Academic literature on the topic 'Computer animation – Data processing'

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Journal articles on the topic "Computer animation – Data processing"

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Gao, Quansheng. "Design and Implementation of 3D Animation Data Processing Development Platform Based on Artificial Intelligence." Computational Intelligence and Neuroscience 2022 (May 30, 2022): 1–7. http://dx.doi.org/10.1155/2022/1518331.

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Based on the whole process of computer-aided technology, a 3D animation data processing development platform based on artificial intelligence is designed and implemented. A random forest model for animation data processing and development is designed to mine the experience that can guide animation generation from the accumulated animation data. Based on the design goal and implementation principle of animation data processing and development platform, the attributes and categories of random forest model are abstracted. After standardizing a large number of historical data, the training sample set is obtained, and the random forest model is obtained after training. The parameters of the random forest model are continuously optimized by experiments, so that the learning model can better guide the dynamic animation data processing and development platform to generate animation to the satisfaction of users. The designed three-dimensional animation data processing and development platform interacts with the animation generation module, users, and system administrators. It can continuously receive the sample data of the animation generation module, automatically expand the number of training samples, analyze the status of the sample database, and put forward suggestions to the system administrator to update the learning model, so as to realize the initiative of learning. The experimental results show that the designed 3D animation data processing and development platform is effective and feasible.
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Bright, David S. "Basic image processing for the microscopist." Proceedings, annual meeting, Electron Microscopy Society of America 50, no. 2 (August 1992): 1786–87. http://dx.doi.org/10.1017/s0424820100133564.

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Images are a rich source of easily interpreted information. Equipment capable of handling pictures in computer memory (digital images) is now commonplace, and imaging is becoming an integral part of scientific computing and data analysis. Today, desk top computers are capable of displaying images with no special equipment at all. For example, NIH Image runs on a standard MAC II, and provides tools for contrast enhancement, pseudocolor, sharpening, animation, labeling and particle counting. Scanners or video cameras to input gray level (or color) images are moderately priced, and scanning microscopes are coming equipped for digital data acquisition and control. This tutorial will review some of the basic principles of image processing using example micrographs, and will illustrate how to use some readily available image processing software.Digital images are pictures that reside in the computer as arrays of numbers, each number designating the brightness of an individual picture element or pixel.
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Li, Zhiwei. "Task Image Setting of 3D Animation Based on Virtual Reality and Artificial Intelligence." Mobile Information Systems 2022 (September 7, 2022): 1–8. http://dx.doi.org/10.1155/2022/5233362.

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In order to make the expression and action of animated virtual characters more realistic, this paper proposes a virtual character expression and action system based on 3D animation. The system hardware module is used to complete the collection and processing of image data and human bone data. Then, the positioning of human skeleton points and the mapping relationship between joint points and moving skeleton points are constructed, and finally the virtual character model is constructed. On this basis, this paper completes the correspondence of feature points through facial feature point mapping and completes the face model alignment by aligning the video face with the 3D animation virtual face. The Laplace coordinate recovery model is used to reconstruct the facial expression action, complete the simulation of 3D animation virtual character expression action and realize the design of the virtual character expression action system based on 3D animation. The experimental results show that in the aspect of expression movement, the system in this paper has a better effect than the real-time motion capture technology system and the 2D animation expression movement system with a 95.40% simulation degree. The fidelity of skin texture processing in this system is 97.60%. Conclusion. The designed system can effectively simulate the facial expression in the character image and integrate it into the three-dimensional animation to make the virtual character more vivid. After rendering and skin texture processing on the Unity3D platform of the system, the authenticity of the virtual character is enhanced.
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FILIPPINI, LUIGI. "METEOSAT IR IMAGE PROCESSING AND MPEG ANIMATION." International Journal of Modern Physics C 05, no. 05 (October 1994): 831–33. http://dx.doi.org/10.1142/s0129183194000957.

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An HTML demo page, based on the results of a collaboration between CRS4 and CSP, is presented explaining some image processing of meteorogical data. Raw data, obtained every 30 minutes from the METEOSAT satellite, is processed to obtain colored high-contrast images, multiple images are then compressed using the MPEG video standard. The HTML page explains the details of the transformation process and contains links to sample images and the CRS4 MPEG wheather movies archive.
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Lee, Mun-yong, Sang-ha Lee, Kye-dong Jung, Seung-hyun Lee, and Soon-chul Kwon. "A Novel Preprocessing Method for Dynamic Point-Cloud Compression." Applied Sciences 11, no. 13 (June 26, 2021): 5941. http://dx.doi.org/10.3390/app11135941.

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Computer-based data processing capabilities have evolved to handle a lot of information. As such, the complexity of three-dimensional (3D) models (e.g., animations or real-time voxels) containing large volumes of information has increased exponentially. This rapid increase in complexity has led to problems with recording and transmission. In this study, we propose a method of efficiently managing and compressing animation information stored in the 3D point-clouds sequence. A compressed point-cloud is created by reconfiguring the points based on their voxels. Compared with the original point-cloud, noise caused by errors is removed, and a preprocessing procedure that achieves high performance in a redundant processing algorithm is proposed. The results of experiments and rendering demonstrate an average file-size reduction of 40% using the proposed algorithm. Moreover, 13% of the over-lap data are extracted and removed, and the file size is further reduced.
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Wei, Yu Qing, Xing Gao, and Jing Hua Gao. "Virtools Based Development of Computer Experiment." Advanced Materials Research 756-759 (September 2013): 2887–91. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.2887.

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Virtools is a set of integrated 2D graphic images, 3D models, audio, video, and so a variety of file formats, interactive software itself has a wealth of interactive behavior module, 3D games can be created, virtual experiments simulation objects very strong interaction with the display and other three-dimensional product. This paper presents a virtual experiment based on 3D and Virtools technology, which is built with 3D experiments scenes, making 3D animation; with Virtools data processing, interactive control. The experiments show that this method has the authenticity, interactivity, simple and easy to implement features.
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Zhang, Qiang, Xiaoying Liang, and Xiaopeng Wei. "Scattered Data Processing Approach Based on Optical Facial Motion Capture." Applied Bionics and Biomechanics 10, no. 2-3 (2013): 75–87. http://dx.doi.org/10.1155/2013/463235.

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In recent years, animation reconstruction of facial expressions has become a popular research field in computer science and motion capture-based facial expression reconstruction is now emerging in this field. Based on the facial motion data obtained using a passive optical motion capture system, we propose a scattered data processing approach, which aims to solve the common problems of missing data and noise. To recover missing data, given the nonlinear relationships among neighbors with the current missing marker, we propose an improved version of a previous method, where we use the motion of three muscles rather than one to recover the missing data. To reduce the noise, we initially apply preprocessing to eliminate impulsive noise, before our proposed three-order quasi-uniform B-spline-based fitting method is used to reduce the remaining noise. Our experiments showed that the principles that underlie this method are simple and straightforward, and it delivered acceptable precision during reconstruction.
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Abe, Shota, Akio Ishida, Jun Murakami, and Naoki Yamamoto. "Development of Online Learning Materials for Tensor Data Processing Exercises." International Journal of Information and Education Technology 12, no. 3 (2022): 194–202. http://dx.doi.org/10.18178/ijiet.2022.12.3.1604.

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Tensor decomposition is used in a wide range of research fields; however, its theory is difficult to understand. Therefore, basic education is essential when using it in programming. Currently, there are few Japanese universities that provide education on tensor decomposition; however, some overseas universities have already conducted it, and online learning materials are also substantial. Therefore, in this paper, we have developed online learning materials for basics and programming exercises of higher-order singular value decomposition (HOSVD), which is one of tensor decomposition, for the purpose of increasing the learning materials for tensor decomposition education. Our learning material is created on Microsoft Teams, and students can access this material channel and work on exercises on demand while watching explanatory videos including CG animation. As a result of the trial of this learning material, it was found that the students who used it can generally understand the processes related to tensor decomposition and can perform basic programming of them.
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Hu, Zhen Yu. "Simulation Research on Video Tracking Based on Computer Dynamic Capturing Technology." Applied Mechanics and Materials 513-517 (February 2014): 2389–93. http://dx.doi.org/10.4028/www.scientific.net/amm.513-517.2389.

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Motion capture technology of computer is a new form of a new data acquisition in recent years. It relates to many subjects, such as mathematics, computer science, graphics, digital signal processing, image processing, data structure and so on. Through the combination of various disciplines, and mutual penetration, this new research field has been formed. The study of the motion capture technology not only increases the depth of theory, but also provides practical significance for the dynamic kinematics. At present, the motion capture technology of computer has been widely applied to the animation game production, medicine motion analysis sports and other fields. This article is mainly based on the combination of basketball technique and computer motion capture to provide a theoretical basis and practical experience for computer motion capture of basketball.
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Zhang, Ying, and Li Zhou. "Virtual Simulation of PCA Algorithm and Detection Technique of Capturing Fashion Show Movements." Applied Mechanics and Materials 651-653 (September 2014): 555–59. http://dx.doi.org/10.4028/www.scientific.net/amm.651-653.555.

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3D animation technology is introduced into a virtual fashion show to design a new fashion show of show creation system in this paper. This system combines image processing and reconstruction technology and Matlab software, the two methods and tools. Through the change of frame vector data, it realizes the reconstruction of image. In order to improve the speed of image capture and reconstruction, PCA algorithm is adopted to reduce the dimensions of the vector data of each frame image. This system makes The three dimensional animation technology and performing choreography get together, which has achieved better artistic effect of show design, and has provided technical reference for the computer design of virtual fashion show in universities.
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Dissertations / Theses on the topic "Computer animation – Data processing"

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

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Marshall, Dana T. "The exploitation of image construction data and temporal/image coherence in ray traced animation /." Full text (PDF) from UMI/Dissertation Abstracts International, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3008386.

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Winnemöller, Holger. "Implementing non-photorealistic rendreing enhancements with real-time performance." Thesis, Rhodes University, 2002. http://hdl.handle.net/10962/d1003135.

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We describe quality and performance enhancements, which work in real-time, to all well-known Non-photorealistic (NPR) rendering styles for use in an interactive context. These include Comic rendering, Sketch rendering, Hatching and Painterly rendering, but we also attempt and justify a widening of the established definition of what is considered NPR. In the individual Chapters, we identify typical stylistic elements of the different NPR styles. We list problems that need to be solved in order to implement the various renderers. Standard solutions available in the literature are introduced and in all cases extended and optimised. In particular, we extend the lighting model of the comic renderer to include a specular component and introduce multiple inter-related but independent geometric approximations which greatly improve rendering performance. We implement two completely different solutions to random perturbation sketching, solve temporal coherence issues for coal sketching and find an unexpected use for 3D textures to implement hatch-shading. Textured brushes of painterly rendering are extended by properties such as stroke-direction and texture, motion, paint capacity, opacity and emission, making them more flexible and versatile. Brushes are also provided with a minimal amount of intelligence, so that they can help in maximising screen coverage of brushes. We furthermore devise a completely new NPR style, which we call super-realistic and show how sample images can be tweened in real-time to produce an image-based six degree-of-freedom renderer performing at roughly 450 frames per second. Performance values for our other renderers all lie between 10 and over 400 frames per second on homePC hardware, justifying our real-time claim. A large number of sample screen-shots, illustrations and animations demonstrate the visual fidelity of our rendered images. In essence, we successfully achieve our attempted goals of increasing the creative, expressive and communicative potential of individual NPR styles, increasing performance of most of them, adding original and interesting visual qualities, and exploring new techniques or existing ones in novel ways.
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Judice, Sicilia Ferreira Ponce Pasini. "Animação de Fluidos via Modelos do Tipo Lattice Gas e Lattice Boltzmann." Laboratório Nacional de Computação Científica, 2009. http://www.lncc.br/tdmc/tde_busca/arquivo.php?codArquivo=181.

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Técnicas baseadas em física têm chamado a atenção da comunidade de computação gráfica, em especial para animação de fluidos (gás ou líquidos). As técnicas tradicionais para animação de fluidos são metodologias top-down baseadas em malhas 2D/3D, tais como Diferenças Finitas e Elementos Finitos, em conjunto com equações de fluidos Navier-Stokes. Entretanto, tais métodos têm um custo computacional alto. Uma alternativa é o uso de técnicas baseadas em Autômatos Celulares do tipo Lattice Gas (LGCA) e o Método de Lattice Boltzmann (LBM). A idéia básica desses métodos consiste em obter a dinâmica macroscópica de um fluido a partir do comportamento coletivo de diversas partículas microscópicas. Em geral, tais metodologias bottom-up são eficientes do ponto de vista computacional. Neste trabalho, são estudados os aspectos teóricos e práticos da animação computacional de fluidos bidimensionais para computação gráfica, usando um método LGCA chamado FHP, e um método LBM chamado D2Q9. É proposto um modelo de fluido 3D baseado nos modelos bidimensionais FHP e D2Q9, bem como em métodos de interpolação. Em seguida, são apresentadas duas aplicações para animação de fluidos através dos métodos mencionados, uma para execução em tempo real e outra para execução off-line. Nos resultados dos experimentos computacionais são enfatizados a simplicidade e o potencial dos modelos propostos quando combinados com técnicas eficientes de rendering.
Physically-based techniques for the animation of fluids (gas or liquids) have taken the attention of the computer graphics community. The traditional fluid animation methods rely on a top down viewpoint that uses 2D/3D mesh based approaches motivated by the Eulerian methods of Finite Element (FE) and Finite Difference (FD), in conjunction with Navier-Stokes equations of fluids. Alternatively, lattice methods comprised by the Lattice Gas Cellular Automata (LGCA) and Lattice Boltzmann (LBM) can be used. The basic idea behind these methods is that the macroscopic dynamics of a fluid is the result of the collective behavior of many microscopic particles. Such bottom-up approaches need low computational resources for both the memory allocation and the computation itself. In this work, we consider animation of fluids for computer graphics applications, using a LGCA method called FHP, and a LBM method called D2Q9, both bidimensional models. We propose 3D fluid animation techniques based on the FHP and D2Q9 as well as interpolation methods. Then, we present two animating frameworks based on the mentioned lattice methods, one for a real time implementation and the other for an off-line implementation. In the experimental results we emphasize the simplicity and power of the presented models when combined with efficient techniques for rendering and compare their efficiency.
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Goes, Fernando Ferrari de. "Analise espectral de superficies e aplicações em computação grafica." [s.n.], 2009. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275916.

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Orientador: Siome Klein Goldenstein
Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Computação
Made available in DSpace on 2018-08-14T02:23:56Z (GMT). No. of bitstreams: 1 Goes_FernandoFerraride_M.pdf: 31957234 bytes, checksum: c369081bcbbb5f360184a1f8467839ea (MD5) Previous issue date: 2009
Resumo: Em computação gráfica, diversos problemas consistem na análise e manipulação da geometria de superfícies. O operador Laplace-Beltrami apresenta autovalores e autofunções que caracterizam a geometria de variedades, proporcionando poderosas ferramentas para o processamento geométrico. Nesta dissertação, revisamos as propriedades espectrais do operador Laplace-Beltrami e propomos sua aplicação em computação gráfica. Em especial, introduzimos novas abordagens para os problemas de segmentação semântica e geração de atlas em superfícies
Abstract: Many applications in computer graphics consist of the analysis and manipulation of the geometry of surfaces. The Laplace-Beltrami operator presents eigenvalues and eigenfuncitons which caracterize the geometry of manifolds, supporting powerful tools for geometry processing. In this dissertation, we revisit the spectral properties of the Laplace-Beltrami operator and apply them in computer graphics. In particular, we introduce new approaches for the problems of semantic segmentation and atlas generation on surfaces
Mestrado
Computação Grafica
Mestre em Ciência da Computação
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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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Luther, Kurt. "Supporting and transforming leadership in online creative collaboration." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45822.

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Online creative collaboration is challenging our basic assumptions about how people can create together. Volunteers from around the world who meet and communicate over the Internet have written the world's largest encyclopedia, developed market-leading software products, solved important open problems in mathematics, and produced award-winning films, among many examples. A growing body of research refutes the popular myth that these projects succeed through "self-organization" and instead points to the critical importance of effective leadership. Yet, we know little about what these leaders actually do, the challenges they must manage, and how technology supports or hinders their efforts. In this dissertation, I investigated the role of leadership in online creative collaboration. I first conducted two empirical studies of existing leadership practices, focusing on the domain of online, collaborative animation projects called "collabs." In the first study, I identified the major challenges faced by collab leaders. In the second study, I identified leader traits and behaviors correlated with success. These initial findings suggested that many collab leaders, overburdened and lacking adequate technological support, respond by attempting less ambitious projects and adopting centralized leadership styles. Despite these efforts, leaders frequently become overburdened, and more than 80% of collabs fail. To ease the burden on leaders and encourage more complex, successful projects, I led the development of a web-based, open-source software tool called Pipeline. Pipeline can support leadership by reinforcing a traditional, top-down approach, or transform leadership by redistributing it across many members of a group. This latter approach relies on social processes, rather than technical constraints, to guide behavior. I evaluated Pipeline's ability to effectively support and transform leadership through a detailed case study of Holiday Flood, a six-week collaboration involving nearly 30 artists from around the world. The case study showed that formal leaders remained influential and Pipeline supported their traditional, centralized approach. However, there was also evidence that Pipeline transformed some leadership behaviors, such as clarifying, informing, and monitoring, by redistributing them beyond the project's formal leaders. The result was a significantly more ambitious project which attained its goals and earned high praise from the community. The main contributions of this dissertation include: (1) a rich description of existing leadership practices in online creative collaboration; (2) the development of redistributed leadership as a theoretical framework for analyzing the relationship between leadership and technological support; (3) design implications for supporting and transform leadership; (4) a case study illustrating how technology can support and transform leadership in the real world; and (5) the Pipeline collaboration tool itself, released as open-source software.
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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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Whited, Brian Scott. "Tangent-ball techniques for shape processing." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31670.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: Jarek Rossignac; Committee Member: Greg Slabaugh; Committee Member: Greg Turk; Committee Member: Karen Liu; Committee Member: Maryann Simmons. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Books on the topic "Computer animation – Data processing"

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John, Vince. Handbook of Computer Animation. London: Springer London, 2003.

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Ogao, Patrick Job. Exploratory visualization of temporal geospatial data using animation =: Exploratieve visualisatie van temporele ruimtelijke gegevens met behulp van animaties. [Enschede, The Netherlands: International Institute for Aerospace Survey and Earth Sciences], 2002.

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Dransch, Doris. Temporale und nontemporale Coumputer-Animation in der Kartographie. Berlin: Selbstverlag Fachbereich Geowissenschaften, Freie Universität Berlin, 1995.

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1945-, House Donald, and Breen David E. 1960-, eds. Cloth modeling and animation. Natick, Mass: A K Peters, 2000.

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Thalmann, Daniel, and Nadia Magnenat-Thalmann. New trends in animation and visualization. Chichester: Wiley, 1991.

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Sassmannshausen, Volker. Architektur und Simulation: Animation als manipulierbares Darstellungswerkzeug in der Architektur. Berlin: Wissenschaft und Technik, 1998.

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Bradford, Rex E. Real-time animation tool-kit in C++. New York: Wiley, 1995.

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Meier, Timothy W. Investigation into the use of texturing for real-time computer animation. Monterey, California: Naval Postgraduate School, 1988.

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Geometric algebra: An algebraic system for computer games and animation. Dordrecht: Springer, 2009.

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Real-time animation tool-kit in C [plus plus]. New York: Wiley, 1995.

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Book chapters on the topic "Computer animation – Data processing"

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Van Reeth, Frank, and Eddy Flerackers. "Utilizing Parallel Processing in Computer Animation." In Computer Animation ’91, 227–40. Tokyo: Springer Japan, 1991. http://dx.doi.org/10.1007/978-4-431-66890-9_16.

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Courty, Nicolas, and Thomas Corpetti. "Data-Driven Animation of Crowds." In Computer Vision/Computer Graphics Collaboration Techniques, 377–88. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-71457-6_34.

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Chen, Philip C. "Applications of Scientific Visualization to Meteorological Data Analysis and Animation." In Computer Animation ’90, 31–38. Tokyo: Springer Japan, 1990. http://dx.doi.org/10.1007/978-4-431-68296-7_3.

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Lee, Myeong Won, and Tosiyasu L. Kunii. "Animation Platform: A Data Management System for Modeling Moving Objects." In Computer Animation ’91, 169–85. Tokyo: Springer Japan, 1991. http://dx.doi.org/10.1007/978-4-431-66890-9_12.

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Sourina, Olga, Alexei Sourin, and Vladimir Kulish. "EEG Data Driven Animation and Its Application." In Computer Vision/Computer Graphics CollaborationTechniques, 380–88. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-01811-4_34.

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Walsh, Vincent. "Electronic Data Processing." In Computer Literacy, 75–78. London: Macmillan Education UK, 1985. http://dx.doi.org/10.1007/978-1-349-07674-1_13.

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Weik, Martin H. "data processing." In Computer Science and Communications Dictionary, 354. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_4339.

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Weik, Martin H. "data processing." In Computer Science and Communications Dictionary, 354. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_4344.

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Bingham, John. "Computer Peripherals and Input Devices." In Data Processing, 57–79. London: Macmillan Education UK, 1989. http://dx.doi.org/10.1007/978-1-349-19938-9_6.

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Kang, Ingu, and JungHyun Han. "Massive Autonomous Characters: Animation and Interaction." In Computer Vision, Graphics and Image Processing, 333–38. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11949619_30.

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Conference papers on the topic "Computer animation – Data processing"

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Liu, Zhixun, Yiheng Zhang, Xinyao Han, and Wanting Zhou. "Animation image transfer using CycleGAN." In International Conference on Computer Graphics, Artificial Intelligence, and Data Processing (ICCAID 2021), edited by Feng Wu, Jinping Liu, and Yanping Chen. SPIE, 2022. http://dx.doi.org/10.1117/12.2631194.

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Kobets, K. R., Sergey Valeryevich Andreev, Alexander Evgenyevich Bondarev, and A. V. Bondarenko. "Application of Volumetric Stereoanimation in Maxillofacial Surgery." In 32nd International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2022. http://dx.doi.org/10.20948/graphicon-2022-324-329.

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The work is devoted to the application of previously developed algorithms and methods of stereo imaging in the field of maxillofacial surgery. Construction of stereo images can be useful for solving the problem of visual aids in medicine. The work is based on the developed algorithms and software tools for presenting 3D objects in stereo mode on modern autostereoscopic monitors. Test examples of 3D volumetric animations of the results of real CT scans of patients are constructed and presented as illustrations. A similar approach can be used for virtual volumetric 3D visualization of human organs in various fields of medicine. Practical cooperation of medical workers and developers of methods of stereo animation on autostereoscopic monitors on example of practical tasks allows to develop new approaches, necessary for specialists. For medical workers creation of stereopresentation base helps to identify patients' pathologies, to establish communication with the patient by means of visual volumetric representations, to establish communication between medical specialists. The dissemination of such stereoscopic images in various fields is extremely important. Such visual representations help to move the processes of patient analysis, data processing to a new, higher level.
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Maciel, Anderson, Carla Dal Sasso Freitas, and Luciana Nedel. "Visualization, Interaction and Simulation Lab at UFRGS." In Anais Estendidos do Simpósio de Realidade Virtual e Aumentada. Sociedade Brasileira de Computação, 2020. http://dx.doi.org/10.5753/svr_estendido.2020.12973.

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The Visualization, Interaction and Simulation Laboratory (VISLab) is part of the Computer Graphics, Image Processing and Interaction research group, which started its activities in 1978 developing projects mainly on rendering and animation. Along the years, as new researchers joined the group, new research fields such as image acquisition and analysis, virtual reality, nonconventional interaction, and visualization of complex data started to be investigated. Within this group, VISLab is majorly concerned with research on human-computer interaction, with emphasis on non-conventional, 3D interaction and haptics, and immersive visualization in the context of virtual and augmented reality applications. In this paper, we present the VISLab research focus and the strategy we use to achieve its main goal: to enhance the human with computers, extending the perception capabilities, and improving the human power of action in a natural way. We also briefly describe and illustrate some recent works developed in the lab.
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Rocha, Fabio Neves, Valdinei Freire, and Karina Valdivia Delgado. "Short-term Inbetweening of 3D Human Motions." In Encontro Nacional de Inteligência Artificial e Computacional. Sociedade Brasileira de Computação - SBC, 2021. http://dx.doi.org/10.5753/eniac.2021.18286.

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Creating computer generated human animations without the use of motion capture technology is a tedious and time consuming activity. Although there are several publications regarding animation synthesis using data driven methods, not many are dedicated towards the task of inbetweening, which consists of generating transition movements between frames. A modified version of LSTM, called Recurrent Transition Network (RTN), solves the inbetweening task for walking motion based on ten initial frames and two final frames. In this work, we are interested on the short-term inbetweening task, where we need to use the least amount of frames to generate the missing frames for short-term transitions. We are also interested on different kinds of movements, such as martial arts and Indian dance. Thus, we adapt the Recurrent Transition Network (RTN) to require only the two firts frames and the last one, called ARTN, and propose a simple post processing method combining ARTN with linear interpolation, called ARTN+. The results show that the average error of ARTN+ is less than the average error of each method (RTN and interpolation) separately in the martial arts and Indian dance dataset.
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Shackleford, William, and Keith Stouffer. "Implementation of VRML/Java Web-Based Animation and Communications for the Next Generation Inspection System (NGIS) Real-Time Controller." In ASME 2000 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2000. http://dx.doi.org/10.1115/detc2000/cie-14588.

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Abstract The Next Generation Inspection System (NGIS) project is a testbed that consists of a Cordax Coordinate Measuring Machine (CMM), advanced sensors, and the National Institute of Standards and Technology (NIST) Real-Time Control System (RCS) open architecture controller. The RCS controller permits real-time processing of sensor data for feedback control of the inspection probe. The open architecture controller permits external access to internal data, such as the current position of the probe. A remote access web site was developed to access this data to drive a Virtual Reality Modeling Language (VRML) * model of the Cordax CMM. The remote access web site contains a client-controlled pan/tilt/zoom camera which sends video to the client as well as the VRML 3D model of the CMM that is controlled by the NGIS controller located at NIST. This remote access web site allows a client to monitor a remote inspection with a PC and an internet connection.
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Schell, Jodie. "IBM Data Baby." In ACM SIGGRAPH 2010 Computer Animation Fesitval. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1836623.1836651.

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Schell, Jodie. "IBM Data Energy." In ACM SIGGRAPH 2010 Computer Animation Fesitval. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1836623.1836652.

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Pollard, Nancy. "Session details: Data driven character animation." In SIGGRAPH04: Special Interest Group on Computer Graphics and Interactive Techniques. New York, NY, USA: ACM, 2004. http://dx.doi.org/10.1145/3249804.

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Sundar Ram, Shobha, and Hao Ling. "Simulation of human microDopplers using computer animation data." In 2008 IEEE Radar Conference (RADAR). IEEE, 2008. http://dx.doi.org/10.1109/radar.2008.4720816.

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Cliburn, Daniel. "Session details: Data- and code-space animation." In SIGCSE09: The 40th ACM Technical Symposium on Computer Science Education. New York, NY, USA: ACM, 2009. http://dx.doi.org/10.1145/3247348.

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Reports on the topic "Computer animation – Data processing"

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Hazard, John W., Jeralyn Snellgrove, and J. Michael Geist. Processing data from soil assessment surveys with the computer program SOILS. Portland, OR: U.S. Department of Agriculture, Forest Service, Pacific Northwest Forest and Range Experiment Station, 1985. http://dx.doi.org/10.2737/pnw-gtr-179.

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Warpinski, N. R. ASR4: A computer code for fitting and processing 4-gage anelastic strain recovery data. Office of Scientific and Technical Information (OSTI), May 1989. http://dx.doi.org/10.2172/6088106.

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Bilgutay, Nihat M. Computer Facilities for High-Speed Data Acquisition, Signal Processing and Large Scale System Simulation. Fort Belvoir, VA: Defense Technical Information Center, June 1986. http://dx.doi.org/10.21236/ada170935.

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Labonté, M. Description of computer methods and computer programs for correspondence analysis and use of the dendograph analysis as means of coal data processing. Natural Resources Canada/ESS/Scientific and Technical Publishing Services, 1989. http://dx.doi.org/10.4095/126758.

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Schoening, Timm. OceanCV. GEOMAR, 2022. http://dx.doi.org/10.3289/sw_5_2022.

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OceanCV provides computer vision algorithms and tools for underwater image analysis. This includes image processing, pattern recognition, machine learning and geometric algorithms but also functionality for navigation data processing, data provenance etc.
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Modlo, Yevhenii O., Serhiy O. Semerikov, Pavlo P. Nechypurenko, Stanislav L. Bondarevskyi, Olena M. Bondarevska, and Stanislav T. Tolmachev. The use of mobile Internet devices in the formation of ICT component of bachelors in electromechanics competency in modeling of technical objects. [б. в.], September 2019. http://dx.doi.org/10.31812/123456789/3264.

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Computer simulation of technical objects and processes is one of the components of the system of professional training of a modern electromechanics engineer. It has been established that despite the fact that mobile Internet devices (MID) are actively used by electrical engineers, the methods of using them in the process of bachelor in electromechanics training is considered only in some domestic scientific studies. The article highlights the components of the methods of using MID in the formation of the ICT component of the competence of the bachelor in electromechanics in modeling of technical objects, providing for students to acquire basic knowledge in the field of Computer Science and modern ICT and skills to use programming systems, math packages, subroutine libraries, and the like. For processing tabular data, it is proposed to use various freely distributed tools that do not significantly differ in functionality, such as Google Sheets, Microsoft Excel, for processing text data – QuickEdit Text Editor, Google Docs, Microsoft Word. For 3D-modeling and viewing the design and technological documentation, the proposed comprehensive use of Autodesk tools in the training process.
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Murdick, Dewey, Daniel Chou, Ryan Fedasiuk, and Emily Weinstein. The Public AI Research Portfolio of China’s Security Forces. Center for Security and Emerging Technology, March 2021. http://dx.doi.org/10.51593/20200057.

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New analytic tools are used in this data brief to explore the public artificial intelligence (AI) research portfolio of China’s security forces. The methods contextualize Chinese-language scholarly papers that claim a direct working affiliation with components of the Ministry of Public Security, People's Armed Police Force, and People’s Liberation Army. The authors review potential uses of computer vision, robotics, natural language processing and general AI research.
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Varastehpour, Soheil, Hamid Sharifzadeh, and Iman Ardekani. A Comprehensive Review of Deep Learning Algorithms. Unitec ePress, 2021. http://dx.doi.org/10.34074/ocds.092.

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Deep learning algorithms are a subset of machine learning algorithms that aim to explore several levels of the distributed representations from the input data. Recently, many deep learning algorithms have been proposed to solve traditional artificial intelligence problems. In this review paper, some of the up-to-date algorithms of this topic in the field of computer vision and image processing are reviewed. Following this, a brief overview of several different deep learning methods and their recent developments are discussed.
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Modlo, Yevhenii O., Serhiy O. Semerikov, Stanislav L. Bondarevskyi, Stanislav T. Tolmachev, Oksana M. Markova, and Pavlo P. Nechypurenko. Methods of using mobile Internet devices in the formation of the general scientific component of bachelor in electromechanics competency in modeling of technical objects. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3677.

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An analysis of the experience of professional training bachelors of electromechanics in Ukraine and abroad made it possible to determine that one of the leading trends in its modernization is the synergistic integration of various engineering branches (mechanical, electrical, electronic engineering and automation) in mechatronics for the purpose of design, manufacture, operation and maintenance electromechanical equipment. Teaching mechatronics provides for the meaningful integration of various disciplines of professional and practical training bachelors of electromechanics based on the concept of modeling and technological integration of various organizational forms and teaching methods based on the concept of mobility. Within this approach, the leading learning tools of bachelors of electromechanics are mobile Internet devices (MID) – a multimedia mobile devices that provide wireless access to information and communication Internet services for collecting, organizing, storing, processing, transmitting, presenting all kinds of messages and data. The authors reveals the main possibilities of using MID in learning to ensure equal access to education, personalized learning, instant feedback and evaluating learning outcomes, mobile learning, productive use of time spent in classrooms, creating mobile learning communities, support situated learning, development of continuous seamless learning, ensuring the gap between formal and informal learning, minimize educational disruption in conflict and disaster areas, assist learners with disabilities, improve the quality of the communication and the management of institution, and maximize the cost-efficiency. Bachelor of electromechanics competency in modeling of technical objects is a personal and vocational ability, which includes a system of knowledge, skills, experience in learning and research activities on modeling mechatronic systems and a positive value attitude towards it; bachelor of electromechanics should be ready and able to use methods and software/hardware modeling tools for processes analyzes, systems synthesis, evaluating their reliability and effectiveness for solving practical problems in professional field. The competency structure of the bachelor of electromechanics in the modeling of technical objects is reflected in three groups of competencies: general scientific, general professional and specialized professional. The implementation of the technique of using MID in learning bachelors of electromechanics in modeling of technical objects is the appropriate methodic of using, the component of which is partial methods for using MID in the formation of the general scientific component of the bachelor of electromechanics competency in modeling of technical objects, are disclosed by example academic disciplines “Higher mathematics”, “Computers and programming”, “Engineering mechanics”, “Electrical machines”. The leading tools of formation of the general scientific component of bachelor in electromechanics competency in modeling of technical objects are augmented reality mobile tools (to visualize the objects’ structure and modeling results), mobile computer mathematical systems (universal tools used at all stages of modeling learning), cloud based spreadsheets (as modeling tools) and text editors (to make the program description of model), mobile computer-aided design systems (to create and view the physical properties of models of technical objects) and mobile communication tools (to organize a joint activity in modeling).
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Federal Information Processing Standards Publication: computer data authentication. Gaithersburg, MD: National Bureau of Standards, 1985. http://dx.doi.org/10.6028/nbs.fips.113.

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