Gotowa bibliografia na temat „3D animated film”
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Artykuły w czasopismach na temat "3D animated film"
Jonison, Muhammad Adha Fajri, i Anggy Trisnadoli. "Implementation of Rotoscoping Technique in the making of the Hang Tuah Ksatria Melayu 3D Animated Film". Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) 4, nr 5 (30.10.2020): 943–50. http://dx.doi.org/10.29207/resti.v4i5.2404.
Pełny tekst źródłaFrølunde, Lisbeth. "Animated war". Convergence: The International Journal of Research into New Media Technologies 18, nr 1 (31.01.2012): 93–103. http://dx.doi.org/10.1177/1354856511419918.
Pełny tekst źródłaApriliyanti, Desy, Juniardi Nur Fadila i Fresy Nugroho. "3D ANIMATION DESIGN "SCIENCE, LANTERNS TO HEAVEN" USING THE POSE-TO-POSE METHOD". JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) 8, nr 1 (9.01.2023): 46–55. http://dx.doi.org/10.33480/jitk.v8i1.2231.
Pełny tekst źródłaWinarja, Winarja, M. Suyanto i Asro Nasiri. "Analisis Dan Optimasi Rendering Pada Autodesk Maya Dengan Menggunakan UE4". Creative Information Technology Journal 7, nr 2 (31.03.2021): 142. http://dx.doi.org/10.24076/citec.2020v7i2.260.
Pełny tekst źródłaMulyani, Neni. "PERANCANGAN PROSES PRA PRODUKSI FILM ANIMASI 3D LEGENDA PUTRI MERAK JINGGA". JURTEKSI (Jurnal Teknologi dan Sistem Informasi) 5, nr 2 (4.07.2019): 183–92. http://dx.doi.org/10.33330/jurteksi.v5i2.361.
Pełny tekst źródłaAiniyah, Kurniyatul, Nurul Hidayah, Faradilah Putri Damayanti, Indana Nuril Hidayah, Juniardi Nur Fadila i Fresy Nugroho. "Rancang Bangun Film Animasi 3D Sejarah Terbentuknya Kerajaan Samudra Pasai Menggunakan Software Blender". JISKA (Jurnal Informatika Sunan Kalijaga) 5, nr 3 (10.11.2020): 164. http://dx.doi.org/10.14421/jiska.2020.53-04.
Pełny tekst źródłaYoga Antara, I. Made, Padma Nyoman Crisnapati, I. Made Agus Wirawan i I. Made Gede Sunarya. "PENGEMBANGAN FILM ANIMASI 3 DIMENSI “TUDE THE MOVIE – PETUALANGAN SI RINA (TERTANGKAPNYA BURUNG JALAK BALI)”". Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI) 7, nr 3 (2.09.2019): 214. http://dx.doi.org/10.23887/karmapati.v7i3.19788.
Pełny tekst źródłaSURASA, SURASA, SUDARMAN SUDARMAN, SUPARNA SUPARNA i MUHAMMAD IQBAR FATIRDZUL HAJ. "PENERAPAN SINEMATOGRAFI PADA FILM ANIMASI 3D BERJUDUL TAMIYA". KNOWLEDGE: Jurnal Inovasi Hasil Penelitian dan Pengembangan 2, nr 3 (19.11.2022): 261–69. http://dx.doi.org/10.51878/knowledge.v2i3.1673.
Pełny tekst źródłaDesrianti, Dewi Immaniar, Ahmad Nur Firdaus i Deny Pangestu Gunawan. "ANIMASI DENGAN GAMBAR BERGERAK MENINGKATKAN DAYA TARIK PROGRAM PROMOSI". CCIT Journal 10, nr 1 (1.02.2017): 114–26. http://dx.doi.org/10.33050/ccit.v10i1.526.
Pełny tekst źródłaUzuegbunam, Chikezie, i Chinedu Richard Ononiwu. "Highlighting Racial Demonization in 3D Animated Films and Its Implications: A Semiotic Analysis of Frankenweenie". Romanian Journal of Communication and Public Relations 20, nr 2 (1.07.2018): 5. http://dx.doi.org/10.21018/rjcpr.2018.2.256.
Pełny tekst źródłaRozprawy doktorskie na temat "3D animated film"
Kochan, Elizaveta. "Creating a Short Animated Film with Cloth Characters". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/honors/526.
Pełny tekst źródłaHarvey, Louise, i n/a. "The Best of Both Worlds: The Application of Traditional Animation Principles in 3D Animation Software". Griffith University. Griffith Film School, 2007. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20070810.105026.
Pełny tekst źródłaHarvey, Louise. "The Best of Both Worlds: The Application of Traditional Animation Principles in 3D Animation Software". Thesis, Griffith University, 2007. http://hdl.handle.net/10072/365586.
Pełny tekst źródłaThesis (Professional Doctorate)
Doctor of Visual Arts (DVA)
Griffith Film School
Full Text
Ramadan, Hadeel M. "Jan. 25 ( Story of a Girl )". Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/71871.
Pełny tekst źródłaMaster of Fine Arts
Pixa, Libor. "3D počítačová animace v hraném filmu". Master's thesis, Akademie múzických umění v Praze. Filmová a televizní fakulta AMU. Knihovna, 2010. http://www.nusl.cz/ntk/nusl-97119.
Pełny tekst źródłaChang, ChunTse, i 張軍策. "The Research of Storyboard in Short 3D Computer Animated Film ─ Using "Golden Memory" as Examples". Thesis, 2012. http://ndltd.ncl.edu.tw/handle/37527703929904432027.
Pełny tekst źródła國立臺灣藝術大學
多媒體動畫藝術學系動畫藝術碩士班
100
When script is transformed into images of storyboard, no matter whether it is in the animations or movie format, it plays the key role in determining the preproduction phase. While drawing the storyboard, it requires pre-pondering about the process from the stationary to dynamic which evaluates the composite thinking in an integrated visual presentation, aesthetics and film editing, and these can ensure the ensuing production phase in reaching preset goal of efficiency as well as cost saving. Based upon the above, this research emphasizes the storyboard drawing during preproduction for short 3D animated film and adopts the content anyalysis and interview method prior proceeds further. First of all, documentation exploration will be carried out in conjunction with theoretical and short films renowned both domestically and abroad, to sort out principles for storyboard drawing. Then two versions of the self-edited stories “Golden memory” will be drawn into storyboards and five experts will verify afterward. The finding of this research reveals that B version of three directions of “Golden memory” exhibits the “narration”, “emotion of the role” and “surrounding atmosphere” was better. “Horizontal lens” has been widely used and complimentary to the Montage techniques which can effectively deliver the value of the story in “Golden memory” via three levels like visual perception, significance and strategy.
Ramos, Luís António Gomes Tarrafa. "Production of 3D animated short films in Unity 5 : can game engines replace the traditional methods?" Master's thesis, 2017. http://hdl.handle.net/10400.14/22820.
Pełny tekst źródłaNo cinema de animação 3D, os elementos de uma cena são criados por artistas através da utilização de programas de computador. Para gerar o resultado final, é necessário fazer-se uma conversão (render) dos modelos tri-dimensionais para imagens bi-dimensionais (frames), que posteriormente serão unidas e editadas para um formato de vídeo. Tradicionalmente, o rendering de filmes de animação 3D é feita através de motores de pre-rendering, um processo demorado e dispendioso que geralmente requer a utilização de múltiplos computadores a trabalhar em simultâneo (render farms), e que poderá ter que ser repetido caso os resultados obtidos não sejam ideais. Os videojogos, por outro lado, são aplicações reactivas, onde o jogador pode ter várias sequências de acções, que poderão gerar resultados distintos. Nesses casos, é necessário o motor de jogo esperar pela acção do jogador antes de calcular as imagens seguintes. Para possibilitar cálculos rápidos em tempo-real, os criadores de jogos 3D usam motores de jogo que incorporam métodos de renderização em tempo-real que conseguem gerar imagens muito mais rápido do que os motores de pre-rendering mencionados acima. Para conseguir gerar um grande número de imagens por segundo, é necessário existir uma optimização de toda a cena, para reduzir o número de cálculos necessários. Essa optimização é criada através da utilização de técnicas, práticas e ferramentas que, geralmente, não são utiliadas por profissionais da área de cinema de animação. Devido a essa necessidade de optimização, os videojogos sempre tiveram uma qualidade gráfica inferior à dos filmes de animação, onde o render de cada imagem é gerado separadamente e pode levar tanto tempo quanto for necessário para obter o resultado desejado. A tecnologia de Rendering Baseado em Física (Physically Based Rendering – PBR) é um dos métodos incorporados por alguns motores de rendering para a geração de resultados físicamente correctos, usando cálculos que seguem as leis da física, tal como acontece no mundo real e criando imagens mais realistas necessitando de menos esforço, não só da parte do artista mas também do equipamento. A incorporação de PBR em motores de jogo possibilitou resultados gerados em tempo-real com grande qualidade gráfica, o que gradualmente vai aproximando a qualidade visual dos videojogos à do cinema de animação. Recentemente, motores de jogo como o Unity e o Unreal Engine começaram a ser utilizados – maioritariamente pelas companhias que criaram o motor de jogo, como prova de conceito – para renderização de filmes de animação 3D. Este passo poderá levar a mudanças nos métodos de produção do cinema de animação em estúdios que, até agora, utilizaram métodos de pré-renderização tradicionais.
Bajandas, Nathan Thomas. "A Post-mortem Analysis of Production Process: The Bricklayer's Disaster". Thesis, 2011. http://hdl.handle.net/1969.1/ETD-TAMU-2011-12-10240.
Pełny tekst źródłaTING, KUAN-CHUNG, i 丁冠中. "A Study on the Application of Environmental Ethics in Animated Short Films for the Creation of 3D Animation “Red Light Forest”". Thesis, 2018. http://ndltd.ncl.edu.tw/handle/d747zh.
Pełny tekst źródła國立臺灣藝術大學
多媒體動畫藝術學系動畫藝術碩士班
106
With environmental issues being seen, environmental ethics have become a well-known topic, and people start to notice the importance of living with nature in harmony. Also, with the growth of the social media, it’s more common for people to receive messages rapidly; using videos to deliver environmental subjects has become a common method for people. Although many of the videos take specific issue as their descriptive object, they have already used environmental ethics in their own creations. At first, this animation creation will elaborate the definition and classification of environmental ethics, and also look into the development and extension of it. Furthermore, we will discuss the well-known animated short films which are themed with environmental issues to analyze their background and central ethics. By using Bremond’s narrative analysis, we can find out that environmental films use a lot of deterioration in order to deliver the environmental issues while improvement is used for the twist in the story. Therefore, in this animation creation, lots of deterioration will be used and improvement will be shown only once for giving the audience hope. After that, story will end in deterioration in order to bring about the audience’s respect for the issues. This animation creation will focus on the environmental issue that Taiwanese lantern culture causes, and describe the good and damage it brings to the nature. I hope that this animation creation can transmit awareness and introspection to the audience.
Książki na temat "3D animated film"
Design first for 3D artists. Plano, Tex: Wordware Pub., 2005.
Znajdź pełny tekst źródłaScaramozzino, Michael. Creating a 3D animated CGI short: The making of The audition. Sudbury, Mass: Jones and Bartlett, 2011.
Znajdź pełny tekst źródłaScaramozzino, Michael. Creating a 3D animated CGI short: The making of The Autiton Archives- fault effect. Sudbury, Mass: Jones and Bartlett, 2011.
Znajdź pełny tekst źródłaCreating a 3D animated CGI short: The making of The Autiton Archives- fault effect - pilot webisode. Sudbury, Mass: Jones and Bartlett, 2011.
Znajdź pełny tekst źródłaInc, ebrary, red. Away3D 3.6 essentials: Take Flash to the next dimension by creating detailed, animated, and interactive 3D worlds with Away3D. Olton, Birmingham: Packt Pub. Ltd., 2011.
Znajdź pełny tekst źródłaCGI filmmaking: The creation of Ghost warrior. Plano, Texas: Wordware Pub., 2004.
Znajdź pełny tekst źródłaWatkins, Adam. Getting started in 3D with Maya: Create a project from start to finish--model, texture, rig, animate, and render in Maya. Waltham, MA: Focal Press, 2012.
Znajdź pełny tekst źródłaGetting started in 3D with Maya: Create a project from start to finish--model, texture, rig, animate, and render in Maya. Waltham, MA: Focal Press, 2012.
Znajdź pełny tekst źródłaiClone 4.31 3D animation: Beginner's guide : animate your stories and ideas to create realistic scenes with this movie making application geared towards new and inexperienced film makers, video producers/compositors, vxf artists, and 3D artists/designers. Birmingham, U.K: Packt Publishing, 2011.
Znajdź pełny tekst źródłaMake Your Animated 3d Short With Maya The Starttofinish Manual For Your Animated Film. Taylor & Francis Ltd, 2014.
Znajdź pełny tekst źródłaCzęści książek na temat "3D animated film"
Boulos, Daniel N. "Abstraction and Stylized Design in 3D Animated Films: Extrapolation of 2D Animation Design". W Encyclopedia of Computer Graphics and Games, 1–11. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-08234-9_58-1.
Pełny tekst źródłaBrown, Ross, i Rune Rasmussen. "Virtual Environment Visualisation of Executable Business Process Models". W Virtual Technologies for Business and Industrial Applications, 68–87. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-61520-631-5.ch004.
Pełny tekst źródłaTerashma, Takanori, Koji Makanae i Nashwan Dawood. "Development of a 4D Visualization Tool for Construction Planning". W E-Activity and Intelligent Web Construction, 13–21. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-61520-871-5.ch002.
Pełny tekst źródłaStreszczenia konferencji na temat "3D animated film"
Guojun Chen, Quanhui Huang i Qing Zhu. "Apply 3D digital technology in HBUE virtual campus animated film". W 2010 2nd International Conference on Information Science and Engineering (ICISE). IEEE, 2010. http://dx.doi.org/10.1109/icise.2010.5691522.
Pełny tekst źródłaNovel, Chanel Maria, i Andrew Willis. "Procedural Animation Algorithm For Sasandu Playing Performance in 3D Animated Film “Bako”". W International Moving Image Cultures Conference. Film Department Universitas Multimedia Nusantara, 2019. http://dx.doi.org/10.31937/imov-24.
Pełny tekst źródłaNOVELA, CHANEL MARIA, i ANDREW WILLIS. "Procedural Animation Algorithm For Sasandu Playing Performance in 3D Animated Film “Bako”". W International Moving Image Cultures Conference. Film Department Universitas Multimedia Nusantara, 2019. http://dx.doi.org/10.31937/imoviccon-24.
Pełny tekst źródłaZulkarnain, Alfiansyah, Nita Virena Nathania, Putu Widyayana Putra i Priscilla Agatha. "Applying Balinese Philosophy ‘Rwa Bineda’ concept on character & environment design in 3D animated VR Short Film “GEDE”". W International Moving Image Cultures Conference. Film Department Universitas Multimedia Nusantara, 2019. http://dx.doi.org/10.31937/imov-17.
Pełny tekst źródłaZULKARNAIN, ALFIANSYAH, NITA VIRENA NATHANIA, PUTU WIDYAYANA PUTRA i PRISCILLA AGATHA. "Applying Balinese Philosophy ‘Rwa Bineda’ concept on character & environment design in 3D animated VR Short Film “GEDE”". W International Moving Image Cultures Conference. Film Department Universitas Multimedia Nusantara, 2019. http://dx.doi.org/10.31937/imoviccon-17.
Pełny tekst źródłaZhuang, Wenlin, Jinwei Qi, Peng Zhang, Bang Zhang i Ping Tan. "Text/Speech-Driven Full-Body Animation". W Thirty-First International Joint Conference on Artificial Intelligence {IJCAI-22}. California: International Joint Conferences on Artificial Intelligence Organization, 2022. http://dx.doi.org/10.24963/ijcai.2022/863.
Pełny tekst źródłaDeng, Weiwen, Yong Lee, Robert Nisonger i Yuen-kwok Chin. "An Integrated Environment for Vehicle Dynamics Controls and Integration". W ASME 2000 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2000. http://dx.doi.org/10.1115/imece2000-2353.
Pełny tekst źródłaCatros, S. "A quoi servent les Bio-Imprimantes 3D ?" W 66ème Congrès de la SFCO. Les Ulis, France: EDP Sciences, 2020. http://dx.doi.org/10.1051/sfco/20206601012.
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