Academic literature on the topic 'Skeletal animation'
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Journal articles on the topic "Skeletal animation"
Xu, Tianchen, Mo Chen, Ming Xie, and Enhua Wu. "A Skinning Method in Real-time Skeletal Character Animation." International Journal of Virtual Reality 10, no. 3 (January 1, 2011): 25–31. http://dx.doi.org/10.20870/ijvr.2011.10.3.2818.
Full textPelechano, Nuria, Bernhard Spanlang, and Alejandro Beacco. "Avatar Locomotion in Crowd Simulation." International Journal of Virtual Reality 10, no. 1 (January 1, 2011): 13–19. http://dx.doi.org/10.20870/ijvr.2011.10.1.2796.
Full textJiang, Na, and Wei Zhao. "Study on Skeletal Animation in Virtual Reality." Applied Mechanics and Materials 433-435 (October 2013): 434–37. http://dx.doi.org/10.4028/www.scientific.net/amm.433-435.434.
Full textSeron, F. J., R. Rodriguez, E. Cerezo, and A. Pina. "Adding support for high-level skeletal animation." IEEE Transactions on Visualization and Computer Graphics 8, no. 4 (October 2002): 360–72. http://dx.doi.org/10.1109/tvcg.2002.1044521.
Full textLi, Jituo, Guodong Lu, and Juntao Ye. "Automatic skinning and animation of skeletal models." Visual Computer 27, no. 6-8 (April 21, 2011): 585–94. http://dx.doi.org/10.1007/s00371-011-0585-8.
Full textPaduraru, Ciprian, and Miruna Paduraru. "Techniques for Skeletal-Based Animation in Massive Crowd Simulations." Computers 11, no. 2 (February 4, 2022): 21. http://dx.doi.org/10.3390/computers11020021.
Full textRohmer, 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 (May 2021): 549–61. http://dx.doi.org/10.1111/cgf.142654.
Full textBao, Wenrui. "The Application of Intelligent Algorithms in the Animation Design of 3D Graphics Engines." International Journal of Gaming and Computer-Mediated Simulations 13, no. 2 (April 2021): 26–37. http://dx.doi.org/10.4018/ijgcms.2021040103.
Full textXie, Kong Kai, Yan Chun Shen, and Li Ni Ma. "The Driving Mechanism of Virtual Human's Action and Facial Expression Based on OSG." Applied Mechanics and Materials 536-537 (April 2014): 386–89. http://dx.doi.org/10.4028/www.scientific.net/amm.536-537.386.
Full textHuang, Peng, Margara Tejera, John Collomosse, and Adrian Hilton. "Hybrid Skeletal-Surface Motion Graphs for Character Animation from 4D Performance Capture." ACM Transactions on Graphics 34, no. 2 (March 2, 2015): 1–14. http://dx.doi.org/10.1145/2699643.
Full textDissertations / Theses on the topic "Skeletal animation"
Torabi, Peyman. "Skeletal Animation Optimization Using Mesh Shaders." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18248.
Full textBakgrund. I denna avhandling presenteras en ny metod för att deformera en modell med hjälp av den nya Mesh Shader funktionaliteten som är tillgänglig i Nvidias nya Turing arkitektur. Deformering av modeller utförs just nu oftast med så kallade Vertex eller Compute Shaders. Genom att nyttja styrkan hos den nya arkitekturen så kan det vara möjligt att ytterligare optimera deformeringsprocessen och på så sätt öka prestandan. Speciellt i samband där mer komplexa modeller används. Syfte. Syftet är att avgöra om den nya metoden är en lämplig ersättning av de nuvarande implementationerna. De viktigaste aspekterna som studeras är den totala GPU-exekveringstiden per bild som renderas av den nya metoden i förhållande till resterande, samt dess totala minnesanvändning. Metod. Utöver de befintliga implementeringarna, såsom Vertex Shader deformering och Compute Shader deformering, implementeras två nya metoder som använder Mesh Shaders. Den första implementeringen är en naiv metod som helt enkelt delar modellen i mindre delar, så kallade meshlets och deformerar varje meshlet i isolering. Den föreslagna nya common influences metoden tar i stället hänsyn till deformeringsdatan som tillhör modellen, såsom de gemensamma inverkningarna av varje vertex, vid generering av meshlets. Avsikten är att producera meshlets där alla vertriser påverkas av samma leder i modellens skelett, vilket gör det möjligt att flytta informationen från en per vertris basis till en per meshlet basis. Detta tillåter att färre hämtningar sker på grafikkortet vid körning och vilket kan potentiellt ge bättre prestanda. Resultat. Resultaten indikerar att utnyttjandet av Mesh Shaders resulterar i ungefär samma prestanda jämfört med Vertex Shader deformering, (som observerades vara den snabbaste av de existerande implementationerna) samt att den orginella implementationen är marginellt långsammare på grund av ett högre antal meshlets genereras. Mesh Shading har potential till att bli snabbare om optimeringar somär unika till den nya arkitekturen används. Trots att man producerar fler meshlets,är den nya metoden inte markant långsammare och är snabbare med att bearbeta meshlets individuellt jämfört med den naiva implementationen. Den orginella implementationen spenderar mellan 15-22% mindre tid per meshlet vid körtid jämfört med den naiva lösningen. Slutsatser. I slutändan så erbjuder Mesh Shaders unika nya möjligheter till optimeringar som kan leda till potentiellt bättre prestanda. Den föreslagna nya Common Influences-metoden är lovande på grund av att den är snabbare per meshlet, men mer arbete måste utföras för att minska antalet genererade meshlets. Mash Shaders och Turing arkitekturen är vid skrivande stund fortfarande väldigt nya och det finns mycket potential för framtida arbeten att yterrligare förbättra och optimera det arbete som presenteras i denna avhandling. Mer arbete måste utföras för att göra meshletgenereringen effektivare så att arbetet som måste utföras under körtid minskas så mycket som möjligt.
Balzaris, Tomas. "Kadrinės ir skeletinės animacijos metodų palyginimas ir jų taikymas praktikoje." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2006. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2006~D_20060606_232857-71695.
Full textSmith, Jason Alan. "Naturalistic skeletal gesture movement and rendered gesture decoding." Diss., Online access via UMI:, 2006.
Find full textTelford, William Lawrence Jr. "Rigging skeletal perissodactyl and artiodactyl ungulate limbs using analytic inverse kinematic-based solutions for a feature film production environment." Texas A&M University, 2006. http://hdl.handle.net/1969.1/4943.
Full textHjelm, John. "Facial Rigging and Animation in 3D : From a videogame perspective." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-679.
Full textHaley, Brent Kreh. "A Pipeline for the Creation, Compression, and Display of Streamable 3D Motion Capture Based Skeletal Animation Data." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1300989069.
Full textOlexa, Jan. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-399181.
Full textMohelník, Petr. "Procedurální animace lidské chůze." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255439.
Full textMinařík, Antonín. "Kosterní animace pro GPUengine." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403812.
Full textAndblom, Robin, and Carl Sjöberg. "A Comparison of Parallel Design Patterns for Game Development." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20691.
Full textAs processor performance capabilities can only be increased through the useof a multicore architecture, software needs to be developed to utilize the parallelismoffered by the additional cores. Especially game developers need toseize this opportunity to save cycles and decrease the general rendering time.One of the existing advances towards this potential has been the creation ofmultithreaded game engines that take advantage of the additional processingunits. In such engines, different branches of the game loop are parallelized.However, the specifics of the parallel design patterns used are not outlined.Neither are any ideas of how to combine these patterns proposed. Thesemissing factors are addressed in this article, to provide a guideline for whento use which one of two parallel design patterns; fork-join and pipeline parallelism.Through a collection of data and a comparison using the metricsspeedup and efficiency, conclusions were derived that shed light on the waysin which a typical part of a game loop most efficiently can be organized forparallel execution through the use of different parallel design patterns. Thepipeline and fork-join patterns were applied respectively in a variety of testcases for two branches of a game loop: a BOIDS system and an animationsystem.
Book chapters on the topic "Skeletal animation"
Mukundan, Ramakrishnan. "Skeletal Animation." In Advanced Methods in Computer Graphics, 53–76. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-2340-8_4.
Full textCai, Jianping, Feng Lin, and Hock Soon Seah. "Skeletal Animation with Anisotropic Materials." In Graphical Simulation of Deformable Models, 85–104. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-51031-6_6.
Full textAli Khan, Murtaza, and Muhammad Sarfraz. "Motion Tweening for Skeletal Animation by Cardinal Spline." In Informatics Engineering and Information Science, 179–88. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-25483-3_14.
Full textZhou, Fan, Xiaonan Luo, and Hao Huang. "Application of 4-Point Subdivision to Generate In-Between Frames in Skeletal Animation." In Technologies for E-Learning and Digital Entertainment, 1080–84. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11736639_134.
Full textde Aguiar, Edilson. "Poisson-Based Skeleton-Less Character Animation." In Cognitive Systems Monographs, 45–54. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-10316-2_6.
Full textde Aguiar, Edilson. "Laplacian-Based Skeleton-Less Character Animation." In Cognitive Systems Monographs, 55–61. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-10316-2_7.
Full textWei, Xinliang, Xiaolong Wan, Sihui Huang, and Wei Sun. "The Application of Motion Capture and 3D Skeleton Modeling in Virtual Fighting." In Next Generation Computer Animation Techniques, 99–113. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-69487-0_8.
Full textChang, Yen-Tuo, Bing-Yu Chen, Wan-Chi Luo, and Jian-Bin Huang. "Skeleton-Driven Animation Transfer Based on Consistent Volume Parameterization." In Advances in Computer Graphics, 78–89. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11784203_7.
Full textYu, Jiarong, Jiaoying Shi, and Yongxia Zhou. "Skeleton Driven Limb Animation Based on Three-Layered Structure." In AI 2005: Advances in Artificial Intelligence, 1187–90. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11589990_166.
Full textPan, Junjun, and Jian J. Zhang. "Sketch-Based Skeleton-Driven 2D Animation and Motion Capture." In Transactions on Edutainment VI, 164–81. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22639-7_17.
Full textConference papers on the topic "Skeletal animation"
Hsu, Siu Chi, and Irene H. H. Lee. "Drawing and animation using skeletal strokes." In the 21st annual conference. New York, New York, USA: ACM Press, 1994. http://dx.doi.org/10.1145/192161.192186.
Full textGregory, Arthur, and Dan Weston. "Offset curve deformation from skeletal animation." In ACM SIGGRAPH 2008 talks. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1401032.1401105.
Full textDai, Huan, Bo Cai, Jia Song, and Dengyi Zhang. "Skeletal Animation Based on BVH Motion Data." In 2010 2nd International Conference on Information Engineering and Computer Science (ICIECS). IEEE, 2010. http://dx.doi.org/10.1109/iciecs.2010.5678292.
Full textLerttriluck, Ake, and Pizzanu Kanongchaiyos. "Physically based model for interactive skeletal animation." In 2012 International Joint Conference on Computer Science and Software Engineering (JCSSE). IEEE, 2012. http://dx.doi.org/10.1109/jcsse.2012.6261968.
Full textJingtang, Liao, Zhao Gang, Tan Dunming, and Xue Junjie. "Research of skeletal-based virtual human animation using Cal3D." In 2012 3rd International Conference on System Science, Engineering Design and Manufacturing Informatization (ICSEM). IEEE, 2012. http://dx.doi.org/10.1109/icssem.2012.6340724.
Full textJieyun, Song, Wang Rui, Wan Wanggen, Liu Yan, and Fan Feifei. "Application research of Clifford geometric algebra in keyframe skeletal animation." In 2010 International Conference on Audio, Language and Image Processing (ICALIP). IEEE, 2010. http://dx.doi.org/10.1109/icalip.2010.5684968.
Full textYonemoto, Satoshi. "A Sketch-based Skeletal Figure Animation Tool for Novice Users." In 2012 Ninth International Conference on Computer Graphics, Imaging and Visualization (CGIV). IEEE, 2012. http://dx.doi.org/10.1109/cgiv.2012.18.
Full textLehmann, Lars, Christian Wiede, and Gangolf Hirtz. "Individual Avatar Skeletal based Animation Feedback for Assisted Motion Control." In 15th International Conference on Computer Vision Theory and Applications. SCITEPRESS - Science and Technology Publications, 2020. http://dx.doi.org/10.5220/0008922902060213.
Full textIlie, Mihai Daniel, Cristian Negrescu, and Dumitru Stanomir. "An efficient parametric model for real-time 3D tongue skeletal animation." In 2012 9th International Conference on Communications (COMM). IEEE, 2012. http://dx.doi.org/10.1109/iccomm.2012.6262577.
Full textNaya, Wataru, Kazuya Fukumoto, Tsuyoshi Yamamoto, and Yoshinori Dobashi. "Real-time image-based animation using morphing with human skeletal tracking." In the 1st symposium. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2491367.2491395.
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