Dissertations / Theses on the topic 'Computer generated images'
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Evans, Steven R. "The pixel generator : a VLSI device for computer generated images." Thesis, University of Sussex, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.332912.
Full textStrassmann, Steven Henry. "Hairy brushes in computer-generated images." Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/78948.
Full textQuan, Weize. "Detection of computer-generated images via deep learning." Thesis, Université Grenoble Alpes, 2020. http://www.theses.fr/2020GRALT076.
Full textWith the advances of image editing and generation software tools, it has become easier to tamper with the content of images or create new images, even for novices. These generated images, such as computer graphics (CG) image and colorized image (CI), have high-quality visual realism, and potentially throw huge threats to many important scenarios. For instance, the judicial departments need to verify that pictures are not produced by computer graphics rendering technology, colorized images can cause recognition/monitoring systems to produce incorrect decisions, and so on. Therefore, the detection of computer-generated images has attracted widespread attention in the multimedia security research community. In this thesis, we study the identification of different computer-generated images including CG image and CI, namely, identifying whether an image is acquired by a camera or generated by a computer program. The main objective is to design an efficient detector, which has high classification accuracy and good generalization capability. Specifically, we consider dataset construction, network architecture, training methodology, visualization and understanding, for the considered forensic problems. The main contributions are: (1) a colorized image detection method based on negative sample insertion, (2) a generalization method for colorized image detection, (3) a method for the identification of natural image (NI) and CG image based on CNN (Convolutional Neural Network), and (4) a CG image identification method based on the enhancement of feature diversity and adversarial samples
Bassanino, May Nahab. "The perception of computer generated architectural images." Thesis, University of Liverpool, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.367240.
Full textBeale, Gareth. "Representing Roman statuary using computer generated images." Thesis, University of Southampton, 2013. https://eprints.soton.ac.uk/375493/.
Full textCartwright, Paul. "Realisation of computer generated integral three dimensional images." Thesis, De Montfort University, 2000. http://hdl.handle.net/2086/13289.
Full textPayne, Doug. "Simulating perceived 3D images replayed by computer generated holograms." Thesis, Heriot-Watt University, 2004. http://hdl.handle.net/10399/355.
Full textRosenzweig, Elizabeth. "A personal color proofing system for computer generated images." Thesis, Massachusetts Institute of Technology, 1985. http://hdl.handle.net/1721.1/77304.
Full textMICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.
Includes bibliographical references (leaves 71-73).
Just as the invention of photography challenged the world's visual literacy at the turn of the century, so has computer graphics begun to reshape visual communication. Although still in its infancy, recently developed tools for visual communication have made computer graphics and electronic imaging accessible to a much larger number of artists and other professionals. The use of these systems has emphasized a new need for an automatic color image proofing system combining text and images in variable size. Such a system would ease the distribution of and accessibility to digital images with high quality and low cost. This thesis describes the Color Proofer, a system that has been designed to meet these needs. This system includes a software package that performs basic image processing functions similar to basic darkroom manipulations, designed for color hardcopy. It also includes a system for creating halftone dot fonts to aid in the production of high quality color proofs. A typesetter capable of producing magazine quality color images and text is an integral component of the Color Proofer. The Color Proofer is designed for photographers and graphic designers who want high quality proofs of computer generated images.
by Elizabeth Rosenzweig.
M.S.V.S.
Youssef, Osama Hassan. "Acceleration techniques for photo realistic computer generated integral images." Thesis, De Montfort University, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.699807.
Full textOglesby, Corliss Deionn. "The New Frontier of Advertising: Computer-Generated Images as Influencers." UNF Digital Commons, 2019. https://digitalcommons.unf.edu/etd/861.
Full textObert, Juraj. "REAL-TIME CINEMATIC DESIGN OF VISUAL ASPECTS IN COMPUTER-GENERATED IMAGES." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4282.
Full textPh.D.
School of Electrical Engineering and Computer Science
Engineering and Computer Science
Computer Science PhD
Napleton, Steven. "The technological and aesthetic impact of computer-generated images on the Hollywood cinema." Thesis, University of East London, 2000. http://roar.uel.ac.uk/1296/.
Full textEricson, Anton. "Object Recognition Using Digitally Generated Images as Training Data." Thesis, Uppsala universitet, Bildanalys och människa-datorinteraktion, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-200158.
Full textGoss, Keith Michael. "Multi-dimensional polygon-based rendering for motion blur and depth of field." Thesis, Brunel University, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.294033.
Full textEnström, Olof. "Authentication Using Deep Learning on User Generated Mouse Movement Images." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74203.
Full textBarr, Christopher. "Knee kinematics of total knee replacement patients : pre and post operative analysis using computer generated images." Thesis, University of Strathclyde, 2011. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=24363.
Full textCooper, C., and n/a. "Space subdivision and distributed databases in a multiprocessor raytracer." University of Canberra. Information Sciences & Engineering, 1991. http://erl.canberra.edu.au./public/adt-AUC20060629.145540.
Full textWelker, Cécile. "La fabrique des "nouvelles images" : l’émergence des images de synthèse en France dans la création audiovisuelle (1968-1989)." Thesis, Sorbonne Paris Cité, 2015. http://www.theses.fr/2015USPCA116/document.
Full textBetween the first PhD in computer graphics (defended in 1968) and the first entirely synthetic advertisement broadcast on television (1983), computer-generated images became “new images”. The aim is not to assess these so-called new images according to their distinctive qualities of rupture or continuity, as the expression would suggest, but rather to study their mode of production and representation in order to determine what they show from the techniques employed, and the imaginative worlds that they convey at the time of the emergence of digital images, like so many creative suggestions but also ideological issues. Studied first from a technical, then from an aesthetic point of view, thanks to the cross-study of testimonies, grey literature and a formal analysis of the movies, these productions show a process of recovery of the medium, before and after the image. This PhD not only defines an “official” history of computer-generated images in France, replacing as precisely as possible the productions in their technical, political and cultural environment, but it also reveals when computer-generated images are innovating products, from their places of fabrication to their places of legitimacy. The conclusions question the different local circulations of people, tools and images, at a time when the cultural policies of the year 1981 promotes the bond between art and computer, and the indiscipline of creations
Diffner, Fredrik, and Hovig Manjikian. "Training a Neural Network using Synthetically Generated Data." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280334.
Full textVid utvecklandet av maskininlärningsmodeller kan avsaknaden av ett tillräckligt stort dataset för träning utgöra ett problem. En vanlig lösning är att använda syntetiskt genererad data för att antingen utöka eller helt ersätta ett dataset med verklig data. Denna uppsats undersöker prestationen av en maskininlärningsmodell tränad på syntetisk data jämfört med samma modell tränad på verklig data. Detta applicerades på problemet att använda ett konvolutionärt neuralt nätverk för att tyda tecken i bilder från ”naturliga” miljöer. Ett syntetiskt dataset bestående av 1’240’000 samt två stycken dataset med tecken från bilder, Char74K och ICDAR2003, användes. Resultatet visar att en modell tränad på det syntetiska datasetet presterade ca 50% bättre än samma modell tränad på Char74K.
Lundberg, Annika. "Web designers, don’t be afraid to use low-quality images in e-retail, unless you want to impress users : Purchase intent and attitudes on product listing pages with varying product image quality." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-178217.
Full textScott, T. D. "Adaptive network rendering in computer generated imagery." Thesis, Queen's University Belfast, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.390861.
Full textEvemy, Jeffrey Dennis. "Real-time computer generated imagery using stream processing techniques." Thesis, University of Southampton, 1989. https://eprints.soton.ac.uk/411148/.
Full textStewart, Marilyn Galvin. "The computer-generated image : an analysis for art education pedagogy /." The Ohio State University, 1988. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487595712158337.
Full textGraham, Athelia. "The Effects of Homography on Computer-generated High Frequency Word Lists." Diss., CLICK HERE for online access, 2008. http://contentdm.lib.byu.edu/ETD/image/etd2692.pdf.
Full textGalvão, E?ika César. "Towards a framework for critically understanding computer generated imagery /." The Ohio State University, 1995. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487867541731077.
Full textBuckley, Edward. "Computer-generated holograms for real-time image display and sensor applications." Thesis, University of Cambridge, 2007. https://www.repository.cam.ac.uk/handle/1810/284064.
Full textJukes, Alexander P. "3-D computer generated animation and the material plane : an investigation of the material qualities of 3-D computer generated animation and relations to space and form." Thesis, Royal College of Art, 2017. http://researchonline.rca.ac.uk/2845/.
Full textFollain, Éric. "Le centre monumental romain d'Appolonia d'Illyrie : images de synthèse et restitutions archéologiques." Thesis, Lyon 2, 2012. http://www.theses.fr/2012LYO20005.
Full textDuring the Roman period, “Apollonia of Illyria”, a greek settlement in Albania, knew several phases of construction and development. This is demonstrated by the study of the monumental center which was the object of excavations supervised by a French archaeologist Léon Rey at the beginning of the XXth century. After World War II, Albanian teams pursued the researches. They realized the restorations and the current presentations. The monumental center is organized around two main buildings, the Odeon and the “monument of Agonothetes”. These meeting places give evidence of the public character of this part of the city, just like the existence of a triumphal arch built later on. Shops also prove the commercial function of this place. Then, the religious function is illustrated by an ionic temple surrounded by a portico associated with a building named “prytaneum’ and by a small sanctuary. Finally, a square building is either a library or an “augusteum”. After an analysis of the visible vestiges and documentation, a report on the functions of the various monuments and a presentation of the comparative elements, the hypothesis of reconstructions will be proposed and transposed into computer-generated images. They will be assembled in a global vision of the roman monumental center at the beginning of the third century. Researches concerning the agora, localized a few hundred meters further, are not achieved yet but this place could be an architectural complex dedicated to imperial cult. During the second century, its importance could have attracted the bouleuterion that remains, for the moment, named as “monument of Agonothetes”
Kolonia greke e Apolonisë së Ilirisë, në Shqipëri, ka njohur faza të rëndësishme ndërtimi dhe riorganizimi urban në periudhën romake. Këtë e dëshmon qendra monumentale që ka qenë pikësynimi i gërmimeve dhe zbulimeve të kryera nën drejtimin e francezit Leon Rei, në fillim të shekullit të XX. Pas Luftës së II Botërore, ekipet shqiptare kanë vazhduar nxjerrjen në dritë të saj, si dhe kanë realizuar restaurimet dhe pamjet që shohim sot. Qendra monumentale është organizuar rreth dy godinave kryesore, odeoni dhe monumenti i Agonotetëve. Këto vende mbledhjesh dëshmojnë për karakterin publik të kësaj zone të qytetit, ashtu si dhe një hark triumfi pak më i vonshëm. Dyqanet dëshmojnë për një funksion tregtar aneks. Aspekti religjioz ilustrohet me praninë e një tempulli jonik, të rrethuar me një portik, dhe që lidhet me një godinë të ashtuquajtur prytaneum, si dhe me një faltore e vogël. Së fundmi, një ndërtesë në formë katrore mund të jetë ndoshta një bibliotekë apo augusteum. Në përfundim të studimit të rrënojave të dukshme dhe të dokumentacionit përkatës, parashtrohet trajtimi i funksioneve të monumenteve të ndryshme dhe i elementeve krahasuese të rimëkëmbjes hipotetike të tyre, që më tej transformohen në paraqitjet e informatizuara. Më pas, të gjithë elementët janë bashkuar në një pamje gjithëpërfshirëse të qendrës monumentale romake, ashtu siç paraqitej ajo në fillimin e shek. III të e. sonë. Në pritje të përfundimit të kërkimeve në agora, e cila gjendet vetëm disa qindra metra larg, ky ansambël duket të ketë qenë një kompleks arkitekturor që i kushtohej kultit perandorak, rëndësia e të cilit do të tërhiqte përgjatë shek. II të e. sonë buleterionin, që ende në mënyrë të kujdesshme emërtohet si “monumenti i Agonotetëve”
DeLuna, Ruben. "Integrating 3D and 2D computer generated imagery for the comics medium." Texas A&M University, 2004. http://hdl.handle.net/1969.1/1568.
Full textLi, Guo. "Neural network for optimization of binary computer-generated hologram with printing model /." Online version of thesis, 1995. http://hdl.handle.net/1850/12234.
Full textLeinonen, Emmi. "Copyright implications of computer-generated imagery using the likeness of real people." Thesis, Uppsala universitet, Juridiska institutionen, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413343.
Full textFranceschetto, Giovanni <1996>. "COMPUTER GENERATED IMAGERY INFLUENCERS AS A MARKETING TOOL: A STUDY OF LIL MIQUELA." Master's Degree Thesis, Università Ca' Foscari Venezia, 2020. http://hdl.handle.net/10579/18063.
Full textMuller, Thomas. "Synthèse d’image iso-photographique pour la conception de l’apparence assistée par ordinateur." Electronic Thesis or Diss., Paris, CNAM, 2021. http://www.theses.fr/2021CNAM1289.
Full textThe so-called “Computer Aided Appearance Design” (CA²D), which emerged in the late 1990s, is a branch of CAD dealing specifically with the appearance of materials.CA²D could be a key tool for decision-making in the design phases of manufactured products. However, while nowadays the digital model has almost completely superseded the physical model as far as the choice of shape is concerned, the determination of colours and materials still essentially requires the production of one or more real prototypes. This research workraises the issues of decision-making related to appearance on the basis of a computer-generated image simulation. This pragmatic approach allowing a link between real and virtual provides in this field a new concept that we shall call iso-photographic rendering
Hoffmann, Tammy Coral. "Development and evaluation of a computer-generated individualised written education package for patients following stroke and their carers /." [St. Lucia, Qld.], 2005. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe18924.pdf.
Full textTan, Adrian Hadipriono. "A Computer-Generated Model of the Construction of the Roman Colosseum." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1354683991.
Full textCutler, Barbara M. (Barbara Mary) 1975. "Aggregating building fragments generated from geo-referenced imagery into urban models." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80525.
Full textIncludes bibliographical references (p. 113-115).
Barbara M. Cutler.
M.Eng.
Hazey, Michael A. "Sensitivity comparison evaluation of computer-generated three dimensional surface topography to conventional maxillofacial radiographic imagery." Morgantown, W. Va. : [West Virginia University Libraries], 2006. https://eidr.wvu.edu/etd/documentdata.eTD?documentid=4481.
Full textTitle from document title page. Document formatted into pages; contains x, 220 p. : ill. (some col.). Vita. Includes abstract. Includes bibliographical references (p. 69-74).
Quan, Wei. "3-D facial expression representation using statistical shape models." Thesis, University of Central Lancashire, 2009. http://clok.uclan.ac.uk/21147/.
Full textMahal, Bhopinder Singh. "The application of three-dimensional mass-spring structures in the real-time simulation of sheet materials for computer generated imagery." Thesis, Heriot-Watt University, 2010. http://hdl.handle.net/10399/2359.
Full textLiu, Xindi. "The Ashes and the Portal: An immersive stereoscopic experience on Cyclorama." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/92801.
Full textMaster of Fine Arts
The Ashes and The Portal is a computer generated animation tells a story about burned library at Mzuzu University, Malawi, Africa and a new library design from Virginia Tech architecture students. Audience is required to wear a pair of 3D goggles to view the animation inside a giant curved screen which is surrounding the viewer. The photo-real footage of burned library and new library design can visually bring audiences onto the site and provide an immersive experience. This project is a collaboration project between the School of Visual Arts and the School of Architecture + Design, also with technical support from the Institute for Creativity, Arts, and Technology. This is an educational project that explores the potential use of the Cyclorama system as a platform for computer generated media works, especially for stereoscopic animation.
Su, Dan. "Target-Dominant Chinese-English Machine Translation." Diss., CLICK HERE for online access, 2004. http://contentdm.lib.byu.edu/ETD/image/etd609.pdf.
Full textLinné, Andreas. "Evaluating the Impact of V-Ray Rendering Engine Settings on Perceived Visual Quality and Render Time : A Perceptual Study." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19161.
Full textLohmeyer, Edwin Lloyd McGuy. "FROM CELLULOID REALITIES TO BINARY DREAMSCAPES: CINEMA AND PERCEPTUAL EXPERIENCE IN THE AGE OF DIGITAL IMMERSION." UKnowledge, 2012. http://uknowledge.uky.edu/art_etds/2.
Full textSiqueira, Paula Monteiro. "Cinema digital e educação: novas formas de percepção estética no século XXI." Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/2752.
Full textThe art goes through transformations on elapse of time, as do the resources and techniques used to produce it, and it s transformed as well as the predominant medium of communication alleged experience mediation. At the beginning of the 20th century Benjamin identified this process and analysed its effects, particularly through movies (BENJAMIN, 1987) and nowadays, with digital movie development, we observe several transformations which impact movie s language and the ways that spectators interact with it. Under the hypothesis that techniques applied to digital movies modify the way that spectators interact with the film, we develop our research on defining a cutout on stereoscopy, which produces the depth effect on 3D movies, and the use of CGI (computer generated imagery), which consists in computer created and animated images, having the target to discuss the impact of these resources on spectator s experience of interaction with movies, and more specifically to investigate new features of digital cinema aiming to understand what are the possible changes on movie s language and broached contents, as well as recognizing features of the ways of perception that might come up on this circumstances. For these purposes we develop a theoretical and empirical research grounded on the theoretical references of Critical Theory of Society.
A arte modifica-se no decorrer da história, bem como os recursos e técnicas pelos quais é produzida, e modifica-se também o meio de comunicação predominante como suposta mediação da experiência. No início do século XX, Benjamin identificou esse processo e analisou seus efeitos, sobretudo por meio do cinema (BENJAMIN, 1987a) e atualmente, com o desenvolvimento do cinema digital, observamos diversas transformações que impactam a linguagem cinematográfica e as formas como os espectadores interagem com as mesmas. Sob a hipótese de que técnicas aplicadas ao cinema digital modificam a forma como o espectador interage com o filme, desenvolvemos a nossa pesquisa delimitando um recorte sobre a estereoscopia, que produz o efeito de profundidade no cinema 3D e o uso das CGI (Computer generated imagery), que consiste em imagens criadas e animadas digitalmente, com objetivo de discutir o impacto de tais recursos sobre a experiência do espectador em interação com as obras cinematográficas, e mais especificamente investigar novas características do cinema digital a fim de compreender quais são as possíveis mudanças na linguagem do cinema e conteúdos abordados, bem como reconhecer características das formas de percepção que possivelmente surjam no cenário específico da cultura audiovisual digital do século XXI. Para tanto, desenvolvemos uma pesquisa teórica e empírica fundamentada no referencial teórico da Teoria Crítica da Sociedade.
Swan, Richard Heywood. "Deriving Operational Principles for the Design of Engaging Learning Experiences." Diss., CLICK HERE for online access, 2008. http://contentdm.lib.byu.edu/ETD/image/etd2573.pdf.
Full textBerglöf, Olle, and Adam Jacobs. "Effects of Transfer Learning on Data Augmentation with Generative Adversarial Networks." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-259485.
Full textDatautökning är en metod som skapar mer träningsdata genom att utöka befintlig träningsdata, där träningsdatan används för att anpassa modellers parametrar. Datautökning används på grund av en brist på träningsdata inom vissa områden samt för att minska overfitting. Att utöka ett träningsdataset för att genomföra bildklassificering med ett generativt adversarialt nätverk (GAN) har visats kunna öka precisionen av klassificering av bilder. Denna rapport undersöker om transferlärande inom en GAN kan vidare öka klassificeringsprecisionen när ett utökat träningsdataset används. Metoden beskriver en specific GANarkitektur som innehåller ett etikettvillkor. När transferlärande används inom den utvalda GAN-arkitekturen visar en statistisk analys en statistiskt säkerställd ökning av klassificeringsprecisionen för ett klassificeringsproblem med EMNIST datasetet, som innehåller bilder på handskrivna bokstäver och siffror. I diskussionen diskuteras orsakerna bakom resultaten och fler användningsområden nämns.
Critchfield, Brian L. "Statistical Methods For Kinetic Modeling Of Fischer Tropsch Synthesis On A Supported Iron Catalyst." Diss., CLICK HERE for online access, 2006. http://contentdm.lib.byu.edu/ETD/image/etd1670.pdf.
Full textBarber, Cody. "The Virtual Steamroller: How CGI Paved the Way for 3D's Comeback." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1323194803.
Full textMatulík, Martin. "Modelování a animace biologických struktur." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2018. http://www.nusl.cz/ntk/nusl-377662.
Full textLouis, Clare. "A study of how the technological advancements in capturing believable facial emotion in Computer Generated (CG) characters in film has facilitated crossing the uncanny valley." Thesis, 2014. http://hdl.handle.net/10539/15791.
Full textIn recent years, the quest for capturing authentic emotion convincingly in computer generated (CG) characters to assist exceedingly complex narrative expressions in modern cinema has intensified. Conveying human emotion in a digital human-like character is widely accepted to be the most challenging and elusive task for even the most skilled animators. Contemporary filmmakers have increasingly looked to complex digital tools that essentially manipulate the visual design of cinema through innovative techniques to reach levels of undetectable integration of CG characters. In trying to assess how modern cinema is pursuing the realistic integration of CG human-like characters in digital film with frenetic interest despite the risk of box office failure associated with the uncanny valley, this report focuses on the progress of the advances in the technique of facial motion capture. The uncanny valley hypothesis, based on a theory by Sigmund Freud, was coined in 1970 by Japanese robotics professor, Masahiro Mori. Mori suggested that people are increasingly comfortable with robots the more human-like they appear, but only up to a point. At that turning point, when the robot becomes too human-like, it arouses feelings of repulsion. When movement is added to this equation, viewers’ sense of the uncanny is heightened when the movement is deemed to be unreal. Motion capture is the technique of mimicking and capturing realistic movement by utilising technology that enables the process of translating a live actor’s performance into a digital performance. By capturing and transferring the data collected from sensors placed on a body suit or tracked from a high definition video, computer artists are able to drive the movement of a corresponding CG character in a 3-Dimensional (3D) programme. The attention of this study is narrowed to the progress of the techniques developed during a prolific decade for facial motion capture in particular. Regardless of the conflicting discourse surrounding the use of motion capture technology, these phenomenal improvements have allowed filmmakers to overcome that aspect of the uncanny valley associated with detecting realistic movement and facial expression. The progress of facial motion capture is investigated through the lens of selected films released during the period of 2001 to 2012. The two case studies, The Curious Case of Benjamin Button (2008) and Avatar (2009) were chosen for their individual achievement and innovative techniques that introduced new methods of facial capture. Digital images are said to undermine the reality status of cinematic images by challenging the foundation of long held theories of cinematic realist theory. These theories rooted in the indexical basis of photography, have proved to be the origin of contemporary viewers' notion of cinematic realism. However, the relationship between advanced digital effects and modern cinematic realism has created a perceptual complexity that warrants closer scrutiny. In addressing the paradoxical effect that photo-real cinematic realism is having on the basic comprehension of realism in film, the history of the seminal claims made by recognized realist film theorists is briefly examined.