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Tesis sobre el tema "Computer animation"

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1

Montanari, Lucia. "Frattali e computer animation." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/14685/.

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2

Stainback, Pamela Barth. "Computer animation : the animation capabilities of the Genigraphics 100C /." Online version of thesis, 1990. http://hdl.handle.net/1850/11460.

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3

Trout, Terry Thoke. "Design of computer animation languages /." Title page, contents and abstract only, 1990. http://web4.library.adelaide.edu.au/theses/09SM/09smt861.pdf.

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4

Thornton, Thomas Lance. "Computer animation of quadrupedal locomotion." Texas A&M University, 2004. http://hdl.handle.net/1969.1/1400.

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A discussion of the theory and methodology for creating believable quadrupedal locomotion for computer animation applications. The study focuses on a variety of issues related to producing realistic animal gait animations and includes a case study for rigging and animating the various gaits of a horse. Visualization of unnatural gaits for the horse will also be discussed and animated. The process of rigging involves setting up the character control system in a high-end 3d computer animation program such as Maya which is used extensively by the computer graphics industry.
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5

Hawkins, Stuart Philip. "Video replay in computer animation." Thesis, University of Cambridge, 1990. https://www.repository.cam.ac.uk/handle/1810/250977.

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6

Yun, Hee Cheol. "Compression of computer animation frames." Diss., Georgia Institute of Technology, 1996. http://hdl.handle.net/1853/13070.

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7

Pullen, Andrew Mark. "Motion development for computer animation." Thesis, University of Cambridge, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.278403.

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8

Fukuchi, Yoshihiko. "Animation for computer integrated construction." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/12101.

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9

Sue, Hoylen. "Implicit models for computer animation." Thesis, University of Sussex, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.259514.

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10

Krasnovyd, Vanessa. "Information visualization using computer animation." Thesis, Київський національний університет технологій та дизайну, 2020. https://er.knutd.edu.ua/handle/123456789/15315.

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11

Seun, Wen Hwa. "Computer animation: time and process." The Ohio State University, 1994. http://rave.ohiolink.edu/etdc/view?acc_num=osu1322071920.

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12

Timmerman, Jo Anna. "Character animation with a computer /." Online version of thesis, 1989. http://hdl.handle.net/1850/11297.

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13

John, Nigel William. "Techniques for planning computer animation." Thesis, University of Bath, 1989. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.329568.

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14

Samoylenko, Igor. "Computer animation of deformable bodies." Thesis, University of Bath, 2002. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.269676.

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15

Earnshaw, Rae A., N. Magnenat-Thalmann, D. Terzopoulos, and D. Thalmann. "Computer animation for virtual humans." IEEE, 1998. http://hdl.handle.net/10454/3505.

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Yes<br>Advances in computer animation techniques have spurred increasing levels of realism and movement in virtual characters that closely mimic physical reality. Increases in computational power and control methods enable the creation of 3D virtual humans for real-time interactive applications. Artificial intelligence techniques and autonomous agents give computer-generated characters a life of their own and let them interact with other characters in virtual worlds. Developments and advances in networking and virtual reality (VR) let multiple participants share virtual worlds and i
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16

Yu, Jinhui. "Stylised procedural animation." Thesis, University of Glasgow, 1999. http://theses.gla.ac.uk/6737/.

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This thesis develops a stylised procedural paradigm for computer graphics animation. Cartoon effects animations - stylised representations of natural phenomena - have presented a long-standing, difficult challenge to computer animators. We propose a framework for achieving the intricacy of effects motion with minimal animator intervention. Our approach is to construct cartoon effects by simulating the hand-drawing process through synthetic, computational means. We create a system which emulates the stylish appearance, movements of cartoon effects in both 2D and 3D environments. Our computation
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17

Solomon, Gabriel Jerome. "Computer animation of multi-legged creatures." Thesis, Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/9192.

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18

Hunter, Jane Louise. "Integrated sound synchronisation for computer animation." Thesis, University of Cambridge, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.239569.

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19

Van, Baerle Susan Lynn. "Computer-generated, three-dimensional character animation." The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1166553738.

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20

Björklund, Niklas. "Acting in animation." Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-4698.

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<p>It is important to remember actors and animators are similar in many respects, but also very different in some. They both frame and provide life to a character, through thoughts and feelings. To obtain a better understanding of how professional animators work and what methods they use, this thesis contains general background information on animation and the Principles in Animation, as well as the analysis of acting and the different acting concepts. By studying these methods and utilizing them in my own work, a short animation was developed to visualize a characters personality through his
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21

Jerlardtz, Emilia. "Anatomy and Animation: Anatomically Based Animation Skeletons for Quadrupeds." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-13442.

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Constructing animation skeletons for quadrupeds is a complicated process, and knowing how to construct an animation skeleton for one type of quadruped does not guarantee the ability to effortlessly do so for another. This project explores how anatomy may easy the task of quadruped animation skeleton setup. Quadruped anatomy has been extensively studied and a method for animation skeleton setup based on anatomical information was explored using Autodesk Maya 2012. This method was based on the assumption that anatomical information could be incorporated into animation skeleton creation, thereby
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22

Pickup, David Lemor. "Example-based water animation." Thesis, University of Bath, 2013. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.607612.

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We present the argument that video footage of real scenes can be used as input examples from which novel three-dimensional scenes can be created. We argue that the parameters used by traditional animation techniques based on the underlying physical properties of the water, do not intuitively relate to the resulting visual appearance. We will present a novel approach which allows a range of video examples to be used as a set of visual parameters to design the visible behaviour of a water animation directly. Our work begins with a method for reconstructing the perceived water surface geometry fr
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23

He, Wendy. "Computer animation of particles and rigid bodies." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape17/PQDD_0005/MQ32399.pdf.

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24

Bissell, Daniel Whinnery. "Winter tears: a study in computer animation." Fogler Library, University of Maine, 2002. http://www.library.umaine.edu/theses/pdf/BissellDW2002.pdf.

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25

Hussin, Norriza. "Evidential analysis for computer-generated animation (CGA)." Thesis, University of Nottingham, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.431184.

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26

Lopez-Hernandez, Roberto. "Lossless compression for computer generated animation sequences." Thesis, University of Warwick, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.275237.

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27

Barker, Dean. "Computer facial animation for sign language visualization." Thesis, Stellenbosch : Stellenbosch University, 2005. http://hdl.handle.net/10019.1/50300.

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Thesis (MSc)--University of Stellenbosch, 2005.<br>ENGLISH ABSTRACT: Sign Language is a fully-fledged natural language possessing its own syntax and grammar; a fact which implies that the problem of machine translation from a spoken source language to Sign Language is at least as difficult as machine translation between two spoken languages. Sign Language, however, is communicated in a modality fundamentally different from all spoken languages. Machine translation to Sign Language is therefore burdened not only by a mapping from one syntax and grammar to another, but also, by a non-trivi
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28

Mehdi, Wasan. "Structure evaluation of computer human animation quality." Thesis, University of Bedfordshire, 2013. http://hdl.handle.net/10547/322822.

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This work will give a wide survey for various techniques that are present in the field of character computer animation, which concentrates particularly on those techniques and problems involved in the production of realistic character synthesis and motion. A preliminary user study (including Questionnaire, online publishing such as flicker.com, interview, multiple choice questions, publishing on Android mobile phone, and questionnaire analysis, validation, statistical evaluation, design steps and Character Animation Observation) was conducted to explore design questions, identify users' needs,
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29

May, Stephen Forrest. "Encapsulated models : procedural representations for computer animation /." The Ohio State University, 1998. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487949508367634.

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30

He, Wen (Wendy) Carleton University Dissertation Engineering Systems and Computer. "Computer animation of particles and rigid bodies." Ottawa, 1997.

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31

Chesnut, Barbara-Leigh. "A promotional campaign for a self-created computer animation "Ernie the Bird" /." Online version of thesis, 1990. http://hdl.handle.net/1850/11310.

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32

Achurra, Jeannette M. Arosemena. "Multi-image animation : "Super Hero" /." Online version of thesis, 1989. http://hdl.handle.net/1850/11484.

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33

Kim, Hana 1980. "Multimodal animation control." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/29661.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2003.<br>Includes bibliographical references (leaf 44).<br>In this thesis, we present a multimodal animation control system. Our approach is based on a human-centric computing model proposed by Project Oxygen at MIT Laboratory for Computer Science. Our system allows the user to create and control animation in real time using the speech interface developed using SpeechBuilder. The user can also fall back to traditional input modes should the speech interface fail. We assume that the use
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34

Safuoglu, Hikmet. "Within normal limits /." Online version of thesis, 1991. http://hdl.handle.net/1850/11610.

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35

Marcusson, Oscar. "Algoritmiska Animationer : En studie av automatisering av animation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16560.

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Att utveckla 3D-animeringar till dataspel är kostsamt eftersom det tar mycket tid och resurser för att uppnå den kvalitet som dagens spelare kräver. För att både spara arbetstid och göra det lättare för ovana animatörer att skapa animationer av tillräckligt hög kvalitet undersöker detta arbete hur ett verktyg för regelbaserad procedurell animering kan utformas, vad spelare anser om resultatet och vad utvecklare anser om både resultat och användning. För att testa detta skapades en artefakt (ett rymdspel) bestående av 3D-modeller och programmering (C# i Unity) av script, API, klasser och metode
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36

Torstensson, Erik. "Physically-based Real-time Animation." Thesis, Linköping University, Department of Electrical Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-10076.

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<p>The field of real-time computer animation is undergoing major changes, and many of the methods used to this point are no longer sufficient to achieve the degree of realism that is desired. There is a need for an animation method that provides greater realism, simpler ways to create animations, and more vivid and lifelike virtual creatures. This thesis suggests the possibility of doing that with a physically-based method, by researching current and alternative solutions, developing an architecture for a physically-based system, and describing an implementation of such a system.</p>
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37

Thornton, Andrew. "Ces't la vie : an animated film /." Online version of thesis, 1993. http://hdl.handle.net/1850/11773.

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38

Fox, Genevieve L. "Rope /." Online version of thesis, 1994. http://hdl.handle.net/1850/11920.

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39

Manrique, Silvina. "Click! : folie à deux /." Online version of thesis, 1995. http://hdl.handle.net/1850/12160.

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40

Elyjiw, George. "Master's thesis, Fences /." Online version of thesis, 1995. http://hdl.handle.net/1850/12233.

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41

Capell, Steve. "Interactive character animation using dynamic elastic simulation /." Thesis, Connect to this title online; UW restricted, 2004. http://hdl.handle.net/1773/6987.

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42

Friedrich, Carsten. "Animation in relational information visualization." Thesis, The University of Sydney, 2002. http://hdl.handle.net/2123/9288.

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In order to be able to navigate in the world without memorizing each detail, the human brain builds a mental map of its environment. The mental map is a distorted and abstracted representation of the real environment. Unimportant areas tend to be collapsed to a single entity while important landmarks are overemphasized. When working with visualizations of data we build a mental map of the data which is closely linked to the particular visualization. If the visualization changes significantly due to changes in the data or the way it is presented we loose the mental map and have to rebuild it fr
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43

Scott, T. D. "Adaptive network rendering in computer generated imagery." Thesis, Queen's University Belfast, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.390861.

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44

Funge, John David. "Making them behave, cognitive models for computer animation." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/NQ33902.pdf.

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45

Ho, Carlos S. N. "A framework for behavioural control in computer animation." Thesis, University of Sussex, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.321468.

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46

McKenna, Michael Allen. "A dynamic model of locomotion for computer animation." Thesis, Massachusetts Institute of Technology, 1990. http://hdl.handle.net/1721.1/14009.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1990.<br>Videocassette is VHS format.<br>Includes bibliographical references (leaves 86-90).<br>by Michael Allen McKenna.<br>M.S.
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47

Lwabona, Kwegyir (Bilo). "Multitouch-based collaborative pre-visualisation for computer animation." Master's thesis, University of Cape Town, 2016. http://hdl.handle.net/11427/20501.

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Computer animated pre-visualisation occurs at an early stage of visualising scenes in low-fidelity. This is a collaborative process, in which directors communicate with animators how shot sequences will occur. Producers also take notes to approximate costs and other stakeholders may give further input. The problem with this approach is that the improvement cycles can take a long time, making the process take exponentially longer with more iterations of improvement. Our aim is to create a system that reduces this time, while keeping every stakeholder of the animation on the same page. We have c
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48

Loizidou, Stephania M. "Dynamic analysis of anthropomorphic manipulators in computer animation." Thesis, London Metropolitan University, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.314630.

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49

Agnello, Highland Mary. "Using conformal mapping to aid in computer animation /." Online version of thesis, 1990. http://hdl.handle.net/1850/11086.

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50

Wong, Alice Yee Kit Carleton University Dissertation Psychology. "The use of animation in computer assisted instruction." Ottawa, 1994.

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