Academic literature on the topic 'Skeletal animation'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Skeletal animation.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Skeletal animation"

1

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 text
Abstract:
With regard to skeletal character animation, the question on how to ensure the quality of transition between key frames is of crucial importance. The lack of properly defined motion ranges based on movements would leave the animator with no choice but intervene the result based on camera perspective afterwards, thus creating a lot more work for the animator to modify or clean up the animation curves. Although a number of methods have been raised in these years, such as the Linear Blending Skinning (LBS), they may still have shortcomings in some specific cases, one of which is the obvious unnatural deformation around the joint areas. The primary investigation in this paper is directed to address the problem and improve the framework of rendering in real-time environment with satisfactory skinning effect to the aforementioned scenario, with assistance of GPU computation
APA, Harvard, Vancouver, ISO, and other styles
2

Pelechano, 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 text
Abstract:
This paper presents an Animation Planning Mediator (APM) designed to synthesize animations efficiently for virtual characters in real time crowd simulation. From a set of animation clips, the APM selects the most appropriate and modifies the skeletal configuration of each character to satisfy desired constraints (e.g. eliminating foot-sliding or restricting upper body torsion), while still providing natural looking animations. We use a hardware accelerated character animation library to blend animations increasing the number of possible locomotion types. The APM allows the crowd simulation module to maintain control of path planning, collision avoidance and response. A key advantage of our approach is that the APM can be integrated with any crowd simulator working in continuous space. We show visual results achieved in real time for several hundreds of agents, as well as the quantitative ac-curacy.
APA, Harvard, Vancouver, ISO, and other styles
3

Jiang, 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 text
Abstract:
For taking the advantages of skeletal animation, different model should be treated separately during the drawing process. For the sophisticated character, skeletal animation can apply binary compression and the method of saving common sequence. Meanwhile, draw the advanced programmable GPU technology into the progress of dealing with the updating of skeletal animation vertex, then analysis and comparison its performance. The results show that the new algorithm will greatly reduce RAM utilization. And the introduction of GPU computing method can perfectly assist the CPU to complete a large number of graphics operations, reducing CPU utilization, thereby improve the efficiency of skeletal animation rendering fundamentally.
APA, Harvard, Vancouver, ISO, and other styles
4

Seron, 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 text
APA, Harvard, Vancouver, ISO, and other styles
5

Li, 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 text
APA, Harvard, Vancouver, ISO, and other styles
6

Paduraru, 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 text
Abstract:
Crowd systems play an important role in virtual environment applications, such as those used in entertainment, education, training, and different simulation systems. Performance and scalability are key factors, and it is desirable for crowds to be simulated with as few resources as possible while providing variety and realism for agents. This paper focuses on improving the performance, variety, and usability of crowd animation systems. Performing the blending operation on the Graphics Processing Unit (GPU) side requires no additional memory other than the source and target animation streams and greatly increases the number of agents that can simultaneously transition from one state to another. A time dilation offset feature helps applications with a large number of animation assets and/or agents to achieve sufficient visual quality, variety, and good performance at the same time by moving animation streams between the running and paused states at runtime. Splitting agents into parts not only reduces asset creation costs by eliminating the need to create permutations of skeletons and assets but also allows users to attach parts dynamically to agents.
APA, Harvard, Vancouver, ISO, and other styles
7

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 (May 2021): 549–61. http://dx.doi.org/10.1111/cgf.142654.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Bao, 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 text
Abstract:
With the rapid improvement of computer hardware capabilities and the reduction of cost, the quality of game pictures has made a qualitative breakthrough, which has reached or exceeded the picture effect of many dedicated virtual reality engines. On the basis of the design and implementation of the virtual reality 3D engine, the rendering queue management method is proposed to improve the frame rate. Based on the object-oriented design method, emitter regulator particle rendering mode, and traditional bone skin animation technology, the key structure technology in skeletal animation is analyzed, and the animation controller used to control animation playback and key structure interpolation operation is designed, which achieves the ideal animation effect. Finally, a prototype system based on engine is implemented.
APA, Harvard, Vancouver, ISO, and other styles
9

Xie, 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 text
Abstract:
According to the poor code quality,low render low efficiency, and limited scalability of virtual human drive mechanism and other problems, 3D rendering engine Open Scene Graph(OSG) has realized the efficient simulation and expression of virtual human action.Firstly, on the basis of the skeletal animation and spherical interpolation algorithm to achieve the virtual human motion animation.Then design the generating methods of the virtual facial expression animation related to the behavior consciousness by using three Bessel interpolation algorithm and based on deformation animation technology.Finally by using the animation technology in the OSG,the synthesis of virtual human motion and expression is realized based on the parameter control.Experience confirms that under the same number of scene nodes, using OSG engine code is more concise, and render faster.
APA, Harvard, Vancouver, ISO, and other styles
10

Huang, 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 text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Skeletal animation"

1

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 text
Abstract:
Background. In this thesis a novel method of skinning a mesh utilizing Nvidia’sTuring Mesh Shader pipeline is presented. Skinning a mesh is often performed with a Vertex Shader or a Compute Shader. By leveraging the strengths of the new pipeline it may be possible to further optimize the skinning process and increase performance, especially for more complex meshes. Objectives. The aim is to determine if the novel method is a suitable replacement for existing skinning implementations. The key metrics being studied is the total GPU frame time of the novel implementation in relation to the rest, and its total memory usage. Methods. Beyond the pre-existing implementations such as Vertex Shader skinning and Compute Shader skinning, two new methods using Mesh Shaders are implemented. The first implementation being a naive method that simply divides the mesh into meshlets and skins each meshlet in isolation. The proposed novel common influences method instead takes the skinning data, such as the joint influences of each vertex, into account when generating meshlets. The intention is to produce meshlets where all vertices are influenced by the same joints, allowing for information to be moved from a per vertex basis to a per meshlet basis. Allowing for fewer fetches to occur in the shader at run-time and potentially better performance. Results. The results indicate that utilizing Mesh Shaders results in approximately identical performance compared to Vertex Shader skinning, (which was observed to be the fastest of the previous implementations) with the novel implementation being marginally slower due to the increased number of meshlets generated. Mesh Shading has the potential to be faster if optimizations unique to the new shaders are employed. Despite producing more meshlets, the novel implementation is not significantly slower and is faster at processing individual meshlets compared to the naive approach. The novel Common Influences implementation spends between 15-22% less time processing each meshlet at run-time compared to the naive solution. Conclusions. Ultimately the unique capabilities of Mesh Shaders allow for potential performance increases to be had. The proposed novel Common Influences method shows promise due to it being faster on a per meshlet basis, but more work must be done in order to reduce the number of meshlets generated. The Mesh Shading pipeline is as of writing very new and there is a lot of potential for future work to further enhance and optimize the work presented in this thesis. More work must be done in order to make the meshlet generation more efficient so that the run-time workload is reduced as much as possible.
Bakgrund. 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.
APA, Harvard, Vancouver, ISO, and other styles
2

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 text
Abstract:
Modern technology and computer science is spreading and developing very fast. The use and facilities evolve too. One of the fields where computer science is widely used – computer games. Computer animation makes games more interactive and attractive to the user. The purpose of this project was to review and analyze the animation techniques used in modern games development. Review file formats witch are used in computer games to store game objects and animation data. Try to point out the strengths and weaknesses of animation techniques. Main attention was committed to skeletal and key frame animation. Implement skeletal and key frame animation techniques.
APA, Harvard, Vancouver, ISO, and other styles
3

Smith, Jason Alan. "Naturalistic skeletal gesture movement and rendered gesture decoding." Diss., Online access via UMI:, 2006.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Telford, 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 text
Abstract:
The goal of this thesis is to develop and construct a repeatable, scalable, and portable rigging solution for the skeletal limbs of ungulates, maximizing functionality while streamlining intuitive interface controls for a feature film production pipeline. The research presents a methodology for breaking down character reference materials commonly available to feature film productions like artwork, anatomical drawings, photographs, and client provided performance criteria. It then presents a modular methodology and approach for successfully evaluating and applying the character reference to the construction of skeletal limbs using ungulates as the primary example. Each limb is broken down into modules that more easily translate into the digital world. The methodology then further defines how to combine and apply digital rigging tools such as constraints and inverse and forward kinematic techniques in a layered and modular way in order to achieve a robust character rig. The resulting ungulate limb rig provides an efficient, intuitive, and robust solution capable of replicating the given performance criteria as well as an example of a scalable approach applicable to non-ungulates. In application of the repeatable modular approach presented, huge efficiency gains have been realized in feature film production pipelines. Animation studios are under increasing pressure to create larger quantities of work, at higher quality, with shorter timetables, and smaller relative budgets. This methodology successfully meets those criteria.
APA, Harvard, Vancouver, ISO, and other styles
5

Hjelm, 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 text
Abstract:
What are some of the methods for rigging and animating a face in 3D and which method is preferable when and under which circumstances? In this report I will examine a few of the different methods available when rigging and animating a face in 3D. I will be working mainly with Autodesk 3D Studio Max so some knowledge with it is preferable to fully understand the process. At the end of the report I will look at the positive as well as negative aspects of each method as well as which method is preferable in what kind of production or with which assets.
APA, Harvard, Vancouver, ISO, and other styles
6

Haley, 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 text
APA, Harvard, Vancouver, ISO, and other styles
7

Olexa, 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 text
APA, Harvard, Vancouver, ISO, and other styles
8

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.

Full text
Abstract:
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 enables specification of walk using number of parameters and is able to adapt to surrounding terrain. The result should be usable in creation of computer games and should allow for creation of specific animation of human walk without need to create such animation manually.
APA, Harvard, Vancouver, ISO, and other styles
9

Minařík, 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 text
Abstract:
This paper deals with studying skeletal animation techniques, and the subsequent design and implementation of skeletal animation extension for the GPUEngine library. The theoretical part describes the techniques of animation, skeletal animation and skinning. The following is an analysis of existing skeletal animation systems. The proposed solution seeks to reduce the data redundancy in the memory while rendering more skeletal models. According to the design a basic skeletal animation system has been implemented. Furthermore, a demonstration application has been created showing the skeletal system's use. The resulting skeletal system can be used in simple 3D applications and can serve as a basis for further works.
APA, Harvard, Vancouver, ISO, and other styles
10

Andblom, 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 text
Abstract:
-----
As 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.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Skeletal animation"

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

Cai, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Ali 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 text
APA, Harvard, Vancouver, ISO, and other styles
4

Zhou, 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 text
APA, Harvard, Vancouver, ISO, and other styles
5

de 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 text
APA, Harvard, Vancouver, ISO, and other styles
6

de 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 text
APA, Harvard, Vancouver, ISO, and other styles
7

Wei, 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 text
APA, Harvard, Vancouver, ISO, and other styles
8

Chang, 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 text
APA, Harvard, Vancouver, ISO, and other styles
9

Yu, 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 text
APA, Harvard, Vancouver, ISO, and other styles
10

Pan, 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 text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Skeletal animation"

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

Gregory, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Dai, 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 text
APA, Harvard, Vancouver, ISO, and other styles
4

Lerttriluck, 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 text
APA, Harvard, Vancouver, ISO, and other styles
5

Jingtang, 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 text
APA, Harvard, Vancouver, ISO, and other styles
6

Jieyun, 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 text
APA, Harvard, Vancouver, ISO, and other styles
7

Yonemoto, 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 text
APA, Harvard, Vancouver, ISO, and other styles
8

Lehmann, 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 text
APA, Harvard, Vancouver, ISO, and other styles
9

Ilie, 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 text
APA, Harvard, Vancouver, ISO, and other styles
10

Naya, 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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography