Academic literature on the topic 'Vfx'

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Journal articles on the topic "Vfx"

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Grassi, Giorgia, Iacopo Chiodini, Serena Palmieri, Elisa Cairoli, Maura Arosio, and Cristina Eller-Vainicher. "Bisphosphonates after denosumab withdrawal reduce the vertebral fractures incidence." European Journal of Endocrinology 185, no. 3 (September 1, 2021): 387–96. http://dx.doi.org/10.1530/eje-21-0157.

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Objective Several studies showed the occurrence of vertebral fracture (VFx) in patients discontinuing denosumab (Dmab), suggesting the need of bisphosphonate (BPs) therapy to mitigate this VFx risk increase. However, the morphometric VFx (morphoVFx) incidence after Dmab discontinuation and the BPs effect on VFx risk in this setting are still a matter of debate. Design Retrospective, monocentric study. Methods In 120 patients (111 females) discontinuing Dmab, 19 have not been treated (non-treated group: 16 females, aged 63.5 ± 15.0 years) and 101 patients have been treated (treated group: 95 females, aged 70.0 ± 10.6 years) with BPs (28 alendronate (ALN); 73 zoledronate ZOL), single infusion), respectively. We evaluated the incidence of both clinical VFx and morphoVFx in treated group and non-treated group. Results Patients in treated group showed a 5.5% VFx incidence (n = 6, three clinical, three morpho VFx), which was anyway lower than non-treated group patients (n = 4, 21.1%, four clinical, three multiple, P = 0.029), despite a comparable FRAX score at the time of Dmab initiation. The logistic regression analysis showed that the VFx incidence was independently associated with the lack of BPs treatment (odds ratio: 13.9, 95% CI 1.7–111.1, P = 0.014), but not with the number of Dmab injections, age, duration of BPs before Dmab initiation, the BMD at Dmab withdrawal, and the prevalence of VFx at Dmab withdrawal. Conclusions The Dmab withdrawal is associated with an increased risk of clinical but not morphometric VFx. Therapy with ALN or with a single ZOL treatment is partially effective in reducing the increased VFx risk after Dmab withdrawal.
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Ng, Lynn-Sze. "Role of Enhancing Visual Effects Education Delivery to Encounter Career Challenges in Malaysia." International Journal of Information and Communication Technology Education 13, no. 1 (January 2017): 41–47. http://dx.doi.org/10.4018/ijicte.2017010104.

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Problem-based Learning (PBL) is one of the most effective methods of instruction that helps Visual Effects (VFX) students to be more adaptable at encountering career challenges in Malaysia. These challenges are; lack of several important requirements such as, the basic and fundamental knowledge of VFX concepts, the ability to understand real-world problems and to convert ideas into VFX solutions, the ability to attain and retain up-to-date knowledge of VFX concepts, and perhaps most importantly, the ability to come up with solutions to real-world problems. Its role in helping students; thus, encompasses improving the level of meaningfulness of their learning experience, and their skills in terms of comprehension, knowledge retention, problem-solving, self-directed learning, as well as interpersonal skills. The use of PBL helps VFX students to cope with the encounters of the career challenges in Malaysia that may be enhanced by focusing on a faculty-wide approach as compared to applying it on a course at a time. Moreover, such methods of enhancing VFX education delivery in Malaysia are to encourage reflective practices and PBL based dialogues on VFX, and to increase the level of VFX competence of instructors through improved training methods.
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Samaras, Evanthia. "Futureproofing Visual Effects." International Journal of Digital Curation 16, no. 1 (August 15, 2021): 15. http://dx.doi.org/10.2218/ijdc.v16i1.689.

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Digital visual effects (VFX), including computer animation, have become a commonplace feature of contemporary episodic and film production projects. Using various commercial applications and bespoke tools, VFX artists craft digital objects (known as “assets”) to create visual elements such as characters and environments, which are composited together and output as shots. While the shots that make up the finished film or television (TV) episode are maintained and preserved within purpose-built digital asset management systems and repositories by the studios commissioning the projects; the wider VFX network currently has no consistent guidelines nor requirements around the digital curation of VFX digital assets and records. This includes a lack of guidance about how to effectively futureproof digital VFX and preserve it for the long-term. In this paper I provide a case study – a single shot from a 3D animation short film – to illustrate the complexities of digital VFX assets and records and the pipeline environments whence they are generated. I also draw from data collected from interviews with over 20 professional VFX practitioners from award-winning VFX companies, and I undertake socio-technical analysis of VFX using actor-network theory. I explain how high data volumes of digital information, rapid technology progression and dependencies on software pose significant preservation challenges. In addition, I outline that by conducting holistic appraisal, selection and disposal activities across their entire digital collections, and by continuing to develop and adopt open formats; the VFX industry has improved capability to preserve first-hand evidence of their work in years to come.
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Yu, Hyoung-Jun. "Study on Indefinite-shape VFX." Journal of Image and Cultural Contents 17 (June 30, 2019): 173–92. http://dx.doi.org/10.24174/jicc.2019.06.17.173.

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Jones, Nick. "Far from Houdini: The ‘Magic’ of the VFX Breakdown." Animation 18, no. 1 (March 2023): 42–58. http://dx.doi.org/10.1177/17468477231155541.

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VFX (visual effects) breakdowns are short ancillary videos that advertise the digital animation work undertaken by a VFX company for a particular film or television programme. Claiming to take viewers ‘behind the magic’ of VFX, breakdowns disassemble a wide variety of shots and sequences, and point to the extensive use of computer-generated imagery in contemporary blockbuster cinema. But, as much as breakdowns reveal some illusions, they conjure others. Breakdowns operate in a register of speed, fluidity and efficacy, showing neither the many people nor the extensive periods of time that it takes to painstakingly generate all these VFX. In this article, the author reveals how the omission of labour and duration in VFX breakdowns both reflects and contributes to a broader (mis)understanding of digital effects as immaterial, instantaneous and magical. His case study is Spider-Man: Far From Home (2019), a film that links VFX with magic, evokes the breakdown in some of its spectacular visuals, and even outright villainizes those effects artists who seek fair recognition for their work.
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Samaras, Evanthia, and Andrew Johnston. "Off-Lining to Tape Is Not Archiving: Why We Need Real Archiving to Support Media Archaeology and Ensure Our Visual Effects Legacy Thrives." Leonardo 52, no. 4 (August 2019): 374–80. http://dx.doi.org/10.1162/leon_a_01779.

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This paper examines digital asset archiving and preservation practice in the visual effects (VFX) industry. The authors briefly summarize media archaeology theory and provide an overview of how VFX studios presently archive project assets and records, based on case study and interview research conducted with expert VFX practitioners from leading international studios. In addition, the authors propose that current practice could be improved by adopting archival science methods, including digital preservation practices. Doing so will support media archaeology studies of digital cultures over time and ensure that the legacy of VFX creative and technical production thrives for future generations.
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Al-Bacha, Souad, Brendan Page, Han Lam, Michael Singer, Bernard Cook, D. Sudhaker Rao, and Shobana Athimulam. "RF18 | PSAT165 Effect of Age, Gender, & Ethnicity on the Prevalence of Vertebral fractures in Patients with Primary Hyperparathyroidism." Journal of the Endocrine Society 6, Supplement_1 (November 1, 2022): A228—A229. http://dx.doi.org/10.1210/jendso/bvac150.469.

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Abstract Background Primary hyperparathyroidism (PHPT) is one of the known causes of secondary osteoporosis. PHPT is associated with increased bone turnover, low bone density and quality; but there have been conflicting results on the risk of fractures. There is limited information on the effects of age, gender, and ethnicity on fracture risk in PHPT. Objective To determine the prevalence of vertebral fractures (VFx) and associated risk factors in patients with PHPT Design: Retrospective cross-sectional study Setting: Academic medical center in a community setting Main outcome measured: 1) Bone mineral density (BMD), and T- and Z-scores of the lumbar spine (LS). 2) Vertebral morphometry was assessed using the Genant method to identify asymptomatic vertebral fractures (VFx) on CT spine images. 3) Biochemical measurements included serum PTH, Creatinine (Cr) and Calcium (Ca). Results In this retrospective study of consecutive 560 PHPT patients verified by surgery [447 women with a median age of 62y; 362 Caucasians (65%), 142 African Americans (AA, 25%) and 22 unspecified race (10%)] were included. Prevalence of VFx was 13% (n=75), other sites 15% (n=84), wrist fractures 3% (n=16) and hip fractures 1% (n=6). Fracture prevalence at all sites was higher in women, but significant only for VFx (71% vs 29%, p=0.04). In subgroup analysis by age (above or below 50y) and gender, there was no significant difference in LS BMD, T- or Z-score values, serum PTH, Ca and Cr in patients with and without VFx. In subgroup analysis by ethnicity: i) prevalence of all fractures was higher in Caucasians compared to AA and others ii) mean serum PTH (±SD) level was significantly higher in AA vs Caucasian patients with VFx (190 ± 124 vs 121 ± 57 pg/mL, p=0.03) and iii) no significant differences were noted in LS BMD, T-or Z-scores, serum Ca and Cr in patients with VFx. In multivariate analysis (age, serum Ca, PTH >100, and LS BMD) to predict risk of VFx in all patients, only age [OR 1.07, CI 1.03-1.11) and serum Ca [OR 1.7, CI 1.03–2.79] were significant factors. In women, multivariate analysis identified increasing age to be the only significant risk factor to predict risk of VFx. [OR 1.107, CI 1.03-1.12]. Conclusion Vertebral fractures (VFx) is more prevalent in comparison to wrist and hip fractures in patients with PHPT. Serum PTH is significantly higher in African American PHPT patients with VFx. Increasing age and serum calcium ≥11.1 mg/dL are significant predictors of VFx in PHPT patients. Presentation: Saturday, June 11, 2022 12:42 p.m. - 12:47 p.m., Saturday, June 11, 2022 1:00 p.m. - 3:00 p.m.
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Gadir Ahmadov, Araz Aliyev, Gadir Ahmadov, Araz Aliyev. "INTEGRATING VISUAL EFFECTS INTO 2D PLATFORMER GAMES TO ENHANCE PLAY EXPERIENCES." PAHTEI-Procedings of Azerbaijan High Technical Educational Institutions 40, no. 05 (April 25, 2024): 291–300. http://dx.doi.org/10.36962/pahtei40052024-291.

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As the gaming industry continues to evolve, developers seek innovative ways to engage players and heighten their immersive experiences. This paper explores the integration of visual effects (VFX) into 2D platformer games as a means to enhance gameplay experiences. By combining traditional platformer mechanics with carefully crafted visual elements, developers can introduce new dimensions of excitement, challenge, and aesthetic appeal to players. The paper begins by surveying the historical progression of 2D platformer games and the role of visual aesthetics in shaping player engagement. It then delves into the theoretical framework of integrating VFX, drawing from principles of game design, psychology, and visual perception. Through a review of relevant literature and case studies, the paper highlights successful implementations of VFX in various gaming contexts, illustrating their potential to influence player behavior and emotional responses.Additionally, the paper addresses the importance of balancing visual spectacle with gameplay clarity, ensuring that VFX enhancements do not detract from core mechanics or impede player comprehension. It emphasizes the iterative nature of design processes, advocating for playtesting and user feedback to refine and optimize VFX integration. This paper provides insights into the transformative role of visual effects in enhancing play experiences within the realm of 2D platformer games. By embracing VFX as a creative tool, developers can unlock new realms of imagination and captivate players in ever-evolving adventures. Keywords: VFX, Visual Effects, 2D Platformer, Game Development, User experience.
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van der Weijden, Maria A. C., J. Christiaan van Denderen, Willem F. Lems, Michael T. Nurmohamed, Ben A. C. Dijkmans, and Irene E. van der Horst-Bruinsma. "Etanercept Increases Bone Mineral Density in Ankylosing Spondylitis, but Does Not Prevent Vertebral Fractures: Results of a Prospective Observational Cohort Study." Journal of Rheumatology 43, no. 4 (February 15, 2016): 758–64. http://dx.doi.org/10.3899/jrheum.150857.

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Objective.Ankylosing spondylitis (AS) is characterized by chronic inflammation leading to ankylosis, but also to low bone mineral density (BMD) and vertebral fractures (VFx). Treatment with tumor necrosis factor-α blockers decreases inflammation and has shown to be effective in increasing BMD. We studied the effects of etanercept (ETN) on BMD and VFx in patients with AS after 2 years of treatment. Further, we studied changes in bone turnover markers and radiological damage.Methods.Patients with active AS, treated with ETN for 2 years, were included. BMD lumbar spine and hip were measured at baseline and after 2 years, as well as radiological damage (modified Stoke Ankylosing Spondylitis Spinal Score with the addition of the thoracic spine), VFx (Genant method), and change in bone turnover markers.Results.Forty-nine patients with AS were included. After 2 years of ETN, hip BMD increased by 2.2% (p = 0.014) and lumbar spine BMD by 7.0% (p < 0.001). The Bath Ankylosing Spondylitis Disease Activity Index decreased significantly (p < 0.001), as well as C-reactive protein and erythrocyte sedimentation rate (p < 0.001). Despite ETN therapy, the number of patients with VFx more than doubled (from 6 to 15 patients, p = 0.003). Also, the radiological damage increased significantly over time (from 12.1 to 18.5, p < 0.001); however, no significant change in bone turnover markers was found.Conclusion.This prospective longitudinal observational cohort study showed that after 2 years of ETN, BMD of the hip and spine increased significantly, but the number of patients with VFx and the severity of VFx increased as well. Besides that, radiological progression, including the thoracic spine, increased significantly. Thus, the favorable bone-preserving effect is accompanied by unfavorable outcomes on VFx and radiological damage.
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Eller-Vainicher, Cristina, Marcello Filopanti, Serena Palmieri, Fabio Massimo Ulivieri, Valentina Morelli, Volha V. Zhukouskaya, Elisa Cairoli, et al. "Bone quality, as measured by trabecular bone score, in patients with primary hyperparathyroidism." European Journal of Endocrinology 169, no. 2 (August 2013): 155–62. http://dx.doi.org/10.1530/eje-13-0305.

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ObjectiveIn primary hyperparathyroidism (PHPT), vertebral fractures (VFx) occur regardless of bone mineral density (BMD) and may depend on decreased bone quality. Trabecular bone score (TBS) is a texture measurement acquired during a spinal dual-energy X-ray absorptiometry (DXA). Recently, TBS has been proposed as an index of bone micro-architecture.DesignWe studied 92 PHPT patients (74 females, age 62.1±9.7 years) and 98 control subjects. In all patients at baseline, in 20 surgically treated patients and in 10 conservatively treated patients after 24 months, TBS, spinal (lumbar spine (LS)) and femoral (total hip (TH) and femoral neck (FN)) BMD were assessed by DXA and VFx by spinal radiograph.ResultsPHPT patients had lower TBS (−2.39±1.8) and higher VFx prevalence (43.5%) than controls (−0.98±1.07 and 8.2% respectively, bothP<0.0001). TBS was associated with VFx (odds ratio 1.4, 95% CI 1.1–1.9,P=0.02), regardless of LS-BMD, age, BMI and gender, and showed a better compromise between sensitivity (75%) and specificity (61.5%) for detecting VFx than LS-BMD, TH-BMD and FN-BMD (31 and 75%, 72 and 44.2%, and 64 and 65% respectively). In surgically treated patients, TBS, LS-BMD, TH-BMD and FN-BMD increased (+47±44.8,+29.2±34.1,+49.4±48.7 and +30.2±39.3% respectively, allP<0.0001). Among patients treated conservatively, TBS decreased significantly in those (n=3) with incident VFx (−1.3±0.3) compared with those without (−0.01±0.9,P=0.048), while BMD changes were not statistically different (LS 0.3±1.2 vs −0.8±0.9 respectively,P=0.19; TH 0.4±0.8 vs −0.8±1.4 respectively,P=0.13 and FN 0.4±0.9 vs −0.8±1.4 respectively,P=0.14).ConclusionsIn PHPT, bone quality, as measured by TBS, is reduced and associated with VFx and improves after surgery.
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Dissertations / Theses on the topic "Vfx"

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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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Lagergren, Mattias. "GPU accelerated SPH simulation of fluids for VFX." Thesis, Linköping University, Visual Information Technology and Applications (VITA), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-57320.

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Johansson-Evegård, Erik. "Artist Friendly Fracture Modelling." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-74477.

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Destruction is one of the key aspects of visual effects. This report describes the work that was done to create a production ready pre-fracture modelling plug-in for Maya. It provides information on what methods that can be used to create a robust plug-in and various techniques for sampling points to create interesting fracture patterns using the Voronoi diagram. It also discusses how this work can be further built on to create an even better plug-in.
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Poštulka, Ondřej. "Metodika řízení VFX projektů ve filmové a reklamní postprodukci." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-124802.

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Post-product studios which finalise the results of authorial audiovisual products are an important part of the media space. In this thesis, I am dealing with one of the phases of post-production film processing -- the methodology of management and optimization of VFX projects, by which I mean the utilization of computer graphics in the creation of special visual effects in film and advertising. In order to optimize VFX projects I designed a sample project based on a typical, VFX postproduction which became the basis for the comparison of the general principles of the project management and actual procedure used in practice with the quest to optimize the management of the project. The purpose of this thesis is to establish a project management methodology for a VFX project which consists of four subsequent steps. The first step is the division of a VFX project into phases. The second step is the identification of auxiliary computer programmes for each phase, followed by an analysis of the risks and the evaluation of the optimal procedure. The first part of this thesis is devoted to the general definition of computer graphics and their use in post-production. The second part focuses on the development of the management methodology of VFX projects by testing it on a sample project.
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Eliasson, Ludvig. "Replicating movement and behaviour of different cloths for VFX-production." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63849.

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This thesis discusses cloth simulations for visual effects production, and thereplication of real life garments in that context. The purpose is to get anunderstanding for the practical process of recreating actual cloth garments, andthrough this work explore the behaviour of cloth materials and the importance of theirspecific traits in a simulation context. This is achieved through recreating threespecific cloth garments in a computer simulation package, cross-referencingobserved cloth properties as guidance. The resulting videos are then compared sideby side with filmed reference by the author and through a survey, along with similarlooking simulations to evaluate the quality of the simulations. The results show that itis possible to digitally recreate real world garments, with accuracy being mostlydepending on resolution, model accuracy and apparent thickness. The report alsohighlights a need for further research into tangible cloth recreation.
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Dempwolf, Holm Marcus. "The structuring of a VFX Pipeline : The structure, reasoning and choices." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69535.

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This thesis will go over the typical structure of a pipeline for a VFX company. The report will then compare this structure against a real VFX company’s own pipeline and discuss the choices that may push a company make unique changes to the typical pipeline structure. The goal of this thesis is to understand how a typical VFX pipeline is structured and to gain an understanding of the choices that leads to unique situations. • What does a typical VFX pipeline look like? • What can a real-world example look like? • What affects the structuring of a pipeline?
Denna rapport kommer att gå igenom den typiska strukturen av en pipeline hos ett VFX företag. Rapporten kommer sedan att jämföra denna strukturen emot ett riktigt VFX företags egna pipeline och diskutera dom val som leder till att företag ibland gör unika förändringar av den typiska pipelinen. Målet är att ta reda på hur en typisk VFX pipeline ser ut och få förståelse för dom val som leder till unika situationer • Hur ser en typisk VFX pipeline ut? • Hur kan en implementering av en pipeline se ut? • Vad är det som påverkar struktureringen av en pipeline?

The VFX company and its employees which I had contact with wanted to remain anonymous.

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Nilsson, Jenny. "The Process of Realistic Grooming for Animals." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64412.

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Creating photorealistic animals in computer graphics is common within the VFX industry and is increasing as the technology advances. With CG you can nowadays create almost realistic and believable animals. One of the biggest challenges in creating a realistic animal is creating realistic fur. The question is what challenges poses creating realistic fur and what is the process to achieve it? How does groom affect the other departments in the pipeline such as modeling and texturing, what are things you need to keep in mind when creating fur? In this thesis, the study of recreating a realistic fur for a lion was conducted while examining the challenges posed while creating it. The study shows that grooming demands more out of the other departments and while creating realistic fur is one thing, accomplishing realistic hair within a context such as for a specific animal is an elaborate process which demands both technical and artistic skills in conjunction with a structured approach.
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Adler, Robert, and Andreas Eriksson. "Visuella Effekter Inom Genrespecifik Musikvideoproduktion." Thesis, Umeå University, Department of Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-35608.

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Today almost every artist has a music video. With today’s technology it has become a lot easier for smaller companies or amateur filmers to produce and distribute their work. But how important is an artist’s music video and where do people find their music these days? Other questions we wanted to answer were if there is a typical way a music video looks like based on its genre. And is it possible to break these stereotypical ways of producing music videos and thereby create a higher level of enjoyment from the viewer? Our main idea of achieving this was by the use of visual effects in a genre, which in our opinion usually don’t showcase these types of effects. The genre we decided to work with was singer/songwriter, which we think is one genre that doesn’t typically use visual effects. To back up our opinions we studied a lot of music videos from different genres to really see what was typical for each of them. Furthermore we made a survey to find answers for our questions about people’s views on the importance of a well-made music video and where they watch and find them. After we had found some of our answers we produced a music video, one with, and one without visual effects. We then showed these to a number of people and asked them questions about their opinions. Based on our results from studying different music videos and the surveys we came up with a conclusion. And we can say that using visual effects in a genre were they typically aren’t used is possible and it can enhance a viewers enjoyment of the music video. Although we also found out that it should be done with moderation and in good relations with the specific genre.

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Hedberg, Vilhelm. "Evaluation of Hair Modeling, Simulation and Rendering Algorithms for a VFX Hair Modeling System." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-65592.

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Creating realistic virtual hair consists of several major areas: creating the geometry, moving the hair strands realistically and rendering the hair. In this thesis, a background survey covering each one of these areas is given. A node-based, procedural hair system is presented, which utilizes the capabilities of modern GPUs. The hair system is implemented as a plugin for Autodesk Maya, and a user interface is developed to allow the user to control the various parameters. A number of nodes are developed to create effects such as clumping, noise and frizz. The proposed system can easily handle a variety of hairstyles, and pre-renders the result in real-time using a local shading model.
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Kylén, Jonas. "Deep compositing in VFX : Creating a framework for deciding when to render deep images or traditional renders." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74559.

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Books on the topic "Vfx"

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Jackson, Wallace. VFX Fundamentals. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0.

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Kumar, Abhishek. Beginning VFX with Autodesk Maya. Berkeley, CA: Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-7857-4.

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Zwerman, Susan. The visual effects producer: Understanding the art and business of VFX. Amsterdam: Elsevier Focal Press, 2009.

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Finance, Charles L. The visual effects producer: Understanding the art and business of VFX. Amsterdam : Boston: Elsevier/Focal Press, 2010.

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Susan, Zwerman, ed. The visual effects producer: Understanding the art and business of VFX. Amsterdam : Boston: Elsevier/Focal Press, 2010.

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A, Okun Jeffrey, Zwerman Susan, and Visual Effects Society, eds. The VES handbook of visual effects: Industry standard VFX practices and procedures. Amsterdam: Focal Press, 2010.

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Drate, Spencer. VFX artistry: A visual tour of how the studios create their magic. Burlington, MA: Focal Press, 2009.

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Drate, Spencer. VFX artistry: A visual tour of how the studios create their magic. Amsterdam: Focal Press, 2010.

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Jütka, Salavetz, ed. VFX artistry: A visual tour of how the studios create their magic. Amsterdam: Focal Press, 2010.

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Hara, Masashi. Dejitaru kontentsu sangyō shūseki ni okeru purojekuto kōdinēto: VFX sūpābaizā no shūkan kontakuto kōdō o chūshin ni. Takamatsu, Kagawa: Kagawa University, 2002.

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Book chapters on the topic "Vfx"

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Jackson, Wallace. "Visual Effects: Set Up Your VFX Content Development Workstation." In VFX Fundamentals, 1–11. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_1.

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Jackson, Wallace. "VFX Pipeline Motion Control: Using the Spline Editor." In VFX Fundamentals, 113–25. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_10.

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Jackson, Wallace. "VFX Pipeline Pixel Isolation: Animated Polyline Masking." In VFX Fundamentals, 127–45. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_11.

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Jackson, Wallace. "VFX Pipeline Automated Masking: Matte Generators." In VFX Fundamentals, 147–63. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_12.

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Jackson, Wallace. "VFX Pipeline Pixel Tracking: Using Motion Tracking." In VFX Fundamentals, 165–82. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_13.

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Jackson, Wallace. "VFX Pipeline 3D Production: Compositing 3D Assets." In VFX Fundamentals, 183–203. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_14.

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Jackson, Wallace. "VFX Pipeline 3D Rendering: Shader, Material, and Texture." In VFX Fundamentals, 205–19. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_15.

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Jackson, Wallace. "VFX Pipeline 3D Modeling: 3D Text-Title Creation." In VFX Fundamentals, 221–32. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_16.

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Jackson, Wallace. "VFX Pipeline 3D Animation: 3D Text-Titling Modifiers." In VFX Fundamentals, 233–46. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_17.

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Jackson, Wallace. "Advanced VFX Pipeline Effects: 3D Particle Systems." In VFX Fundamentals, 247–67. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_18.

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Conference papers on the topic "Vfx"

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Segura-Bowers, Brent, Gareth Edwards, and John Knoll. "ILM VFX." In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3078280.3101048.

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Segura-Bowers, Brent, Jordan Vogt-Roberts, Jeff White, and Brent Segura-Bowers. "ILM VFX." In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3078280.3106000.

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Ono, Ryuichi, and Tetsuaki Baba. "Tangible VFX: Physical Objects with Added VFX Effects." In TEI '24: Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3623509.3635321.

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Magar, Yuvraj. "Peak 9 VFX." In ACM SIGGRAPH 2011 Dailies. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2047493.2047504.

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Reinders, James, George ElKoura, Erwin Coumans, Ron Henderson, Martin Watt, and Jeff Lait. "Multithreading and VFX." In ACM SIGGRAPH 2013 Courses. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2504435.2504452.

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Aubel, Amaury. ""HOME" VFX breakdown." In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2745234.2746859.

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Turner, Natasha, James Gunn, Joe Letteri, Guy Williams, David Clayton, and Simeon Duncombe. "Weta digital VFX." In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3078280.3101047.

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Turner, Natasha, Matt Reeves, Joe Letteri, Dan Lemmon, and Daniel Barrett. "Weta digital VFX." In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3078280.3114817.

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Turner, Natasha, Luc Besson, Joe Letteri, Martin Hill, Eric Reynolds, and Paul Story. "Weta digital VFX." In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3078280.3114818.

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"@DNEG VFX showcase." In SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3446562.3458692.

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Reports on the topic "Vfx"

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Avis, William. Value for Money of Different CSO Delivery Options. Institute of Development Studies, June 2022. http://dx.doi.org/10.19088/k4d.2022.087.

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Value for Money (VfM) is a concept that broadly defines how to maximise and sustain equitable and quality outputs, outcomes and impact for a given level of resources. VfM is a frequently misunderstood term, often associated with complex economic analysis methods. The literature reviewed in this report shows no clear consensus concerning how VfM should be defined. This rapid literature review collates available literature on the value for money of different CSO delivery options. It draws on a diverse range of sources from academic and grey literature. The review draws heavily on a number of sources including Coffey (2015), Laws and Valters (2021) and INTRAC (2020).Despite a range of definitions of VfM being developed and refined, there exist a dearth of detailed attempts to understand how best to conceptualise, measure and manage VfM for programmes which aim to be adaptive.How VfM is interpreted continues to evolve, for example, the Independent Commission for Aid Impact has broadened how VfM is assessed by requiring different types of accountability and transparency commitments to ensure that CSOs use funding responsibly (ICAI, 2018).The availability of VfM evidence across many funding arrangements is lacking or incomplete. Additionally, while the effectiveness and impact of specific funding mechanisms was typically explored and assessed in the literature, the relationship between the design and execution of the broader funding arrangement in relation to VfM was usually inferred rather than explicitly assessed.
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AVONDALE INDUSTRIES LA. Vendor Furnished Information (VFI); National Marine Standard VFI Guidelines. Fort Belvoir, VA: Defense Technical Information Center, February 1999. http://dx.doi.org/10.21236/ada452127.

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Stevens A. J. CASIM on VAX. Office of Scientific and Technical Information (OSTI), August 1987. http://dx.doi.org/10.2172/1151196.

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Imossi, R. BNLDAG VAX Networks. Office of Scientific and Technical Information (OSTI), June 1987. http://dx.doi.org/10.2172/1157448.

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Imossi, R. VAX/VMS Mail. Office of Scientific and Technical Information (OSTI), June 1987. http://dx.doi.org/10.2172/1157449.

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Imossi, R. BNLDAG VAX GMAIL. Office of Scientific and Technical Information (OSTI), June 1987. http://dx.doi.org/10.2172/1157450.

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Mannel, Eric. PHENIX VTX Prototype. Office of Scientific and Technical Information (OSTI), July 2008. http://dx.doi.org/10.2172/1975697.

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Taiber, Joachim. Unsettled Topics Concerning the Impact of Quantum Technologies on Automotive Cybersecurity. SAE International, December 2020. http://dx.doi.org/10.4271/epr2020026.

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Quantum computing is considered the “next big thing” when it comes to solving computational problems impossible to tackle using conventional computers. However, a major concern is that quantum computers could be used to crack current cryptographic schemes designed to withstand traditional cyberattacks. This threat also impacts future automated vehicles as they become embedded in a vehicle-to-everything (V2X) ecosystem. In this scenario, encrypted data is transmitted between a complex network of cloud-based data servers, vehicle-based data servers, and vehicle sensors and controllers. While the vehicle hardware ages, the software enabling V2X interactions will be updated multiple times. It is essential to make the V2X ecosystem quantum-safe through use of “post-quantum cryptography” as well other applicable quantum technologies. This SAE EDGE™ Research Report considers the following three areas to be unsettled questions in the V2X ecosystem: How soon will quantum computing pose a threat to connected and automated vehicle technologies? What steps and measures are needed to make a V2X ecosystem “quantum-safe?” What standardization is needed to ensure that quantum technologies do not pose an unacceptable risk from an automotive cybersecurity perspective?
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Wylde, Emily. Value for Money of Social Assistance in Fragile Contexts: Considerations, Evidence, and Research Priorities. Institute of Development Studies (IDS), March 2022. http://dx.doi.org/10.19088/basic.2022.009.

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Value for Money (VfM) is an essential tool for balancing difficult policy and programme decisions. While many of the conceptual approaches to VfM and methods for estimation are similar between regular development programming for social protection and humanitarian cash and food assistance, so far these literatures have evolved in fairly distinct silos. There is relatively little work that brings the two strands together. This thematic review provides a conceptual framework for understanding VfM of social assistance in fragile and conflict-affected situations (FCAS). It draws out what is particular to these contexts and identifies key areas for focus. It then reviews the existing literature to identify gaps and point to priorities for further research.
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Marquart, Jed E. VAX MERCURY User's Manual. Fort Belvoir, VA: Defense Technical Information Center, April 1990. http://dx.doi.org/10.21236/ada222334.

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