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BEZERRA, HEDLENA MARIA DE ALMEIDA. "3D COLORIZING FOR 2D ANIMATION". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7715@1.
Pełny tekst źródłaFINANCIADORA DE ESTUDOS E PROJETOS
Esta dissertação discute a aplicação de efeitos de colorização 3D a animações 2D produzidas pela técnica quadro-a-quadro. Utilizando algoritmos de processamento de imagens, desenhos 2D são preparados para receber técnicas de sombreamento evitando a transformação da cena para uma geometria 3D. Esta preparação se dá através da obtenção de mapas de normais que aproximam a geometria do desenho. O sombreamento é obtido através de um conjunto de técnicas de renderização foto-realistas e não-foto-realistas, que podem ser adaptadas para utilização de normais aproximadas. Visando amenizar o trabalho exaustivo de colorir cada desenho, um método baseado no relacionamento entre imagens é apresentado para colorir automaticamente cada quadro numa seqüência de desenhos. Este processo de colorização considera a necessidade de possíveis intervenções humanas para garantir a qualidade final de cada imagem da animação. Um estudo sobre aproximação de normais, técnicas de sombreamento, segmentação de imagens e rastreamento de objetos é amplamente discutido nesta dissertação.
This dissertation discusses the 3D colorization effects usage over a 2d animation, which has been produced through frame-by-frame techniques. Normal vector maps approximates the drawing geometry and provide the ability to perform shading effects by applying digital image processing algorithms, avoiding 3D geometry scene transformation. A set of photorealistic and non-photorealistic renderization techniques, which can be adapted to normal approximation usage, is proposed in the colorization process. Also, a method based on interframe dependence is presented, aiming to reduce the thoroughgoing effort of colorizing each individual frame within an animation. This colorization process considers possible human interventions to ensure image´s result quality. Finally, this dissertation provides a comprehensive study regarding several topics, such as normal approximations, shading techniques, image segmentation and object tracking.
Chin, Min-Zhi. "Naga: Combining 2D and 3D Animation". Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/honors/119.
Pełny tekst źródłaEven, Melvin. "Animation 2D esquissée assistée par ordinateur". Electronic Thesis or Diss., Bordeaux, 2024. http://www.theses.fr/2024BORD0457.
Pełny tekst źródłaTraditional 2D animation is a time-intensive process requiring a high level of expertise, as animators must draw thousands of individual frames by hand to create a complete animation sequence. With the advent of computer animation, artists now have the option to use 3D animation or 2D puppet-style techniques, which eliminate the need to manually draw each frame but often sacrifice the unique workflows and artistic style characteristic of traditional 2D animation. Alternatively, digital tools that emulate traditional 2D animation streamline tasks like drawing and coloring, but still require animators to draw each frame by hand. In academia, many computer-assisted methods have been developed to automate the inbetweening of clean line drawings, in which intermediate frames are automatically generated from input key drawings. However, these methods tend to be constrained by rigid workflows and limited artistic control, largely due to the challenges of stroke matching and interpolation. In this thesis, we take a novel approach to address these limitations by focusing on an earlier stage of animation using rough drawings (i.e., sketches). Our key innovation is to recast the matching and interpolation problems using transient embeddings, which consist in groups of strokes that exist temporarily across keyframes. A transient embedding carries strokes between keyframes both forward and backward in time through a sequence of transformed lattices. Our system generates rough inbetweens in real-time allowing artists to preview and edit their animation using tools that offer precise artistic control over the dynamics of the animation. This ensures smooth continuity of motion, even when complex topological changes are introduced and enables non-linear exploration of movements. We demonstrate these capabilities on state-of-the-art 2D animation examples. Another notoriously difficult task is the representation 3D motion and depth through 2D animated drawings. Artists must pay particular attention to occlusions and how they evolve through time, a tedious process. Computer-assisted inbetweening methods such as cut-out animation tools allow for such occlusions to be handled beforehand using a 2D rig, at the expense of flexibility and artistic expression. We also address occlusion handling without sacrificing non-linear control. Our contribution in that matter is two-fold: a fast method to compute 2D masks from rough drawings with a semi-automatic dynamic layout system for occlusions between drawing parts; and an artist-friendly method to both automatically and manually control the dynamic visibility of strokes for self-occlusions. Our system helps artists produce convincing 3D-like 2D animations, including head turns, foreshortening effects, out-of-plane rotations, overlapping volumes and even transparency
Jurvanen, Christin. "Japansk 2D grafisk animation : uppkomst och influenser". Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1490.
Pełny tekst źródłaAu, Kristin C. "Animation : 2D versus 3D and their combined effect". Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/92640.
Pełny tekst źródłaCataloged from PDF version of thesis.
Includes bibliographical references (pages 53-54).
This thesis studies the differences in the perception of space and character movement between 2D and 3D animation. 2D animation is defined by elements constructed in a 2D environment while 3D animation by elements constructed in a 3D environment. Modern day animated films have been seen to mix the two forms for the sake of artistic effect, expedited production, and general convenience. Though some modern animations combine the two in the explorative quest to discover new animation forms, few films directly compare the forms to visualize the differences in their perceived qualities. Noticeably, the two animation methods differ in level of detail, dimension, realism, and artistic expression. In terms of lighting, the science of illumination dictates the 3D environment whereas in the 2D environment, lighting is an illusion created by coloring conventions. This study looks specifically at lighting as the controlling factor delineating the two forms. Two short mixed media films were created. One film had a 3D base while the other a 2D base. A varied set of subjects were shown one of the two short films produced and asked to complete a survey. The survey measured the subject's understanding of space and character movement as seen the film. Results show that in 3D there is an enhanced understanding of spatial perception while in 2D there is a lower sensitivity to character movement.
by Kristin C. Au.
S.B.
Pan, Junjun. "Sketch-based skeleton-driven 2D animation and motion capture". Thesis, Bournemouth University, 2009. http://eprints.bournemouth.ac.uk/13990/.
Pełny tekst źródłaAlbright, Laura Beth. "2D Spatial Design Principles Applied to 3D Animation: A Proposed Toolset for Filmmakers". The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1230703092.
Pełny tekst źródłaAlbright, Laura Beth. "2D spatial design principles applied to 3D animation a proposed toolset for filmmakers /". Columbus, Ohio : Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1230703092.
Pełny tekst źródłaPutri, Dian Kemala. "Comprehension of complex animation : cueing, segmentation and 2D / 3D presentations". Phd thesis, Université de Bourgogne, 2011. http://tel.archives-ouvertes.fr/tel-00795026.
Pełny tekst źródłaCosta, Paula Dornhofer Paro 1978. "Two-dimensional expressive speech animation = Animação 2D de fala expressiva". [s.n.], 2015. http://repositorio.unicamp.br/jspui/handle/REPOSIP/260903.
Pełny tekst źródłaTese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de Computação
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Resumo: O desenvolvimento da tecnologia de animação facial busca atender uma demanda crescente por aplicações envolvendo assistentes, vendedores, tutores e apresentadores de notícias virtuais; personagens realistas de videogames, agentes sociais e ferramentas para experimentos científicos em psicologia e ciências comportamentais. Um aspecto relevante e desafiador no desenvolvimento de cabeças falantes, ou "talking heads", é a reprodução realista dos movimentos articulatórios da fala combinados aos elementos de comunicação não-verbal e de expressão de emoções. Este trabalho presenta uma metodologia de síntese de animação facial baseada em imagens, ou animação facial 2D, que permite a reprodução de uma ampla gama de estados emocionais de fala expressiva, além de suportar a modulação de movimentos da cabeça e o controle de elementos faciais tais como o piscar de olhos e o arqueamento de sobrancelhas. A síntese da animação utiliza uma base de imagens-protótipo que são processadas para obtenção dos quadros-chave da animação. Os pesos utilizados para a combinação das imagens-protótipo são derivados de um modelo estatístico de aparência e formas, construído a partir de um conjunto de imagens de treinamento extraídas de um corpus audiovisual de uma face real. A síntese das poses-chave é guiada pela transcrição fonética temporizada da fala a ser animada e pela informação do estado emocional almejado. As poses-chave representam visemas dependentes de contexto fonético que implicitamente modelam os efeitos da coarticulação na fala visual. A transição entre poses-chave adjacentes é realizada por um algoritmo de metamorfose não-linear entre imagens. As animações sintetizadas aplicando-se a metodologia proposta foram avaliadas por meio de avaliação perceptual de reconhecimento de emoções. Dentre as contribuições deste trabalho encontra-se a construção de uma base de dados de vídeo e captura de movimento para fala expressiva em português do Brasil
Abstract: The facial animation technology experiences an increasing demand for applications involving virtual assistants, sellers, tutors and newscasters; lifelike game characters, social agents, and tools for scientific experiments in psychology and behavioral sciences. A relevant and challenging aspect of the development of talking heads is the realistic reproduction of the speech articulatory movements combined with the elements of non-verbal communication and the expression of emotions. This work presents an image-based, or 2D, facial animation synthesis methodology that allows the reproduction of a wide range of expressive speech emotional states and also supports the modulation of head movements and the control of face elements, like the blinking of the eyes and the raising of the eyebrows. The synthesis of the animation uses a database of prototype images which are combined to produce animation keyframes. The weights used for combining the prototype images are derived from a statistical active appearance model (AAM), which is built from a set of sample images extracted from an audio-visual corpus of a real face. The generation of the animation keyframes is driven by the timed phonetic transcription of the speech to be animated and the desired emotional state. The keyposes consist of expressive context-dependent visemes that implicitly model the speech coarticulation effects. The transition between adjacent keyposes is performed through a non-linear image morphing algorithm. To evaluate the synthesized animations, a perceptual evaluation based on the recognition of emotions was performed. Among the contributions of the work is also the building of a database of expressive speech video and motion capture data for Brazilian Portuguese
Doutorado
Engenharia de Computação
Doutora em Engenharia Elétrica
Nilsson, Morgan, i Andreas Lundmark. "2D Aesthetics with a 3D Pipeline : Achieving a 2D Aesthetic with 3D Geometry". Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324678.
Pełny tekst źródłaCorrigan, Nicholas C. "Outta This World: Merging Classic Animation Styles with Modern Technologies and Designs". Ohio University Honors Tutorial College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1503320474232437.
Pełny tekst źródłaLarsson, Sandra. "Animerad realism : En studie om att representera en verklighet med animerad bild och om uppfattningen av dess indexikalitet". Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8202.
Pełny tekst źródłaTriki-Bchir, Olfa. "Modélisation, reconstruction et animation de personnages virtuels 3D à partir de dessins manuels 2D". Phd thesis, Université René Descartes - Paris V, 2005. http://tel.archives-ouvertes.fr/tel-00273248.
Pełny tekst źródłaLes défis à relever par l'industrie du dessin animé 2D se formulent donc en termes de:
1. Réutilisation des contenus selon le paradigme Create once, render many,
2. Facilité d'échange et de transmission des contenus, ce qui nécessite de disposer d'un unique format de représentation,
3. Production efficace et économique des contenus, requérant une animation automatisée par ordinateur.
Dans ce contexte compétitif, ce travail de thèse, réalisé dans le cadre du projet industriel TOON financé par la société Quadraxis avec le support de l' Agence Nationale de Valorisation de la Recherche (Oséo-ANVAR), a pour objectif de contribuer au développement d'une plate-forme de reconstruction, déformation et animation de modèles 3D pour les dessins animés 2D.
Un état de l'art des méthodes et outils contribuant à la reconstruction de modèles 3D et à leur animation est présenté et discuté au regard des contraintes spécifiques des règles de création des dessins animés 2D et de la chaîne de fabrication traditionnelle. Ayant identifié les verrous technologiques à lever, nos contributions ont porté sur :
* l'élaboration d'une méthode de reconstruction de personnages virtuels 3D à partir de dessins 2D,
* la mise au point d'une procédure de reconstruction surfacique par NURBS dotée d'une capacité de déformation interactive 2D/3D,
* la conception d'un module de modélisation 3D pour surfaces maillées, compatible avec le standard d'animation MPEG-4/AFX.
Les développements réalisés, intégrés dans un prototype de la plate-forme TOON, montrent un gain en temps de 20% sur l'ensemble de la chaîne de production tout en garantissant une complète interopérabilité des applications via le standard MPEG-4.
Triki, Bchir Olfa. "Modélisation, reconstruction et animation de personnages virtuels 3D à partir de dessins manuels 2D". Paris 5, 2005. http://www.theses.fr/2005PA05S015.
Pełny tekst źródłaLiu, Lu. "Using blocks to construct 3D shapes and create transformation animations". Texas A&M University, 2006. http://hdl.handle.net/1969.1/4869.
Pełny tekst źródłaGuay, Martin. "Sketching free-form poses and motions for expressive 3D character animation". Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GRENM016/document.
Pełny tekst źródłaFree-form animation allows for exaggerated and artistic styles of motions such as stretching character limbs and animating imaginary creatures such as dragons. Creating these animations requires tools flexible enough to shape characters into arbitrary poses, and control motion at any instant in time. The current approach to free-form animation is keyframing: a manual task in which animators deform characters at individual instants in time by clicking-and-dragging individual body parts one at a time. While this approach is flexible, it is challenging to create quality animations that follow high-level artistic principles---as keyframing tools only provide localized control both spatially and temporally. When drawing poses and motions, artists rely on different sketch-based abstractions that help fulfill high-level aesthetic and artistic principles. For instance, animators will draw textit{lines of action} to create more readable and textit{expressive} poses. To coordinate movements, animators will sketch textit{motion abstractions} such as semi-circles and loops to coordinate a bouncing and rolling motions. Unfortunately, these drawing tools are not part of the free-form animation tool set today. The fact that we cannot use the same artistic tools for drawing when animating 3D characters has an important consequence: 3D animation tools are not involved in the creative process. Instead, animators create by first drawing on paper, and only later are 3D animation tools used to fulfill the pose or animation. The reason we do not have these artistic tools (the line of action, and motion abstractions) in the current animation tool set is because we lack a formal understanding relating the character's shape---possible over time---to the drawn abstraction's shape. Hence the main contribution of this thesis is a formal understanding of pose and motion abstractions (line of action and motion abstractions) together with a set of algorithms that allow using these tools in a free-form setting. As a result, the techniques described in this thesis allow exaggerated poses and movements that may include squash and stretch, and can be used with various character morphologies. These pose and animation drafting tools can be extended. For instance, an animator can sketch and compose different layers of motion on top of one another, add twist around strokes, or turning the strokes into elastic ribbons. The main contributions of this thesis are summarized as follows: -The line of action facilitating expressive posing by directly sketching the overall flow of the character's pose. -The space-time curve allowing to draft full coordinated movements with a single stroke---applicable to arbitrary characters. -A fast and robust skeletal line matching algorithm that supports squash-and-stretch. -Elastic lines of action with dynamically constrained bones for driving the motion of a multi-legged character with a single moving 2D line
Barroso, Nicolas. "Génération d'images intermédiaires pour la création d'animations 2D stylisées à base de marques". Electronic Thesis or Diss., Université de Toulouse (2023-....), 2024. http://www.theses.fr/2024TLSES083.
Pełny tekst źródłaAs part of my thesis, I am interested in the issue of creating traditional 2D animations, where all the images are handcrafted. Specifically, I explore how computers can assist artists in producing animations efficiently without reducing the artistic creative process. To address this problem, my work falls within the scope of automatic methods, where the animator collaborates iteratively with the computer. I propose a method that takes two keyframe images and a series of 2D vector fields describing the motion in image space of the animation, and generates intermediate images while preserving the given style as an example. My method combines two manual animation techniques: pose-to-pose and frame-by-frame animation, providing strong control by allowing any generated image to be edited in the same way as the example images provided. My research covers several domains: motion analysis, 2D curve control, mark-based rendering, and paint simulation
Byrne, Mark. "Perspective in 2D animation : Towards a working framework with reference to changing aspects of realism". Thesis, University of Ulster, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.514472.
Pełny tekst źródłaLéon, Pierre-François. "Animation et contrôle de structures topologiques : application à la simulation d'évolution en couches géologiques 2D". Poitiers, 2009. http://theses.edel.univ-poitiers.fr/theses/2009/Leon-Pierre-Francois/2009-Leon-Pierre-Francois-These.pdf.
Pełny tekst źródłaThis thesis presents a new animation method based on topology. It consists in animating a space partition while ensuring its consistency. The scenes are described from a high-level language depending on the application. The animation system relies on an event approach which detects topological events. The animation is generated from the sequential processing of all events. During the motion of entities, the date of collisions is computed and events are generated. For processing those collisions, events are handled with respect to their local contexts (both geometrical and semantical). This thesis also presents an application in geology which allows the user to generate a subsoil evolution from some natural phenomena described by a scenario. A scenario is made of a sequence of geological phenomena (sedimentation, erosion, fault creation and sliding) analyzed by the animation system. A phenomenon is therefore translated into a set of initial events. After the animation has been generated, the geologist can analyze and validate it with the semantical and historical information given by the model
Costa, Paula Dornhofer Paro 1978. "Animação facial 2D sincronizada com a fala baseada em imagens de visemas dependentes do contexto fonetico". [s.n.], 2009. http://repositorio.unicamp.br/jspui/handle/REPOSIP/259368.
Pełny tekst źródłaDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação
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Resumo: A animação facial por computador sincronizada com a fala permite a implementação de cabeças virtuais que podem contribuir para tornar interfaces humano-computador mais eficientes e atraentes. O presente trabalho apresenta um método de síntese de animação facial 2D baseado em imagens cujo desenvolvimento foi guiado por dois objetivos principais: a reprodução realista da movimentação articulatória visível da fala, incluindo os efeitos da coarticulação, e a possibilidade de implementação do método mesmo em plataformas com capacidades limitadas de processamento e memória, tais como celulares e assistentes pessoais digitais. O método desenvolvido baseia-se em uma base de imagens de visemas dependentes de contexto para o Português do Brasil e adota a técnica de metamorfose entre visemas para a síntese da animação facial. A abordagem proposta representa uma estratégia de síntese alternativa e inovadora, capaz de reproduzir a movimentação articulatória visível da fala, incluindo os efeitos da coarticulação, a partir de uma base de apenas 34 imagens. O trabalho inclui a implementação de um sistema piloto integrado a conversor texto-fala. Adicionalmente, o método de síntese proposto é avaliado através de teste de inteligibilidade da fala. Os resultados desta avaliação indicam que a informação visual fornecida pelas animações geradas pelo sistema contribui para a inteligibilidade da fala em condições de áudio contaminado por ruído. Apesar do trabalho estar restrito ao Português do Brasil, a solução apresentada é aplicável a outras línguas. Palavras-chave: Computação Gráfica, Animação Facial, Visemas, Coarticulação, Metamorfose
Abstract: Speech synchronized facial animation allows the implementation of talking heads that potentially can improve human-computer interfaces making them more efficient and attractive. This work presentsan image based 2D facial animation synthesis method whose development was guided by two main goals: the realistic reproduction of visible speech articulatory movements, including coarticulation effects, and the possibility to implement the method also on limited processing and memory platforms, like mobile phones or personal digital assistants. The developed method is based on an image database of Brazilian Portuguese context dependent visemes and uses the morphing between visemes strategy as facial animation synthesis technique. The proposed approach represents an alternative and innovative synthesis strategy, capable of reproducing the visible speech articulatory movements, including coarticulation effects, from an image database of just 34 images. This work includes the implementation of a pilot system integrated to a text-to-speech synthesizer. Additionally, the proposed synthesis method is evaluated through a speech intelligibility test. The test results indicate that the animations generated by the system contribute to improve speech intelligibility when audio is degraded by noise. Despite the fact this work is restricted to Brazilian Portuguese, the presented solution is applicable to other languages. Keywords: Computer Graphics, Facial Animation, Visemes, Coarticulation, Morphing
Mestrado
Engenharia de Computação
Mestre em Engenharia Elétrica
Hamilton, Maia D. "The Joy of Storytelling: Incorporating Classic Art Styles with Visual Storytelling Techniques". Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1566558927880888.
Pełny tekst źródłaGustafsson, Therése. "JavaScripts animationer för en interaktiv lärplattform : En jämförelse av 2D animationer med JavaScriptsbiblioteken jQuery, VelocityJS och AnimeJS". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17072.
Pełny tekst źródłaKarlsson, Anna. "Dark Side of Wonderland : en kort 2D-animation med syfte att väcka intresse för en online serietidning". Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1403.
Pełny tekst źródłaDetta är en reflektionsdel till en digital medieproduktion. You can mail me at: kippokippo@yahoo.se
Svedhag, Carl. "Animated 2D Visualization of Evolving Trees : A Temporal Treemap Approach". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-291127.
Pełny tekst źródłaTidsberoende förändringar i hierarkiska datastrukturer visualiseras ofta med animerade trädkartor (efter engelskans treemap). Förändringar i datastrukturen producerar korrelerade förändringar i animationen. Medan tidigare trädkartsanimationer sett till hierarkisk data där endast storleken på datapunkterna förändras över tid, så presenterar vi en ny metod för animation av trädkartor där även datastrukturens hierarki förändras. En förändring av hierarkin kallas för en topologisk händelse i den animerade trädkartan. Animationsstabilitet är vidare en kvantitativ indikator för animerade trädkartors visuella kvalitet. Med den föreslagna metoden så har stabiliteten av animerade Slice-and-Dice-trädkartor optimerats under topologiska händelser. Metoden producerar följaktligen topologiskt föränderliga Slice-and-Dice-animationer med hög visuell kvalitet. Studien har huvudsakligen inspirerats av Köpp och Weinkaufs arbete med den sorterade visualiseringen av tidsföränderliga, nästlade grafer. Forskningsfrågan gällde huruvida deras metod för att ordna den hierarkiska datan kunde översättas till trädkartors tvådimensionella rymd, för att i ett vidare steg optimera stabiliteten av animerade Slice-and-Dice-trädkartor. Studien rapporterar ej enbart om utvecklingen av den föreslagna metoden, utan presenterar även en medföljande experimentell utvärdering. Medan man ur bevisen kan utläsa att metoden ej fullständigt kan mildra minskningar i animationsstabilitet, orsakat av alla de möjliga topologiska händelser som kan ske i en föränderlig Slice-and-Dice-hierarki, så har den föreslagna metoden varit framgångsrik i de mest frekventa fallen.
Oh, Dongil. "Beautiful things in the world: a semiotic analysis on Disney and Japanese 2D feature-length animation through creative practice". Thesis, University of South Wales, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.591048.
Pełny tekst źródłaNordberg, Johan. "Contour". Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17074.
Pełny tekst źródłaProgram: Modedesignutbildningen
Walker, Caitlin J. "The Art of the Silent Story". Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/353.
Pełny tekst źródłaRamadan, Hadeel M. "Jan. 25 ( Story of a Girl )". Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/71871.
Pełny tekst źródłaMaster of Fine Arts
Galpin, Kennedy L. "DuIK Bassel in Usage in After Effects and an Animated Short Film". Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/honors/480.
Pełny tekst źródłaRoss, Karen C. "“Awake:” An Animated Exploration of Self-Discovery Through Mindfulness". The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1471826821.
Pełny tekst źródłaRydin, Daniel. "Från ord till handling : reflektioner kring arbetsprocessen bakom trailern ”Gabriel Glömmer”". Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1119.
Pełny tekst źródłaRapporten tar upp mina reflektioner dels angående projektarbetet både på ett personligt plan samt samarbetet mellan oss två som gjorde projektet. Vad har fungerat och vad har fungerat mindre bra under projekttiden? Från 2D till 3D är en röd tråd genom hela rapporten då vi gått från 2D-referernsbilder i barnboken Gabriel Glömmer till utrenderade 3D-sekvenser. Jag går igenom vad jag gjort och vad andra gjort under projekttiden då vi haft hjälp av lite olika människor. Dessa människor presenteras snabbt, något annat som presenteras är boken och min relation till densamma. Resultatet av projektarbetet blev att vi lyckades med de uppställde mål vi hade innan projektet startades.
Ellsworth, Thomas Sterling. "The Bird and The Fish: Motion Field-Based Frame Interpolation in the Context of a Story". BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7721.
Pełny tekst źródłaHamilton, David. "An Exploration of Procedural Methods for Motion Design". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/honors/522.
Pełny tekst źródłaZunka, Ondřej. "Prezentace společnosti za využití animované infografiky". Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2014. http://www.nusl.cz/ntk/nusl-224721.
Pełny tekst źródłaMartinsson, Peter. "Det digitala konstverket ”Eve”". Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1613.
Pełny tekst źródłaDetta är en reflektionsdel till en digital medieproduktion. cload@evilemail.com www.cloaddust.com
Teixeira, Guilherme Araújo Cardoso. "Goiânia déco em animação: o amor entre formas geométricas e curvas ousadas". Universidade Federal de Goiás, 2017. http://repositorio.bc.ufg.br/tede/handle/tede/7428.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
This work explore the development of an digital 2D animation that presents a graphic and aesthetic deco with its geometrical and angular shapes, connected mainly with the 30´s Art deco posters. Building a visual narrative, within a historical context using a Goiania Architectural project in 40´s, the work consists to create a feeling of the birth of the city. The historical center of the capital, where the Art deco lives, will be the main attraction.
Essa pesquisa foi desenvolvida com o objetivo de produzir uma animação 2D digital que trabalhe uma estética gráfica e visual déco com suas formas geométricas e angulares, ligadas principalmente aos cartazes e pôsteres Art déco da década de 1930. Construindo uma narrativa visual, no contexto histórico e arquitetônico Art déco de Goiânia dos anos 40, pretende-se reavivar a euforia ligada ao nascimento da cidade. Propõe-se como atração principal a arquitetura do centro histórico da capital, onde o Art déco se faz mais presente.
Tallevi-Diotallevi, Matteo. "Progettazione e sviluppo di un videogame PVP con personalizzazione dei giocatori". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.
Znajdź pełny tekst źródłaЧижиков, М. С. "2Д гра «Шлях до цілі» на Unity". Thesis, Чернігів, 2021. http://ir.stu.cn.ua/123456789/23083.
Pełny tekst źródłaОб’єктом розробки дипломної роботи є 2Д гра «Шлях до цілі» на Unity, мовою програмування обрано C#. Гра повинна мати графічний інтерфейс користувача з базовим функціоналом. Повинні бути реалізовані елементи гри, як анімація, звук, дизайн рівнів, для того щоб гравець міг отримувати зворотний зв’язок. Ціллю проведеної роботи є розробка 2Д гру на платформі Unity. Поставлені наступні основні задачі: - Вибір популярного та зручного інструменту програмування; - Знайомство з аналогами та їх реалізацією; - Проєктування гри «Шлях до цілі»; - Реалізувати гру в жанрі платформер «Шлях до цілі» на Unity; Надалі проєкт може розвиватися в сторону збільшення контенту, а саме додати нових монстрів, босів, бонуси, нагороди, можливість зміни моделі головного персонажа на жіночого. Можна додати зміну мови для всіх вікон, розміру вікна гри.
The object of thesis development is a 2D game "The Way to the Goal" on Unity, the programming language is C#. The game must have a graphical user interface with basic functionality. Elements of the game, such as animation, sound and levels design, must be implemented in order for the player to receive feedback. The aim of this work is to develop a 2D game on the Unity platform. The following main tasks are set: - Choosing the popular and convinient programming language; - Familiarity with analogues and their implementation;Configuring DB; - Project design; - Implement the project; Further development is possible in the direction of increasing the content, namely to add new monsters, bosses, bonuses, rewards, the ability to change the model of the main character to a female. It is also possible to add languages change for all windows, the size of the game window.
Ericsson, Duffy Mikael. "DRAWN TO LIFE: Exploring real-time manipulation of the digitally represented surface in comics on smartphones and tablets". Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23439.
Pełny tekst źródłaChou, Yun-Feng, i 周芸鋒. "Statistical Approaches for 2D Character Animation". Thesis, 2010. http://ndltd.ncl.edu.tw/handle/19328675079997665600.
Pełny tekst źródła國立交通大學
資訊科學與工程研究所
98
Traditionally, the production of 2D animation is a labor-intensive artisan process of building up sequences of drawn images by hand which, when shown one after the other one at a fixed rate, resemble a movement. Most work and hence time is spent on drawing, inking, and coloring the individual animated characters for each of the frames. Instead of the traditional animation generated by hand, we introduce a novel method by enhancing still pictures and making characters move in convincing ways. The proposed method is based on the statistical analysis and inference, while minimizing users’ intervention. We adopt nonparametric regression to efficiently analyze the displacements of the pre-sampled data from characters in still pictures and use it to generate 2D character animation directly. Furthermore, 2D character animation is regarded as 3D transformation problem, which consists of a 2D spatial displacement and a 1D shift in time. Hence, we focus on the temporal relationship of different poses of the same character in these still pictures. Time series is applied to analyze the character’s movement and forecast a sequence of the suitable limbs movement of the character. In this dissertation, 2D character animation involves novel view generation, expressive talking face simulation, and limbs movement synthesis. Considering characters in still pictures, we focus on nonparametric regression to generate a novel view and an expressive facial animation synchronized with the input speech of a character. Kernel regression with elliptic radial basis functions (ERBFs) is proposed to describe and deform the shape of the character in image space. Note that the novel parametric representation, ERBFs, can be applied to represent the observations of the shape on the unit ellipse. For preserving patterns within the deformed shape, locally weighted regression (LOESS) is applied to fit the details with local control. Furthermore, time series is used to analyze the limb movement of a character and represent the motion trajectory. Note that a character’s motion could be described by a series of non-continuous poses of a character from a sequence of contiguous frames. According to these poses, we investigate a nonparametric Bayesian approach to construct the time series model representing the character’s motion trajectory. Then we can synthesize a sequence of the motion by using the motion trajectory. Last but not the least, we also investigate how to adopt the proposed statistical approaches mentioned above to animate passive elements. The movements of passive elements involving natural movements that respond to natural forces in some fashion like trees swaying and water rippling could be synthesized. Given a picture of a tree, we make it sway. Given a picture of a pond, we make it ripple. The solutions are developed to animate photographs or paintings effectively. Experimental results show that our method effectively simulates plausible movements for 2D character animation. They also show that the estimated motion trajectory best matches the given still frames. In comparison to previous approaches, our proposed method synthesizes smooth animations, while minimizing unnatural distortion and having the advantages of being more controllable. Moreover, the proposed method is especially suitable for intelligent multimedia applications in virtual human generation. We believe that the provided solutions are easy to use, and empower a much quicker animation production.
Lo, Yi-Chung, i 羅一翀. "High-Level 2D Animation Script and Transcoding". Thesis, 2002. http://ndltd.ncl.edu.tw/handle/11576931880735746377.
Pełny tekst źródłaTsai, Hung-Wen, i 蔡鴻文. "The research and creation of blended animation by 2D handy-sketched animation and 3D computer animation". Thesis, 2008. http://ndltd.ncl.edu.tw/handle/kg4g6d.
Pełny tekst źródła國立臺灣師範大學
設計研究所
96
Abstract The technique of 2D handy-sketched animation is becoming matured; also the invention of 3D computer animation brings the animation a new era. Animation artists try to adopt two distinctive techniques/forms for artwork creation. 2D handy-sketched animation is superior both in presenting multi visual styles and character animation. Hopefully, the animation creation is expected to be more of sense-of-aesthetics by proper including the principles of 3D computer animation. The ability of objects simulating and virtual space constructing are primary merits of 3D computer animation. Camera manipulating is 3D-based which can not be accomplished under tradition animation operation mode. In stead of frame-by-frame drawing in 2D handy-sketched animation, 3D computer animation renders in-between frames by key frames. This assures the efficiency. From literature reviewing and video films analysis of 2D-included 3D computer animations, it is a tendency that character animation is usually completed by 2D handy-sketched whereas stuffs such as mechanic equipment, traffic facility are constructed mostly by 3D techniques. To be consistent with 2D handy-sketched characters, the scene should be rendered in cartoon fashion. Additionally, to coordinating with 3D virtual camera, the sketched background ought to be considered and represented in 3D manner. This study intends to extract the blending principle of two differential animations. By experiencing the harmony of traditional 2D handy-sketched and 3D computer, the researcher expects to provide the varieties of visual art styles.
Chou, Jih-Chen, i 周日辰. "Optimization-based Pose Editing for 2D Character Animation". Thesis, 2009. http://ndltd.ncl.edu.tw/handle/28584414035371359623.
Pełny tekst źródła大同大學
資訊工程學系(所)
97
This paper presents a method to deform 2D shapes for character animation by optimization methods. It starts by generating a triangular mesh corresponding to the shape of character in pictures. Nonlinear least squares optimization is then applied to deform the mesh to get the desired results. In addition, the change of character’s movement usually involves the movement between the joints and the bones. Therefore, inverse kinematics techniques are used to augment the deformation process.
Wu, Chung-Jung, i 吳崇榮. "The Discourse on the 2D Computer Animation,“Present”". Thesis, 2009. http://ndltd.ncl.edu.tw/handle/25696339015270642848.
Pełny tekst źródła國立臺灣藝術大學
應用媒體藝術研究所
97
Adversity will make people feel lost, losing goals, not knowing where to go, only through the courage one can make farewell to the shadow and adversity in life. This animation "Present" is the adversity dimensions of the author's personal experience, through the creation of image one can find the courage, reflects the life-attitude when facing dark side of life. In the film, a little boy received a flower wizard as a present, the ego of the little boy meet the needs of self satisfying, benefiting others , and has generated great energy to life, with great strength and courage, he made himself as a hero in the adversity. The first chapter of this thesis claims background, the purpose of motivation and creativity. In the second chapter of the thesis, as a result of the film talks about a little boy, in the literature describes the establishment of children's friendship relations and development, and analysis of children's sense of loneliness caused by the impact of interpersonal relationships, and uses personality theory to explain the existence of self - demand and value The third chapter describes the concept of creative work, creative style, character and scene setting, presentation authoring tool. The fourth chapter is public demonstration and the forum works, which record the reaction between the audiences’ feed back and the director. Finally, the fifth chapter carried out the conclusions and recommendations of the entire creation, and reflects on the issue of the review process.
Wang, Jing-Zheng, i 王京政. "Using Meshless Shape Deformation in 2D Character Animation". Thesis, 2011. http://ndltd.ncl.edu.tw/handle/44118757268467951891.
Pełny tekst źródła大同大學
資訊工程學系(所)
100
In traditional 2D animation production, animators must generate lots of similar images just for little changes of character’s posture, which is bothersome and time consuming. The aim of the current study is to develop an easily manipulated and interactive animation program. People using this program can effortlessly make the character deform and obtain sequences of images simultaneously, so that the production time can be saved. It starts by covering the image of character with a mesh, getting a set of nodes corresponding to the structure of character, applying a physical simulation algorithm based on the mesh-free method and using optimization solver to obtain realistic deformations. We have developed a program to simplify the animation production process, which supply an easier way to general users. Users who utilize this program can edit poses of 2D characters by simple steps and output results to animation video in real time.
HUANG, HAN-JIE, i 黃翰杰. "The Creation Discourse of the 2D Animation “The Stranger”". Thesis, 2013. http://ndltd.ncl.edu.tw/handle/bz7y9d.
Pełny tekst źródła國立臺灣藝術大學
多媒體動畫藝術學系動畫藝術碩士班
101
Realism is a view of artistic creation rise in nineteenth Century continued until now,which is characterized with civilian consciousness, focus on small character portrayal, with deep humanitarian concern. Realism has a great influence on the art field of painting, literature, drama, film. In Europe and the United States and Japan animation great nation, there are many excellent animation works are based on realistic creation ideas. This paper studies mainly divided into two parts: the first part is the realism from related fields, analyzes its characteristics and aesthetics. he second part return to animation, which is to sort out the realistic elements in animation creation application.
liao, chun-yen, i 廖俊彥. "Watermarking MPEG-4 2D Mesh Animation in Multiresolution Analysis". Thesis, 2002. http://ndltd.ncl.edu.tw/handle/03076636946121023481.
Pełny tekst źródła國立臺北科技大學
資訊工程系碩士班
90
Although watermarking techniques have been successfully applied to natural images and videos, little progress is made in the area of synthetic videos. In particular, the MPEG-4 2D mesh that provides efficient coding for animated graphics data imposes new challenges for watermarking. In this paper, we propose a robust watermarking technique for MPEG-4 2D mesh animation. A multiresolution analysis is applied to locate feature motions of the animated mesh. The watermark signal is inserted based on a spread-spectrum approach by perturbing the extracted feature motions. We have also incorporated a spatial-domain registration technique to restore geometrically transformed mesh data. A variety of attacks, including the affine transformation, smoothing, enhancement and attenuation, random noise, and a combination of the above, are used to verify the robustness of the proposed system. Experimental results show that our watermarks can withstand the aforementioned attacks. We also evaluate the performance of several common integer-to-integer wavelet transforms under the proposed framework.
CHANG, Chia-Chen, i 張嘉真. "2D Flash animation design, with actual animation movie titled “Murmur the Chipmunk” as a case study". Thesis, 2009. http://ndltd.ncl.edu.tw/handle/69215483700437619813.
Pełny tekst źródła國立臺灣師範大學
設計研究所在職進修碩士班
97
Recent growing interest in cultural innovation related businesses has shifted significant focus towards the moving arts industry. Consequently it is one of eight key areas of development in Taiwan’s digital content industry, and was recognized as an important national development sector in 2008. As a result there will be a great increase in demand for professional animation designers. The revolution of moving animation and multimedia has dramatically changed how we publish and access new ideas. Furthermore with the convenience of the World Wide Web, the audience and the creator is simply one-click away from sharing and interacting. Thus it is important from a designer’s perspective to understand and fully utilize the convenience of modern technologies, such as hyperlinks and other multimedia features, to communicate information or teaching content to the target audience. This research paper delves into the fundamental concepts of cinematography and visual art theories, in which the findings will further be used as preliminary concepts for moving animation creation. When referring to moving animations, we look specifically at Flash animations and the theories and techniques behind their creations. The study probes into ways to utilize a normally limited 2D flash animation to create a more intricate 3rd, 4th and 5th dimension impression. A selection of popular flash animation found on the internet are further examined, looking at reasons for their success as well as potential products that can be developed based on these works, aimed at gaining some insight into character design selection. The study concludes with the making of a personal animation clip titled “Murmur the Chipmunk”. The piece is inspired by other Flash works reviewed during the course of the study, bringing together classic animation and visual composition methods, with combined 2-dimensional rhythmic object displacement and backdrop editing, to allow for various types of spatial composition. Through this design work, it is hoped that this material and knowledge can be recycled and used to help educate primary school students about 2D animation and its origin.
Li, YEN-JUNG, i 李彥融. "“Monster” Creation Discourse-Animation Synthesis and Lens Application of 2D Animation Combined with Live Action Video". Thesis, 2018. http://ndltd.ncl.edu.tw/handle/26t9v3.
Pełny tekst źródła國立臺南大學
動畫媒體設計研究所碩士班
106
The combination of animation and reality has become a commom form of image expression today. 2D animation can show strong visual charm and exaggerated role movements. Its style and characteristics show great visual differences with real live performances and live action video. In order to integrate 2D animations into the live action videos, this study takes three American live-action animated films as a case study to organize five animation synthesis elements:(1) Space position, (2) Visual focus, (3) Light brightness, (4) Action collocation, (5) Track motion. Whether 2D animations or live action videos, there are different ways of using lenses. This study is based on the three items of lens movement, lens view and lens perspective, and through case analysis, respectively, to explore the integration and application effect of the 2D animation combined with the live action video. This study mainly explores the synthetic elements and technical aspects of 2D animation and live action video, discusses the application and influence between lens operation and 2D animation production during the shooting, and provides the reference for this research creation "Monster." This study hopes to be a reference for the related research on "2D animation" combined with " live action video."