Academic literature on the topic 'Real-time computer animation'

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Journal articles on the topic "Real-time computer animation"

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Sbert, Mateu, Laszlo Szecsi, and Laszlo Szirmay-Kalos. "Real-time Light Animation." Computer Graphics Forum 23, no. 3 (2004): 291–99. http://dx.doi.org/10.1111/j.1467-8659.2004.00760.x.

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Yu, Jinhui, Xinan Jiang, Haiying Chen, and Cheng Yao. "Real-time cartoon water animation." Computer Animation and Virtual Worlds 18, no. 4-5 (2007): 405–14. http://dx.doi.org/10.1002/cav.207.

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Sun, Qiyun, Wanggen Wan, Xiang Feng, and Guoliang Chen. "A Novel Animation Method Based on Mesh Decimation." Journal of Advanced Computational Intelligence and Intelligent Informatics 22, no. 2 (2018): 184–93. http://dx.doi.org/10.20965/jaciii.2018.p0184.

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Skeleton based skin deformation methods are widely used in computer animations, with the help of some animation software, like 3D Studio Max and Maya. Most of these animation methods are based on linear blending skinning algorithm and its improved versions, showing good real-time performance. However, it is difficult for new users to use these complicated softwares to make animation. In this paper, we focus on surface based mesh deformation methods. We use spokes and rims deformation method to animate mesh models. However, this method shows poor real-time performance with high-resolution mesh
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He, Haitao, and Duanqing Xu. "Real-time cartoon animation of smoke." Computer Animation and Virtual Worlds 16, no. 3-4 (2005): 441–49. http://dx.doi.org/10.1002/cav.103.

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Matsuyama, Katsutsugu, Tadahiro Fujimoto, and Norishige Chiba. "Real-time animation of spark discharge." Visual Computer 22, no. 9-11 (2006): 761–71. http://dx.doi.org/10.1007/s00371-006-0061-z.

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Volino, P., and N. Magnenat-Thalmann. "Real-time animation of complex hairstyles." IEEE Transactions on Visualization and Computer Graphics 12, no. 2 (2006): 131–42. http://dx.doi.org/10.1109/tvcg.2006.36.

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Ao, Xuefeng, Zhongke Wu, and Mingquan Zhou. "Real Time Animation of Trees Based on BBSC in Computer Games." International Journal of Computer Games Technology 2009 (2009): 1–8. http://dx.doi.org/10.1155/2009/970617.

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That researchers in the field of computer games usually find it is difficult to simulate the motion of actual 3D model trees lies in the fact that the tree model itself has very complicated structure, and many sophisticated factors need to be considered during the simulation. Though there are some works on simulating 3D tree and its motion, few of them are used in computer games due to the high demand for real-time in computer games. In this paper, an approach of animating trees in computer games based on a novel tree model representation—Ball B-Spline Curves (BBSCs) are proposed. By taking ad
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Sujar, Aaron, Juan Jose Casafranca, Antoine Serrurier, and Marcos Garcia. "Real-time animation of human characters’ anatomy." Computers & Graphics 74 (August 2018): 268–77. http://dx.doi.org/10.1016/j.cag.2018.05.025.

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Badler, Norman I., Martha S. Palmer, and Rama Bindiganavale. "Animation control for real-time virtual humans." Communications of the ACM 42, no. 8 (1999): 64–73. http://dx.doi.org/10.1145/310930.310975.

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Cordier, Frederic, and Nadia Magnenat-Thalmann. "Real-time Animation of Dressed Virtual Humans." Computer Graphics Forum 21, no. 3 (2002): 327–36. http://dx.doi.org/10.1111/1467-8659.00592.

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Dissertations / Theses on the topic "Real-time computer animation"

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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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Fu, Jieyun. "Real-time speech animation system." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66416.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2011.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 48-49).<br>We optimize the synthesis procedure of a videorealistic speech animation system [7] to achieve real-time speech animation synthesis. A synthesis rate must be high enough for real-time video streaming for speech animation systems to be viable in industry and deployed as applications for user machine interactions and real-time dialogue systems. In this thesis we apply various approaches
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Stainback, Pamela Barth. "Computer animation : the animation capabilities of the Genigraphics 100C /." Online version of thesis, 1990. http://hdl.handle.net/1850/11460.

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Egbert, Cameron. "Real-time motion transition by example /." Diss., CLICK HERE for online access, 2005. http://contentdm.lib.byu.edu/ETD/image/etd1070.pdf.

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Perales, Remigio. "Parallel ray tracing for real time animation." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/36961.

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Sullivan, Mark A. III. "Soft body animation in real-time simulations." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66812.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2011.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 75-76).<br>This thesis presents a novel approach for creating deformable object animations. A deformable object can be represented as a discrete lattice of particles, and transforming those particles defines a new state for the represented object. By applying shape matching techniques, we are able to adapt traditional mesh based animations to this representation. We then allow these particles to
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Chang, Kenny 1975. "Character animation for real-time natural gesture generation." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80238.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, June 1999.<br>"May 21, 1999."<br>Includes bibliographical references (leaves 43-44).<br>by Kenny Chang.<br>M.Eng.
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Egbert, Cameron Quinn. "Real-Time Motion Transition by Example." BYU ScholarsArchive, 2005. https://scholarsarchive.byu.edu/etd/429.

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Motion transitioning is a common task in real-time applications such as games. While most character motions can be created a priori using motion capture or hand animation, transitions between these motions must be created by an animation system at runtime. Because of this requirement, it is often difficult to create a transition that preserves the feel that the actor or animator has put into the motion. An additional difficulty is that transitions must be created in real-time. This paper provides a method of creating motion transitions that is both computationally feasible for interactive spee
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Madhavavapeddy, Neganand. "A methodology for the real-time computer animation of articulated structures." Thesis, Queen's University Belfast, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.268214.

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Ivarsson, Osvald. "Real time animation control in Android : Improving the workflow of creating and configuring animations." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-172847.

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Smartphones nowadays are more powerful than ever, which means that the number of animations in apps have increased rapidly. But the way that animations are developed and tweaked to look good has not improved in the same pace. In this thesis the typical workflow when developing animations for apps are investigated. This workflow is then improved upon by developing a prototype capable of configuring animations directly on the mobile device. The improved workflow has the consequence of decreasing development time needed to configure animations while also increasing developer satisfaction.<br>Smar
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Books on the topic "Real-time computer animation"

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Bradford, Rex E. Real-time animation tool-kit in C++. Wiley, 1995.

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Möller, Tomas. Real-time rendering. 2nd ed. AK Peters, 2002.

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1958-, Haines Eric, ed. Real-time rendering. 2nd ed. AK Peters, 2002.

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Real-time shadows. CRC Press, 2011.

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Real-time animation tool-kit in C [plus plus]. Wiley, 1995.

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Meier, Timothy W. Investigation into the use of texturing for real-time computer animation. Naval Postgraduate School, 1988.

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Kahlbaum, William M. High-speed real-time animated displays on the ADAGE RDS 3000 raster graphics system. Langley Research Center, 1989.

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Watt, Alan H. 3D games: Real-time rendering and software technology. ACM Press, 2001.

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Real-time 3D Character Animation with Visual C++. Focal Press, 2002.

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Michael, Schwarz, Michael Wimmer, Elmar Eisemann, and Ulf Assarsson. Real-Time Shadows. CRC Press LLC, 2016.

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Book chapters on the topic "Real-time computer animation"

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Kang, In-Gu, and JungHyun Han. "Real-Time Animation of Large Crowds." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11872320_55.

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Walther-Franks, Benjamin, Florian Biermann, Nikolaas Steenbergen, and Rainer Malaka. "The Animation Loop Station: Near Real-Time Animation Production." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33542-6_55.

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Boulic, Ronan, Nadia Magnenat-Thalmann, and Daniel Thalmann. "Human Free-Walking Model for a Real-Time Interactive Design of Gaits." In Computer Animation ’90. Springer Japan, 1990. http://dx.doi.org/10.1007/978-4-431-68296-7_5.

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Jiang, Bo. "Supporting Ubiquitous Collaboration with Real-Time Facial Animation." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-92719-8_5.

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Wu, Yirui, Tong Lu, and Jiqiang Song. "A Real-Time Mesh Animation Framework Using Kinect." In Lecture Notes in Computer Science. Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-03731-8_23.

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Mandun, Zhang, Huo Jianglei, Na Shenruoyang, and Huang Chunmeng. "Performance-Driven Facial Expression Real-Time Animation Generation." In Lecture Notes in Computer Science. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-21969-1_5.

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Martini, Kirk. "Non-linear Structural Analysis as Real-Time Animation." In Computer Aided Architectural Design Futures 2001. Springer Netherlands, 2001. http://dx.doi.org/10.1007/978-94-010-0868-6_48.

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Olejnik, Michał, Dominik Szajerman, and Piotr Napieralski. "Physically Based Area Lighting Model for Real-Time Animation." In Computer Vision and Graphics. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-46418-3_7.

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Chaillou, Christophe, Michel Meriaux, and Sylvain Karpf. "I.M.O.G.E.N.E.—A Solution to the Real Time Animation Problem." In Advances in Computer Graphics Hardware V. Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/978-3-642-76777-7_11.

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Malcangi, Mario, and Raffaele de Tintis. "Audio Based Real-Time Speech Animation of Embodied Conversational Agents." In Gesture-Based Communication in Human-Computer Interaction. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-24598-8_32.

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Conference papers on the topic "Real-time computer animation"

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Martin, Sam. "Enlighten real-time radiosity." In ACM SIGGRAPH 2011 Computer Animation Festival. ACM Press, 2011. http://dx.doi.org/10.1145/2019001.2019092.

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Oliver, Paul, Chris Perna, Jordan Walker, et al. "Samaritan real-time demo." In ACM SIGGRAPH 2011 Computer Animation Festival. ACM Press, 2011. http://dx.doi.org/10.1145/2019001.2019098.

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Cohen, Isaac. "Real time is now." In ACM SIGGRAPH 2014 Computer Animation Festival. ACM Press, 2014. http://dx.doi.org/10.1145/2633956.2658829.

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Hunt, David, Richard Lico, and Michael Buttner. "Topics in real-time animation." In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2018. http://dx.doi.org/10.1145/3214834.3214882.

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Müller-Fischer, Matthias. "Massive destruction in real time." In ACM SIGGRAPH 2013 Computer Animation Festival. ACM Press, 2013. http://dx.doi.org/10.1145/2503541.2503642.

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d'Eon, Eugene. "Nvidia real-time graphics research." In ACM SIGGRAPH 2007 computer animation festival. ACM Press, 2007. http://dx.doi.org/10.1145/1281740.1281831.

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Taylor, Philip. "Real-time crowd direction with creation." In ACM SIGGRAPH 2013 Computer Animation Festival. ACM Press, 2013. http://dx.doi.org/10.1145/2503541.2503643.

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Gambaretto, Emiliano, and Charles Piña. "Real-time animation of cartoon character faces." In ACM SIGGRAPH 2014 Computer Animation Festival. ACM Press, 2014. http://dx.doi.org/10.1145/2633956.2658830.

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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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Bergamasco, M. "Real-time animation of a virtual arm and its collisions with a virtual environment." In Proceedings Computer Animation '96. IEEE, 1996. http://dx.doi.org/10.1109/ca.1996.540482.

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