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Auswahl der wissenschaftlichen Literatur zum Thema „Animation 2D“
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Zeitschriftenartikel zum Thema "Animation 2D"
Yang, Zhijun. „2D animation comic character action generation technology based on biomechanics simulation and artificial intelligence“. Molecular & Cellular Biomechanics 21, Nr. 1 (23.10.2024): 338. http://dx.doi.org/10.62617/mcb.v21i1.338.
Der volle Inhalt der QuelleQiu, Shanhui. „Generative AI Processes for 2D Platformer Game Character Design and Animation“. Lecture Notes in Education Psychology and Public Media 29, Nr. 1 (07.12.2023): 146–60. http://dx.doi.org/10.54254/2753-7048/29/20231440.
Der volle Inhalt der QuelleWijanarko, Andang. „Implementasi Prinsip Animasi Straight Ahead Action pada Karakter Hewan Berbasis Animasi 2D“. JAMI: Jurnal Ahli Muda Indonesia 1, Nr. 1 (09.06.2020): 73–84. http://dx.doi.org/10.46510/jami.v1i1.20.
Der volle Inhalt der QuelleYing, Lee, Chih, und Li, Kun Chung. „AIGC-Assisted Instructional Design for the Self-Regulated Learning Course on "Implementing 2D Animation for the Ziyun Temple Stories"“. International Journal of Religion 5, Nr. 1 (01.02.2024): 580–91. http://dx.doi.org/10.61707/k556b110.
Der volle Inhalt der QuelleThifala, Anisa Zalfa, Mitra Istiar Wardhana und Arif Sutrisno. „Perancangan Animasi 2D Mengenai Upaya Pencegahan Penyakit Saat Musim Hujan“. JoLLA: Journal of Language, Literature, and Arts 1, Nr. 7 (31.07.2021): 995–1009. http://dx.doi.org/10.17977/um064v1i72021p995-1009.
Der volle Inhalt der QuelleZhang, Xiao, Jinhua Xu und Wei Yang. „Application and Practice of 2D Animation in Chinese Traditional Elements Based on Deep Learning Model“. Mobile Information Systems 2022 (24.08.2022): 1–10. http://dx.doi.org/10.1155/2022/6453320.
Der volle Inhalt der QuellePark, Young-Woo. „360 2D Animation Making Research“. Korean Journal of animation 16, Nr. 3 (30.09.2020): 55–67. http://dx.doi.org/10.51467/asko.2020.09.16.3.55.
Der volle Inhalt der QuelleSun, Zhen Tao. „Animation Type Analysis after Using Computer 3D Animation Technology“. Advanced Materials Research 971-973 (Juni 2014): 1553–56. http://dx.doi.org/10.4028/www.scientific.net/amr.971-973.1553.
Der volle Inhalt der QuelleMayasari, Candra Nur, M. Arief Soeleman und Pujiono Pujiono. „Deteksi Pornografi pada Karakter Animasi 2D dengan KNN (K-Nearest Neighbors) Menggunakan Fitur HSV“. COMSERVA Indonesian Jurnal of Community Services and Development 2, Nr. 08 (10.12.2022): 1236–50. http://dx.doi.org/10.59141/comserva.v2i08.462.
Der volle Inhalt der QuelleMayasari, Candra Nur, M. Arief Soeleman und Pujiono Pujiono. „Deteksi Pornografi pada Karakter Animasi 2D dengan KNN (K-Nearest Neighbors) Menggunakan Fitur HSV“. COMSERVA : Jurnal Penelitian dan Pengabdian Masyarakat 2, Nr. 8 (10.12.2022): 1236–50. http://dx.doi.org/10.59141/comserva.v2i8.462.
Der volle Inhalt der QuelleDissertationen zum Thema "Animation 2D"
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.
Der volle Inhalt der QuelleFINANCIADORA 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.
Der volle Inhalt der QuelleEven, Melvin. „Animation 2D esquissée assistée par ordinateur“. Electronic Thesis or Diss., Bordeaux, 2024. http://www.theses.fr/2024BORD0457.
Der volle Inhalt der QuelleTraditional 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.
Der volle Inhalt der QuelleAu, Kristin C. „Animation : 2D versus 3D and their combined effect“. Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/92640.
Der volle Inhalt der QuelleCataloged 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/.
Der volle Inhalt der QuelleAlbright, 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.
Der volle Inhalt der QuelleAlbright, 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.
Der volle Inhalt der QuellePutri, 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.
Der volle Inhalt der QuelleCosta, 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.
Der volle Inhalt der QuelleTese (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
Bücher zum Thema "Animation 2D"
Pardew, Les. Character emotion in 2d and 3d animation. Boston, MA: Thomson Course Technology, 2008.
Den vollen Inhalt der Quelle finden1941-, Roberts Steve, Hrsg. Character animation: 2D skills for better 3D. 2. Aufl. Oxford: Focal Press, 2007.
Den vollen Inhalt der Quelle findenO'Hailey, Tina. Hybrid animation: Integrating 2D and 3D assets. Burlington, MA: Focal Press, 2010.
Den vollen Inhalt der Quelle findenJ, Parrott Clifford, Hrsg. Hollywood 2D digital animation: The new Flash production revolution. Boston, Mass: Thomson Course Technology, 2004.
Den vollen Inhalt der Quelle findenJamie, Oliff, Hrsg. Thinking animation: Bridging the gap between 2D and CG. Boston, MA: Thomson Course Technology, 2007.
Den vollen Inhalt der Quelle findenRoberts, Steve. Jiao se dong hua ji chu: 2D he 3D jiao se dong hua zhi zuo quan jie xi = Character animation fundamentals. Beijing: Ren min you dian chu ban she, 2013.
Den vollen Inhalt der Quelle findenHuber, Thomas Claudius. Windows Presentation Foundation: [das umfassende Handbuch ; professionelle Benutzeroberflächen-Entwicklung mit der WPF ; aktuell zu .NET 4.0 und Visual Studio 2010 ; inkl. Einführung in XAML, 2D- und 3D-Grafiken, Multimedia, Animationen u. v. m. ; inkl. DVD-ROM mit Microsoft Visual Studio 2010 Express]. 2. Aufl. Bonn: Galileo Press, 2011.
Den vollen Inhalt der Quelle findenAnimation: Grundlagen - 2D-Animation - 3D-Animation. Springer Berlin / Heidelberg, 2017.
Den vollen Inhalt der Quelle findenBlain, John M. Blender 2d Animation. Taylor & Francis Group, 2021.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Animation 2D"
Blain, John M. „Armatures in Animation“. In Blender 2D Animation, 135–43. New York: A K Peters/CRC Press, 2021. http://dx.doi.org/10.1201/9781003218135-13.
Der volle Inhalt der QuelleMacLean, Dave, Satya Komatineni und Grant Allen. „Exploring 2D Animation“. In Pro Android 5, 373–404. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4302-4681-7_18.
Der volle Inhalt der QuelleKomatineni, Satya, Dave MacLean und Sayed Y. Hashimi. „Exploring 2D Animation“. In Pro Android 3, 491–517. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3223-0_16.
Der volle Inhalt der QuelleKomatineni, Satya, und Dave MacLean. „Exploring 2D Animation“. In Pro Android 4, 555–98. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3931-4_21.
Der volle Inhalt der QuelleHashimi, Sayed Y., Satya Komatineni und Dave MacLean. „Unveiling 2D Animation“. In Pro Android 2, 217–42. Berkeley, CA: Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-2660-4_6.
Der volle Inhalt der QuelleBlain, John M. „Navigate and Save“. In Blender 2D Animation, 151–63. New York: A K Peters/CRC Press, 2021. http://dx.doi.org/10.1201/9781003218135-15.
Der volle Inhalt der QuelleBlain, John M. „Using a Drawing Tablet“. In Blender 2D Animation, 51–55. New York: A K Peters/CRC Press, 2021. http://dx.doi.org/10.1201/9781003218135-5.
Der volle Inhalt der QuelleBlain, John M. „Grease Pencil Modeling“. In Blender 2D Animation, 183–96. New York: A K Peters/CRC Press, 2021. http://dx.doi.org/10.1201/9781003218135-18.
Der volle Inhalt der QuelleBlain, John M. „Background Image Tracing“. In Blender 2D Animation, 87–90. New York: A K Peters/CRC Press, 2021. http://dx.doi.org/10.1201/9781003218135-8.
Der volle Inhalt der QuelleBlain, John M. „Animating a Character“. In Blender 2D Animation, 121–33. New York: A K Peters/CRC Press, 2021. http://dx.doi.org/10.1201/9781003218135-12.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Animation 2D"
Li, Ran, und Jiangyuan Qi. „Building 2D skeletal animation for body control in unity with machine learning“. In Fourth International Conference on Computer Vision and Pattern Analysis (ICCPA 2024), herausgegeben von Ji Zhao und Yonghui Yang, 20. SPIE, 2024. http://dx.doi.org/10.1117/12.3037823.
Der volle Inhalt der QuelleLi, Caihong, und Chunjing Wang. „The Application and Research of PAD-BOPPPS Blended Teaching Model under the AIGC Perspective in the Course of "2D Animation Production"“. In 2024 14th International Conference on Information Technology in Medicine and Education (ITME), 778–82. IEEE, 2024. https://doi.org/10.1109/itme63426.2024.00157.
Der volle Inhalt der QuelleToledano-Dueñas, Juan Manuel, Celia Piquer-Martinez, María Puche-Juárez, María José Zarzuelo-Romero, José María Gálvez-Navas, María Isabel Valverde-Merino, Javier Diaz-Castro, Fernando Martínez-Martínez, Julio José Ochoa-Herrera und Jorge Moreno-Fernandez. „DESIGN AND USE OF 2D ANIMATIONS FOR TEACHING PURPOSES FOR THE HANDLING OF SPECIALTY PHARMACEUTICALS“. In 17th annual International Conference of Education, Research and Innovation, 5221–25. IATED, 2024. https://doi.org/10.21125/iceri.2024.1279.
Der volle Inhalt der QuellePaolini, Marco. „Creating 2D animation“. In ACM SIGGRAPH 99 Conference abstracts and applications. New York, New York, USA: ACM Press, 1999. http://dx.doi.org/10.1145/311625.313587.
Der volle Inhalt der QuelleVegh, Ladislav, und Jozsef Udvaros. „POSSIBILITIES OF CREATING INTERACTIVE 2D ANIMATIONS FOR EDUCATION USING HTML5 CANVAS JAVASCRIPT LIBRARIES“. In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-119.
Der volle Inhalt der QuelleLiu, Hao, Songmao Zhang und Ruqian Lu. „Automatic 2D animation generation“. In 2014 International Conference on Audio, Language and Image Processing (ICALIP). IEEE, 2014. http://dx.doi.org/10.1109/icalip.2014.7009868.
Der volle Inhalt der QuelleNogueira, João Vitor Santiago, und Leonardo de Oliveira Carvalho. „Animation Frame Colorization with GANs“. In Anais Estendidos da Conference on Graphics, Patterns and Images. Sociedade Brasileira de Computação - SBC, 2023. http://dx.doi.org/10.5753/sibgrapi.est.2023.27465.
Der volle Inhalt der QuelleHudon, Matis, Rafael Pagés, Mairéad Grogan, Jan Ondřej und Aljoša Smolić. „2D shading for cel animation“. In Expressive '18: Joint Symposium on Computational Aesthetics and Sketch Based Interfaces and Modeling and Non-Photorealistic Animation and Rendering. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3229147.3229148.
Der volle Inhalt der QuelleGrover, Divyanshu, und Parag Chaudhuri. „Data-driven 2D effects animation“. In the Tenth Indian Conference. New York, New York, USA: ACM Press, 2016. http://dx.doi.org/10.1145/3009977.3010000.
Der volle Inhalt der QuelleWillett, Nora S., Wilmot Li, Jovan Popovic, Floraine Berthouzoz und Adam Finkelstein. „Secondary Motion for Performed 2D Animation“. In UIST '17: The 30th Annual ACM Symposium on User Interface Software and Technology. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3126594.3126641.
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