/honors/524.

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As movies, television shows, and other forms of media have progressed over the last century, the use of destruction sequences as a form of entertainment have seemingly grown exponentially. From ginormous explosions to cities collapsing, more destruction sequences have drawn people’s attention in ways that are quite captivating. However, as content producers continue to push the limit of what is possible, the reliance on practical effects starts to dwindle in comparison to the usage of computer generated scenes. This thesis acknowledges the trend and dissects the entire process of how a gene
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Mohelník, Petr. "Procedurální animace lidské chůze." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255439.

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Animation of human walk is employed in many interactive applications, mostly in computer games. There are many ways to create such animation which differ in compromise among naturalness, control over animation and computing time. This work implements procedural animation which is applicable for walking on uneven terrain. Skeletal animation is used for manipulation with model of human body. Furthermore, inverse kinematics is described and implemented. That allows for adaptation to uneven terrain. It also describes phases of human walk, so we can accurately aproximate them. Proposed solution ena
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Roach, Jeffrey Wayne. "Predicting Realistic Standing Postures in a Real-Time Environment." NSUWorks, 2013. http://nsuworks.nova.edu/gscis_etd/291.

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Procedural human motion generation is still an open area of research. Most research into procedural human motion focus on two problem areas: the realism of the generated motion and the computation time required to generate the motion. Realism is a problem because humans are very adept at spotting the subtle nuances of human motion and so the computer generated motion tends to look mechanical. Computation time is a problem because the complexity of the motion generation algorithms results in lengthy processing times for greater levels of realism. The balancing human problem poses the question o
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Eldstål, Emil. "Generating Procedural Environments using Masks : Layered Image Document to Real-time environment." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74667.

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This paper will explore the possibilities of using an automated self-made procedural tool to create real-time environments based on simple image masks. The purpose of this is to enable a concept artist or level designer to quickly get out results in a game engine and to be able to explore ideas. The goal of this thesis was to better understand how you can break down simple ideas and shapes into more complex details and assets. In the first part of this thesis, I go over the traditional workflow of creating a real-time environment. I then go on and break down my tool, what it does and how it wo
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Louarn, Amaury. "A topological approach to virtual cinematography." Thesis, Rennes 1, 2020. http://www.theses.fr/2020REN1S063.

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La recherche dans le domaine de la cinématographie virtuelle s'est essentiellement focalisée sur des aspects précis de la cinématographie mais n'ont pas adressé les nombreuses interdépendances entre les entités d'une scène. En effet, alors que la majorité des approches prennent en compte le fait que les caméras et lumières sont contraintes par les acteurs, elles oublient que les acteurs sont aussi contraints par les caméras et des lumières. Dans cette thèse, nous adressons ces interdépendances en modélisant les relations partagées par les entités et la topologie de l'environnement. Pour ce fai
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Rydahl, Björn. "A VFX ocean toolkit with real time preview." Thesis, Linköping University, Department of Science and Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50850.

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Klement, Martin. "Fúze procedurální a keyframe animace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-235456.

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The goal of this work is to create an application, which will combine procedural and keyfram animations with subsequent visualization. Composition of this two different animations techniques is used to animate a virtual character. To combine this two techniques one starts with interpolations from keyframe animation and then enchance them by procedural animations to properly fit into the characters surroundings. This procedural part of animation is obtained by using forward and inverse kinematics. Whole application is written in C++, uses GLM math library for computations and OpenGL and GLUT fo
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Lima, Daniela Ramos de. "No território da criação artística: a jornada de Tempestade, de Cesar Cabral." Universidade Federal de São Carlos, 2014. https://repositorio.ufscar.br/handle/ufscar/5626.

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Made available in DSpace on 2016-06-02T20:23:17Z (GMT). No. of bitstreams: 1 6525.pdf: 2110192 bytes, checksum: 8ef07ecfefdea1b1ef30c6ddf74cfd80 (MD5) Previous issue date: 2014-10-30<br>Financiadora de Estudos e Projetos<br>This research analyses the artistic creation process of a short animation film called the Tempest. Created in 2010, by Brasilian director Cesar Cabral at the Coala Film Studios (Santo André, São Paulo). The audiovisual production was shown at the 14th. Festival of English Culture. The narrative tells the fable of a lonely and passionate sailor confronting a storm. The cre
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Birgersson, Pontus. "Trasdocksanimering : En teknik för dynamisk animation i datorspel." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-45.

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<p>En stor del av spelkänslan ingår i hur saker beter sig och hur karaktärer rör sig. Animering är ett viktigt verktyg för att åstadkomma realistiska rörelser men räcker i många sammanhang inte för att leverera en fulländad känsla av realism. I fall interaktion med omvärlden är av stor vikt kan det vara nödvändigt tillämpa tekniker för dynamisk animation, ett komplext område som har potential att öka interaktivitet i datorspel.</p><p>Detta arbete presenterar en teknik för att tillåta animation att påverkas av externa krafter såsom gravitation, friktion, kollision och annat. Tekniken bygger på
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Kárníková, Pavlína. "Grafické demo s inverzní kinematikou." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237219.

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This work deals with the creation of a graphic demo with the use of inverse kinematics. It explains the motivations that led to the creation of the demo; it briefly mentions the history of the demo as well as the principles of animation. It describes in detail the fundamentals of inverse kinematics as well as the terminology needed for the understanding of inverse kinematics. It also includes some selected algorithms. The issue of inverse kinematics is further developed in the part of the work where the principles of skinning are being described. The principles of the collision detection are a
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Gustaitis, Kęstutis. "Procedūrinė humanoidų animacija." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2007~D_20140701_185719-27741.

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Šokis ir aerobika yra judesių programų pavyzdžiai - jos susideda iš tam tikra tvarka surikiuotų, pakartotinai naudojamų komponenčių. Norint efektyviai modeliuoti tokias programas, reikalinga formali žmogaus judesių notacija. Pasinaudoję esamomis priemonėmis (3D modeliavimo įrankiai, OGRE grafikos variklis, H-Anim) ir sukūrę savas, realizavome procedūrinių humanoido animacijų veikimo schemą. Ji leidžia sudaryti žmogaus judesių programą ir yra nesunkiai suprantama net ir tiems, kurie neturi animacijos ar trimačio modeliavimo patirties. Procedūrinės animacijos užrašomos XML formatu. Jas pavaizduo
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Remmers, Tobias. "Gravity Control System: Realistic Balanced Poses and Animations." Thesis, University of Gävle, Department of Mathematics, Natural and Computer Sciences, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-158.

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<p>The Gravity Control for Maya will be extraordinary</p><p>beneficial to an animator trying to create realistic</p><p>animation, by calculating the center of gravity and area</p><p>of balance. This control will provide the animator with</p><p>the ability to rotate around the center of gravity and</p><p>keep the character in a balanced pose. With that ability,</p><p>the animator can easily create accurate poses and</p><p>animation, such as mid-air flips. The system also</p><p>supports a vast number of characters with different</p><p>shapes, sizes and number of limbs.</p>
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Geršl, Jan. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235939.

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The field of this project is size restricted graphic intro. The paper deals with motivation creating such an intro and talks briefly about history. Main focus is put on general description of various principles common in demo development, techiques used achieving the practical assignment are provided with more detailed description.
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Matulík, Martin. "Modelování a animace biologických struktur." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2018. http://www.nusl.cz/ntk/nusl-377662.

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Following work deals with subject matter of digital modelling and animation of biological structures. Software tools for computer generated images (CGI), well proven in common practice, are evaluated, as well as tools for specific activities, available inside chosen software environment. Among vast pool of modelling approaches are discussed tools suitable for creation and representation of selected structures, along with tools essential for their consequent animation. Possible rendering approaches and their parameters in relation to qualities of resulting computer-generated images are discusse
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Liang, Chang-Hung, and 梁長宏. "Enhancing procedural animation with motion capture data." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/15341543991016599446.

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碩士<br>國立政治大學<br>資訊科學學系<br>97<br>Procedural animation provides a way for a user to generate animation according to the high-level motion parameters that the user supplies. With the high-level motion parameters, procedural animation has the flexibility of generating animation accommodating the requested constraints in a scenario. However, tuning parameters to generate realistic animations usually is a difficult task. Therefore, animations produced with this approach often have the drawback of unrealistic-looking. Our goal is to improve the quality of procedural animation by bringing the naturaln
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"Procedural animation of emotionally expressive gaze shifts in virtual embodied characters." UNIVERSITY OF SOUTHERN CALIFORNIA, 2009. http://pqdtopen.proquest.com/#viewpdf?dispub=3341714.

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Zhou, Junze. "Perception Based Gait Generation for Quadrupedal Characters." Thesis, 2013. http://hdl.handle.net/1969.1/149472.

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With the rapid expansion of the range of digital characters involved in film and game production, creating a wide variety of expressive characters has become a problem that cannot be solved efficiently through current animation methods. Key-frame animation is time-consuming and requires animation expertise. Motion capture is constrained by equipment and environment requirements and is most applicable to humanoid characters. Simulation can produce physically correct motion but does not account for expressiveness. This thesis focuses on developing a more efficient animation system using a proce
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Cureton, Spencer. "Using Fourier Analysis To Generate Believable Gait Patterns For Virtual Quadrupeds." Thesis, 2013. http://hdl.handle.net/1969.1/149266.

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Achieving a believable gait pattern for a virtual quadrupedal character requires a significant time investment from an animator. This thesis presents a prototype system for creating a foundational layer of natural-looking animation to serve as a starting point for an animator. Starting with video of an actual horse walking, joints are animated over the footage to create a rotoscoped animation. This animation represents the animal’s natural motion. Joint angle values for the legs are sampled per frame of the animation and conditioned for Fourier analysis. The Fast Fourier Transform provides fre
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Lin, Yueh Hung, and 林岳黌. "Designing Parameterized Procedures for Real-Time 3D Figure Animation with Affective Expression." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/56394474082899858722.

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碩士<br>國立政治大學<br>資訊科學學系<br>97<br>Human or human-like creatures are the main subjects of computer animations. In addition to facial expression, body gestures and motions are also indispensi-ble components for realistic character animation. The goal of this research is to create emotional character animation with computer procedures. This goal may contain two subgoals: first, we aim to design parameterizable animation proce-dures for human body motions in order to reduce the cost of producing key-frame based character animations with improved generality and reusability; second, we incorporate sty
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RUNG-TZE, HUNG, and 洪榮澤. "Creation Descriptions of 「The Collector」and Investigating the Procedure of Hand-Draw Animation by Digital technique." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/95534531112832008219.

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碩士<br>國立臺南藝術大學<br>音像動畫研究所<br>94<br>With the digital revolution in the audio-visual field, media has become increasingly available in digital formats, giving rise to many different products that provide the digital audio-visual experience, like the computer, television, computer games, mobile phones etc. Films, or rather, the cinematic experience, which has always been the most impressive and elaborate audio-visual treat, is no longer at the top of the list among these various formats, but only one of the choices. The earlier theatrical experience, with the cinema audiences watching a film proj
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(8797292), Varisht Raheja. "ASSESSING THE PERFORMANCE OF PROCEDURALLY GENERATED TERRAINS USING HOUDINI’S CLUSTERING METHOD." Thesis, 2020.

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<p>Terrain generation is a convoluted and a popular topic in the VFX industry. Whether you are part of the film/TV or gaming industry, a terrain, is a highly nuanced feature that is usually present. Regardless of walking on a desert like terrain in the film, Blade Runner 2049 or fighting on different planets like in Avatar, 3D terrains is a major part of any digital media. The purpose of this thesis is about developing a workflow for large-scale terrains using complex data sets and utilizing this workflow to maintain a balance between the procedural content and the artistic input made especial
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