Rozprawy doktorskie na temat „Computer animation”
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Montanari, Lucia. "Frattali e computer animation". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/14685/.
Pełny tekst źródłaStainback, Pamela Barth. "Computer animation : the animation capabilities of the Genigraphics 100C /". Online version of thesis, 1990. http://hdl.handle.net/1850/11460.
Pełny tekst źródłaTrout, Terry Thoke. "Design of computer animation languages /". Title page, contents and abstract only, 1990. http://web4.library.adelaide.edu.au/theses/09SM/09smt861.pdf.
Pełny tekst źródłaThornton, Thomas Lance. "Computer animation of quadrupedal locomotion". Texas A&M University, 2004. http://hdl.handle.net/1969.1/1400.
Pełny tekst źródłaHawkins, Stuart Philip. "Video replay in computer animation". Thesis, University of Cambridge, 1990. https://www.repository.cam.ac.uk/handle/1810/250977.
Pełny tekst źródłaYun, Hee Cheol. "Compression of computer animation frames". Diss., Georgia Institute of Technology, 1996. http://hdl.handle.net/1853/13070.
Pełny tekst źródłaPullen, Andrew Mark. "Motion development for computer animation". Thesis, University of Cambridge, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.278403.
Pełny tekst źródłaFukuchi, Yoshihiko. "Animation for computer integrated construction". Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/12101.
Pełny tekst źródłaSue, Hoylen. "Implicit models for computer animation". Thesis, University of Sussex, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.259514.
Pełny tekst źródłaKrasnovyd, Vanessa. "Information visualization using computer animation". Thesis, Київський національний університет технологій та дизайну, 2020. https://er.knutd.edu.ua/handle/123456789/15315.
Pełny tekst źródłaSeun, Wen Hwa. "Computer animation: time and process". The Ohio State University, 1994. http://rave.ohiolink.edu/etdc/view?acc_num=osu1322071920.
Pełny tekst źródłaTimmerman, Jo Anna. "Character animation with a computer /". Online version of thesis, 1989. http://hdl.handle.net/1850/11297.
Pełny tekst źródłaJohn, Nigel William. "Techniques for planning computer animation". Thesis, University of Bath, 1989. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.329568.
Pełny tekst źródłaSamoylenko, Igor. "Computer animation of deformable bodies". Thesis, University of Bath, 2002. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.269676.
Pełny tekst źródłaEarnshaw, Rae A., N. Magnenat-Thalmann, D. Terzopoulos i D. Thalmann. "Computer animation for virtual humans". IEEE, 1998. http://hdl.handle.net/10454/3505.
Pełny tekst źródłaAdvances in computer animation techniques have spurred increasing levels of realism and movement in virtual characters that closely mimic physical reality. Increases in computational power and control methods enable the creation of 3D virtual humans for real-time interactive applications. Artificial intelligence techniques and autonomous agents give computer-generated characters a life of their own and let them interact with other characters in virtual worlds. Developments and advances in networking and virtual reality (VR) let multiple participants share virtual worlds and interact with applications or each other.
Yu, Jinhui. "Stylised procedural animation". Thesis, University of Glasgow, 1999. http://theses.gla.ac.uk/6737/.
Pełny tekst źródłaSolomon, Gabriel Jerome. "Computer animation of multi-legged creatures". Thesis, Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/9192.
Pełny tekst źródłaHunter, Jane Louise. "Integrated sound synchronisation for computer animation". Thesis, University of Cambridge, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.239569.
Pełny tekst źródłaVan, Baerle Susan Lynn. "Computer-generated, three-dimensional character animation". The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1166553738.
Pełny tekst źródłaBjörklund, Niklas. "Acting in animation". Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-4698.
Pełny tekst źródłaIt is important to remember actors and animators are similar in many respects, but also very different in some. They both frame and provide life to a character, through thoughts and feelings. To obtain a better understanding of how professional animators work and what methods they use, this thesis contains general background information on animation and the Principles in Animation, as well as the analysis of acting and the different acting concepts. By studying these methods and utilizing them in my own work, a short animation was developed to visualize a characters personality through his actions. The result was then applied to a questionnaire to determine if the audience could pick out the characters personality only through the animation without dialog, music, or sound. According to the interviewed audience, they could feel some of the characters emotions and pick out some of the inner thoughts and feelings from the animation.
Jerlardtz, Emilia. "Anatomy and Animation: Anatomically Based Animation Skeletons for Quadrupeds". Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-13442.
Pełny tekst źródłaPickup, David Lemor. "Example-based water animation". Thesis, University of Bath, 2013. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.607612.
Pełny tekst źródłaHe, Wendy. "Computer animation of particles and rigid bodies". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape17/PQDD_0005/MQ32399.pdf.
Pełny tekst źródłaBissell, Daniel Whinnery. "Winter tears: a study in computer animation". Fogler Library, University of Maine, 2002. http://www.library.umaine.edu/theses/pdf/BissellDW2002.pdf.
Pełny tekst źródłaHussin, Norriza. "Evidential analysis for computer-generated animation (CGA)". Thesis, University of Nottingham, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.431184.
Pełny tekst źródłaLopez-Hernandez, Roberto. "Lossless compression for computer generated animation sequences". Thesis, University of Warwick, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.275237.
Pełny tekst źródłaBarker, Dean. "Computer facial animation for sign language visualization". Thesis, Stellenbosch : Stellenbosch University, 2005. http://hdl.handle.net/10019.1/50300.
Pełny tekst źródłaENGLISH ABSTRACT: Sign Language is a fully-fledged natural language possessing its own syntax and grammar; a fact which implies that the problem of machine translation from a spoken source language to Sign Language is at least as difficult as machine translation between two spoken languages. Sign Language, however, is communicated in a modality fundamentally different from all spoken languages. Machine translation to Sign Language is therefore burdened not only by a mapping from one syntax and grammar to another, but also, by a non-trivial transformation from one communicational modality to another. With regards to the computer visualization of Sign Language; what is required is a three dimensional, temporally accurate, visualization of signs including both the manual and nonmanual components which can be viewed from arbitrary perspectives making accurate understanding and imitation more feasible. Moreover, given that facial expressions and movements represent a fundamental basis for the majority of non-manual signs, any system concerned with the accurate visualization of Sign Language must rely heavily on a facial animation component capable of representing a well-defined set of emotional expressions as well as a set of arbitrary facial movements. This thesis investigates the development of such a computer facial animation system. We address the problem of delivering coordinated, temporally constrained, facial animation sequences in an online environment using VRML. Furthermore, we investigate the animation, using a muscle model process, of arbitrary three-dimensional facial models consisting of multiple aligned NURBS surfaces of varying refinement. Our results showed that this approach is capable of representing and manipulating high fidelity three-dimensional facial models in such a manner that localized distortions of the models result in the recognizable and realistic display of human facial expressions and that these facial expressions can be displayed in a coordinated, synchronous manner.
AFRIKAANSE OPSOMMING: Gebaretaal is 'n volwaardige natuurlike taal wat oor sy eie sintaks en grammatika beskik. Hierdie feit impliseer dat die probleem rakende masjienvertaling vanuit 'n gesproke taal na Gebaretaal net so moeilik is as masjienvertaling tussen twee gesproke tale. Gebaretaal word egter in 'n modaliteit gekommunikeer wat in wese van alle gesproke tale verskil. Masjienvertaling in Gebaretaal word daarom nie net belas deur 'n afbeelding van een sintaks en grammatika op 'n ander nie, maar ook deur beduidende omvorming van een kommunikasiemodaliteit na 'n ander. Wat die gerekenariseerde visualisering van Gebaretaal betref, vereis dit 'n driedimensionele, tyds-akkurate visualisering van gebare, insluitend komponente wat met en sonder die gebruik van die hande uitgevoer word, en wat vanuit arbitrêre perspektiewe beskou kan word ten einde die uitvoerbaarheid van akkurate begrip en nabootsing te verhoog. Aangesien gesigsuitdrukkings en -bewegings die fundamentele grondslag van die meeste gebare wat nie met die hand gemaak word nie, verteenwoordig, moet enige stelsel wat te make het met die akkurate visualisering van Gebaretaal boonop sterk steun op 'n gesigsanimasiekomponent wat daartoe in staat is om 'n goed gedefinieerde stel emosionele uitdrukkings sowel as 'n stel arbitrre gesigbewegings voor te stel. Hierdie tesis ondersoek die ontwikkeling van so 'n gerekenariseerde gesigsanimasiestelsel. Die probleem rakende die lewering van gekordineerde, tydsbegrensde gesigsanimasiesekwensies in 'n intydse omgewing, wat gebruik maak van VRML, word aangeroer. Voorts word ondersoek ingestel na die animasie (hier word van 'n spiermodelproses gebruik gemaak) van arbitrre driedimensionele gesigsmodelle bestaande uit veelvoudige, opgestelde NURBS-oppervlakke waarvan die verfyning wissel. Die resultate toon dat hierdie benadering daartoe in staat is om hoë kwaliteit driedimensionele gesigsmodelle só voor te stel en te manipuleer dat gelokaliseerde vervormings van die modelle die herkenbare en realistiese tentoonstelling van menslike gesigsuitdrukkings tot gevolg het en dat hierdie gesigsuitdrukkings op 'n gekordineerde, sinchroniese wyse uitgebeeld kan word.
Mehdi, Wasan. "Structure evaluation of computer human animation quality". Thesis, University of Bedfordshire, 2013. http://hdl.handle.net/10547/322822.
Pełny tekst źródłaMay, Stephen Forrest. "Encapsulated models : procedural representations for computer animation /". The Ohio State University, 1998. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487949508367634.
Pełny tekst źródłaHe, Wen (Wendy) Carleton University Dissertation Engineering Systems and Computer. "Computer animation of particles and rigid bodies". Ottawa, 1997.
Znajdź pełny tekst źródłaChesnut, Barbara-Leigh. "A promotional campaign for a self-created computer animation "Ernie the Bird" /". Online version of thesis, 1990. http://hdl.handle.net/1850/11310.
Pełny tekst źródłaAchurra, Jeannette M. Arosemena. "Multi-image animation : "Super Hero" /". Online version of thesis, 1989. http://hdl.handle.net/1850/11484.
Pełny tekst źródłaKim, Hana 1980. "Multimodal animation control". Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/29661.
Pełny tekst źródłaIncludes bibliographical references (leaf 44).
In this thesis, we present a multimodal animation control system. Our approach is based on a human-centric computing model proposed by Project Oxygen at MIT Laboratory for Computer Science. Our system allows the user to create and control animation in real time using the speech interface developed using SpeechBuilder. The user can also fall back to traditional input modes should the speech interface fail. We assume that the user has no prior knowledge and experience in animation and yet enable him to create interesting and meaningful animation naturally and fluently. We argue that our system can be used in a number of applications ranging from PowerPoint presentations to simulations to children's storytelling tools.
by Hana Kim.
M.Eng.
Safuoglu, Hikmet. "Within normal limits /". Online version of thesis, 1991. http://hdl.handle.net/1850/11610.
Pełny tekst źródłaMarcusson, Oscar. "Algoritmiska Animationer : En studie av automatisering av animation". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16560.
Pełny tekst źródłaTorstensson, Erik. "Physically-based Real-time Animation". Thesis, Linköping University, Department of Electrical Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-10076.
Pełny tekst źródłaThe field of real-time computer animation is undergoing major changes, and many of the methods used to this point are no longer sufficient to achieve the degree of realism that is desired. There is a need for an animation method that provides greater realism, simpler ways to create animations, and more vivid and lifelike virtual creatures. This thesis suggests the possibility of doing that with a physically-based method, by researching current and alternative solutions, developing an architecture for a physically-based system, and describing an implementation of such a system.
Thornton, Andrew. "Ces't la vie : an animated film /". Online version of thesis, 1993. http://hdl.handle.net/1850/11773.
Pełny tekst źródłaFox, Genevieve L. "Rope /". Online version of thesis, 1994. http://hdl.handle.net/1850/11920.
Pełny tekst źródłaManrique, Silvina. "Click! : folie à deux /". Online version of thesis, 1995. http://hdl.handle.net/1850/12160.
Pełny tekst źródłaElyjiw, George. "Master's thesis, Fences /". Online version of thesis, 1995. http://hdl.handle.net/1850/12233.
Pełny tekst źródłaCapell, Steve. "Interactive character animation using dynamic elastic simulation /". Thesis, Connect to this title online; UW restricted, 2004. http://hdl.handle.net/1773/6987.
Pełny tekst źródłaFriedrich, Carsten. "Animation in relational information visualization". Thesis, The University of Sydney, 2002. http://hdl.handle.net/2123/9288.
Pełny tekst źródłaScott, 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.
Pełny tekst źródłaFunge, John David. "Making them behave, cognitive models for computer animation". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/NQ33902.pdf.
Pełny tekst źródłaHo, Carlos S. N. "A framework for behavioural control in computer animation". Thesis, University of Sussex, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.321468.
Pełny tekst źródłaMcKenna, Michael Allen. "A dynamic model of locomotion for computer animation". Thesis, Massachusetts Institute of Technology, 1990. http://hdl.handle.net/1721.1/14009.
Pełny tekst źródłaVideocassette is VHS format.
Includes bibliographical references (leaves 86-90).
by Michael Allen McKenna.
M.S.
Lwabona, Kwegyir (Bilo). "Multitouch-based collaborative pre-visualisation for computer animation". Master's thesis, University of Cape Town, 2016. http://hdl.handle.net/11427/20501.
Pełny tekst źródłaLoizidou, Stephania M. "Dynamic analysis of anthropomorphic manipulators in computer animation". Thesis, London Metropolitan University, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.314630.
Pełny tekst źródłaAgnello, Highland Mary. "Using conformal mapping to aid in computer animation /". Online version of thesis, 1990. http://hdl.handle.net/1850/11086.
Pełny tekst źródłaWong, Alice Yee Kit Carleton University Dissertation Psychology. "The use of animation in computer assisted instruction". Ottawa, 1994.
Znajdź pełny tekst źródła