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

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1

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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2

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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3

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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4

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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5

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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6

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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7

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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8

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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9

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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10

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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11

Cordier, Frederic, and Nadia Magnenat-Thalmann. "Real-time Animation of Dressed Virtual Humans." Computer Graphics Forum 21, no. 3 (2002): 327–35. http://dx.doi.org/10.1111/1467-8659.t01-1-00592.

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12

Weng, Yanlin, Chen Cao, Qiming Hou, and Kun Zhou. "Real-time facial animation on mobile devices." Graphical Models 76, no. 3 (2014): 172–79. http://dx.doi.org/10.1016/j.gmod.2013.10.002.

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13

Rohmer, Damien, Marco Tarini, Niranjan Kalyanasundaram, Faezeh Moshfeghifar, Marie-Paule Cani, and Victor Zordan. "Velocity Skinning for Real‐time Stylized Skeletal Animation." Computer Graphics Forum 40, no. 2 (2021): 549–61. http://dx.doi.org/10.1111/cgf.142654.

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14

Lister, Wayne Daniel, and Andy Day. "Stream-based animation of real-time crowd scenes." Computers & Graphics 36, no. 6 (2012): 651–57. http://dx.doi.org/10.1016/j.cag.2012.02.014.

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15

Meng, Xiangfei, Junjun Pan, Hong Qin, and Pu Ge. "Real-time fish animation generation by monocular camera." Computers & Graphics 71 (April 2018): 55–65. http://dx.doi.org/10.1016/j.cag.2017.12.004.

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16

Glardon, Pascal, Ronan Boulic, and Daniel Thalmann. "Dynamic obstacle avoidance for real-time character animation." Visual Computer 22, no. 6 (2006): 399–414. http://dx.doi.org/10.1007/s00371-006-0017-3.

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17

Cooling, J. E., and T. S. Hughes. "Animation prototyping of real-time embedded systems." Microprocessors and Microsystems 17, no. 6 (1993): 315–24. http://dx.doi.org/10.1016/0141-9331(93)90051-8.

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18

Cao, Chen, Vasu Agrawal, Fernando De La Torre, et al. "Real-time 3D neural facial animation from binocular video." ACM Transactions on Graphics 40, no. 4 (2021): 1–17. http://dx.doi.org/10.1145/3476576.3476645.

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19

Cao, Chen, Vasu Agrawal, Fernando De La Torre, et al. "Real-time 3D neural facial animation from binocular video." ACM Transactions on Graphics 40, no. 4 (2021): 1–17. http://dx.doi.org/10.1145/3450626.3459806.

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20

Pan, Zhigeng, Xi Cheng, Wenzhi Chen, Gengdai Liu, and Bing Tang. "Real time falling animation with active and protective responses." Visual Computer 25, no. 5-7 (2009): 487–97. http://dx.doi.org/10.1007/s00371-009-0321-9.

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21

Liu, Xu Min, and Xu Zhai. "Animation Tree in the Wind." Advanced Materials Research 472-475 (February 2012): 1357–60. http://dx.doi.org/10.4028/www.scientific.net/amr.472-475.1357.

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Real time modeling and rendering of natural Phenomena has been a hotspot and One of the most difficult tasks in Computer Graphics, it has been found wide application in many domains such as computer animation, computer games, special effects of movie, landscaping, battlefield simulation and virtual reality etc.. Realistic simulation is generally consisting of natural elements simulation and man-made elements simulation, natural elements simulation is relatively complicated. However, in natural elements simulation trees simulation is one of the most complex technologies. In this paper, propose
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22

Tang, Jun, and Yu Lin Zeng. "Intelligent Traditional Chinese Hairstyle System in Computer Animation." Applied Mechanics and Materials 530-531 (February 2014): 915–18. http://dx.doi.org/10.4028/www.scientific.net/amm.530-531.915.

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Traditional Chinese hairstyle is an important part of the traditional Chinese culture, which provides rich material for computer animation. The creation process of traditional Chinese hairstyle model in computer animation is complex working and time-consuming. This study establishes the traditional Chinese hairstyle database, which covers from Tang Dynasty to Qing Dynasty. According to the characteristics of the traditional Chinese hairstyle, this study develops an Intelligent Traditional Chinese Hairstyle System by MEL, which can display the condition of traditional Chinese hairstyle models i
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23

Kang, Young-Min, and Hwan-Gue Cho. "Real-Time Animation of Complex Virtual Cloth with Physical Plausibility and Numerical Stability." Presence: Teleoperators and Virtual Environments 13, no. 6 (2004): 668–80. http://dx.doi.org/10.1162/1054746043280637.

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Numerical instability has been a major obstacle to real-time cloth animation. Although the implicit method can make the simulation stable, it is still impossible to generate interactive animation when the geometric model of the virtual cloth is complex enough to represent realistic details. In this paper, we propose efficient animation techniques for the real-time animation of complex deformable objects. The proposed method exploits the stability of the implicit integration in order to use sufficiently large time steps for real-time environments, and obtains the approximate solution with optim
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24

Oppenheimer, Peter E. "Real time design and animation of fractal plants and trees." ACM SIGGRAPH Computer Graphics 20, no. 4 (1986): 55–64. http://dx.doi.org/10.1145/15886.15892.

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25

Qin, Pei Yu, Li Guo, and Zhi Li Hu. "Physically Based Animation of Fluid Movement in a Periodic Domain." Applied Mechanics and Materials 373-375 (August 2013): 395–99. http://dx.doi.org/10.4028/www.scientific.net/amm.373-375.395.

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A physically based approach for simulating fluid movement is proposed. Realistic animation and real time simulation are two objectives. Traditional animation technique can obtain virtual movement, but it has difficulty for realistic movement. Compared with the traditional animation technique, physically based animation can represent realistic movement better. The incompressible Navier-Stokes equations are used in our model, and the operator splitting method including semi-Lagrangian scheme and fast Fourier transform is employed to split the model into external force term, advection term, diffu
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26

Xin, Yufeng, Dongliang Zhang, and Guopeng Qiu. "Real-Time Animation Complexity of Interactive Clothing Design Based on Computer Simulation." Complexity 2021 (May 11, 2021): 1–11. http://dx.doi.org/10.1155/2021/9988623.

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With the innovation of computer, virtual clothing has also emerged. This research mainly discusses the real-time animation complex of interactive clothing design based on computer simulation. In the process of realizing virtual clothing, the sample interpolation synthesis method is used, and the human body sample library is constructed using the above two methods (primitive construction method and model reconstruction method) first, and then, the human body model is obtained by interpolation calculation according to the personalized parameters. Building a clothing model is particularly importa
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27

Xiao, Zhidong, Hammadi Nait-Charif, and Jian J. Zhang. "Real time automatic skeleton and motion estimation for character animation." Computer Animation and Virtual Worlds 20, no. 5-6 (2009): 523–31. http://dx.doi.org/10.1002/cav.276.

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28

Steinman, Scott B., and Mark Nawrot. "Real-time color-frame animation for visual psychophysics on the Macintosh computer." Behavior Research Methods, Instruments, & Computers 24, no. 3 (1992): 439–52. http://dx.doi.org/10.3758/bf03203578.

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29

Ehrlich, Nea. "The Animated Document: Animation’s Dual Indexicality in Mixed Realities." Animation 15, no. 3 (2020): 260–75. http://dx.doi.org/10.1177/1746847720974971.

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Animation has become ubiquitous within digital visual culture and fundamental to knowledge production. As such, its status as potentially reliable imagery should be clarified. This article examines how animation’s indexicality (both as trace and deixis) changes in mixed realities where the physical and the virtual converge, and how this contributes to the research of animation as documentary and/or non-fiction imagery. In digital culture, animation is used widely to depict both physical and virtual events, and actions. As a result, animation is no longer an interpretive visual language. Instea
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30

Liu, Jia, Mingyu You, Chun Chen, and Mingli Song. "Real-time speech-driven animation of expressive talking faces." International Journal of General Systems 40, no. 4 (2011): 439–55. http://dx.doi.org/10.1080/03081079.2010.544896.

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31

Colombo, C., A. Del Bimbo, and A. Valli. "A real-time full body tracking and humanoid animation system." Parallel Computing 34, no. 12 (2008): 718–26. http://dx.doi.org/10.1016/j.parco.2008.09.004.

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32

Amada, Takashi, Masataka Imura, Yoshihiro Yasumuro, Yoshitsugu Manabe, and Kunihiro Chihara. "Real-Time Animation of Water with Rigid Body Interaction." Journal of the Institute of Image Information and Television Engineers 59, no. 10 (2005): 1488–93. http://dx.doi.org/10.3169/itej.59.1488.

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33

Arai, Kiyoshi, Tsuneya Kurihara, and Ken-ichi Anjyo. "Bilinear interpolation for facial expression and metamorphosis in real-time animation." Visual Computer 12, no. 3 (1996): 105–16. http://dx.doi.org/10.1007/bf01725099.

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34

Arai, Kiyoshi, Tsuneya Kurihara, and Ken-ichi Anjyo. "Bilinear interpolation for facial expression and metamorphosis in real-time animation." Visual Computer 12, no. 3 (1996): 105–16. http://dx.doi.org/10.1007/s003710050051.

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35

Tang, Wen, Marc Cavazza, Dale Mountain, and Rae Earnshaw. "A constrained inverse kinematics technique for real-time motion capture animation." Visual Computer 15, no. 7-8 (1999): 413–25. http://dx.doi.org/10.1007/s003710050188.

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36

Bar-Lev, Adi, Alfred M. Bruckstein, and Gershon Elber. "Virtual marionettes: a system and paradigm for real-time 3D animation." Visual Computer 21, no. 7 (2005): 488–501. http://dx.doi.org/10.1007/s00371-005-0297-z.

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37

Luciani, Annie, Claude Cadoz, and Jean Loup Florens. "The CRM device: a force feedback gestural transducer to real-time computer animation." Displays 15, no. 3 (1994): 149–55. http://dx.doi.org/10.1016/0141-9382(94)90003-5.

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38

Yu, Yang, Jucheng Yang, Xiaofei Zan, Jiangang Huang, and Xiangbo Zhang. "Research of Simulation in Character Animation Based on Physics Engine." International Journal of Digital Multimedia Broadcasting 2017 (2017): 1–7. http://dx.doi.org/10.1155/2017/4815932.

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Computer 3D character animation essentially is a product, which is combined with computer graphics and robotics, physics, mathematics, and the arts. It is based on computer hardware and graphics algorithms and related sciences rapidly developed new technologies. At present, the mainstream character animation technology is based on the artificial production of key technologies and capture frames based on the motion capture device technology. 3D character animation is widely used not only in the production of film, animation, and other commercial areas but also in virtual reality, computer-aided
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39

Wang, Yi, Zhi-Qiang Liu, and Li-Zhu Zhou. "Key-styling: learning motion style for real-time synthesis of 3D animation." Computer Animation and Virtual Worlds 17, no. 3-4 (2006): 229–37. http://dx.doi.org/10.1002/cav.126.

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40

BRUNO, GIORGIO, and RAKESH AGARWAL. "MODELING AND DEVELOPING REAL-TIME CONCURRENT APPLICATIONS." International Journal of Software Engineering and Knowledge Engineering 06, no. 03 (1996): 427–46. http://dx.doi.org/10.1142/s0218194096000181.

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The development of concurrent applications, which consist of several parallel, often distributed, activities that communicate and synchronize with each other, presents challenging logical and technological issues. In the common practice, technological aspects, which are related to the definition of concurrent processes as well as of their interactions, often place constraints on the logical ones. Consequently, the flexibility that could be attained during design is reduced and, further, an actual implementation where both aspects are deeply intermixed is usually obtained. This paper first pres
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41

Bonamico, C., M. Costa, F. Lavagetto, and R. Pockaj. "Real-time MPEG-4 facial animation with 3D scalable meshes." Signal Processing: Image Communication 17, no. 9 (2002): 743–57. http://dx.doi.org/10.1016/s0923-5965(02)00075-9.

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42

TAROKH, MAHMOUD, and MINJUAN WANG. "A COMPUTATIONAL INTELLIGENT APPROACH TO KINEMATICS PROBLEMS IN ROBOTICS AND COMPUTER ANIMATION." International Journal of Humanoid Robotics 08, no. 02 (2011): 375–90. http://dx.doi.org/10.1142/s0219843611002460.

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The paper presents a novel method for solving the kinematics problems in real time for fast-moving robot manipulators, animation characters, and hexapod robots. The method uses certain properties of the kinematics map and is based on spatial decomposition, classification with fuzzy logic, and neural network representation of data that are performed during an off-line process. As a result of the preprocessing, the online time for computing the kinematics is extremely small making it possible to perform real-time operations. Examples are provided to demonstrate the performance of the method.
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43

Haritsis, Angelo, Duncan Gillies, and Christopher Williams. "Realistic Generation and Real Time Animation of Images of the Human Colon." Computer Graphics Forum 11, no. 3 (1992): 367–79. http://dx.doi.org/10.1111/1467-8659.1130367.

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44

Yasumoto, Keiichi, Takaaki Umedu, Hirozumi Yamaguchi, Akio Nakata, and Teruo Higashino. "Protocol animation based on event-driven visualization scenarios in real-time LOTOS." Computer Networks 40, no. 5 (2002): 639–63. http://dx.doi.org/10.1016/s1389-1286(02)00357-2.

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45

Xu, Tianchen, Wen Wu, and Enhua Wu. "Real-time generation of smoothed-particle hydrodynamics-based special effects in character animation." Computer Animation and Virtual Worlds 25, no. 2 (2013): 185–98. http://dx.doi.org/10.1002/cav.1545.

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46

Li, Leiming, Wenyao Zhu, and Hongwei Hu. "Multivisual Animation Character 3D Model Design Method Based on VR Technology." Complexity 2021 (April 20, 2021): 1–12. http://dx.doi.org/10.1155/2021/9988803.

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For VR systems, one of its core parts is to present people with a real and immersive 3D simulation environment. This paper uses real-time computer graphics technology, three-dimensional modeling technology, and binocular stereo vision technology to study the multivisual animation character objects in virtual reality technology; designs a binocular stereo vision animation system; designs and produces a three-dimensional model; and develops a virtual multivisual animation scene application. The main research content and work performed in the text include the research of the basic graphics render
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47

Pulli, P., M. Heikkinen, and R. Lintulampi. "Graphical animation as a form of prototyping real-time software systems." Real-Time Systems 5, no. 2-3 (1993): 173–95. http://dx.doi.org/10.1007/bf01088587.

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48

Ota, Shin, Machiko Tamura, Tadahiro Fujimoto, Kazunobu Muraoka, and Norishige Chiba. "A hybrid method for real-time animation of trees swaying in wind fields." Visual Computer 20, no. 10 (2004): 613–23. http://dx.doi.org/10.1007/s00371-004-0266-y.

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49

Ekmen, Beste, and Hazım Kemal Ekenel. "From 2D to 3D real-time expression transfer for facial animation." Multimedia Tools and Applications 78, no. 9 (2018): 12519–35. http://dx.doi.org/10.1007/s11042-018-6785-8.

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50

van Overveld, C. W. A. M. "The generalized display processors as an approach to real-time interactive 3-D computer animation." Journal of Visualization and Computer Animation 2, no. 1 (1991): 16–25. http://dx.doi.org/10.1002/vis.4340020106.

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