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1

Smith, Raymond James. "Animation of captured surface data". Thesis, University of Surrey, 2003. http://epubs.surrey.ac.uk/843070/.

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Creation of 3D graphical content becomes ever harder, as both display capabilities and the demand for complex 3D content increase. In this thesis, we present a method of using densely scanned surface data from physical objects in interactive animation systems. By using a layered approach, incorporating skeletal animation and displacement mapping, we can realistically animate complex datasets with a minimum of manual intervention. We propose a method using three layers; firstly, an articulated skeleton layer provides simple motion control of the object. Secondly, a low-polygon control layer, based on the scanned surface, is mapped to this skeleton, and animated using a novel geometric skeletal animation method. Finally, the densely sampled surface mesh is mapped to this control layer using a normal volume mapping, forming the detail layer of the system. This mapping allows animation of the dense mesh data based on deformation of the control layer beneath. The complete layered animation chain allows an animator to perform interactive animation using the control layer, the results of which can then be used to automatically animate a highly detailed surface for final rendering. We also propose an extension to this method, in which the detail layer is replaced by a displacement map defined over the control layer. This enables dynamic level of detail rendering, allowing realtime rendering of the dense data, or an approximation thereof. This representation also supports such applications as simple surface editing and compression of surface data. We describe a novel displacement map creation technique based on normal volume mapping, and analyse the performance and accuracy of this method.
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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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Nar, Selim. "A Virtual Human Animation Tool Using Motion Capture Data". Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609683/index.pdf.

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In this study, we developed an animation tool to animate 3D virtual characters. The tool offers facilities to integrate motion capture data with a 3D character mesh and animate the mesh by using Skeleton Subsurface Deformation and Dual Quaternion Skinning Methods. It is a compact tool, so it is possible to distribute, install and use the tool with ease. This tool can be used to illustrate medical kinematic gait data for educational purposes. For validation, we obtained medical motion capture data from two separate sources and animated a 3D mesh model by using this data. The animations are presented to physicians for evaluation. The results show that the tool is sufficient in displaying obvious gait patterns of the patients. The tool provides interactivity for inspecting the movements of patient from different angles and distances. We animate anonymous virtual characters which provide anonymity of the patient.
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Scheidt, November. "A facial animation driven by X-ray microbeam data". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0021/MQ54745.pdf.

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Yin, KangKang. "Data-driven kinematic and dynamic models for character animation". Thesis, University of British Columbia, 2007. http://hdl.handle.net/2429/31759.

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Human motion plays a key role in the production of films, video games, virtual reality applications, and the control of humanoid robots. Unfortunately, it is hard to generate high quality human motion for character animation either manually or algorithmically. As a result, approaches based on motion capture data have become a central focus of character animation research in recent years. We observe three principal weaknesses in previous work using data-driven approaches for modelling human motion. First, basic balance behaviours and locomotion tasks are currently not well modelled. Second, the ability to produce high quality motion that is responsive to its environment is limited. Third, knowledge about human motor control is not well utilized. This thesis develops several techniques to generalize motion capture character animations to balance and respond. We focus on balance and locomotion tasks, with an emphasis on responding to disturbances, user interaction, and motor control integration. For this purpose, we investigate both kinematic and dynamic models. Kinematic models are intuitive and fast to construct, but have narrow generality, and thus require more data. A novel performance-driven animation interface to a motion database is developed, which allows a user to use foot pressure to control an avatar to balance in place, punch, kick, and step. We also present a virtual avatar that can respond to pushes, with the aid of a motion database of push responses. Consideration is given to dynamics using motion selection and adaption. Dynamic modelling using forward dynamics simulations requires solving difficult problems related to motor control, but permits wider generalization from given motion data. We first present a simple neuromuscular model that decomposes joint torques into feedforward and low-gain feedback components, and can deal with small perturbations that are assumed not to affect balance. To cope with large perturbations we develop explicit balance recovery strategies for a standing character that is pushed in any direction. Lastly, we present a simple continuous balance feedback mechanism that enables the control of a large variety of locomotion gaits for bipeds. Different locomotion tasks, including walking, running, and skipping, are constructed either manually or from motion capture examples. Feedforward torques can be learned from the feedback components, emulating a biological motor learning process that leads to more stable and natural motions with low gains. The results of this thesis demonstrate the potential of a new generation of more sophisticated kinematic and dynamic models of human motion.
Science, Faculty of
Computer Science, Department of
Graduate
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7

Allander, Karl, Jim Svanberg i Mattias Klittmark. "Intresseväckande Animation : Utställningsmaterial för Mälsåkerprojektet". Thesis, Mälardalen University, Department of Innovation, Design and Product Development, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-703.

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Under sommaren 2006 öppnar Mälsåker Slott för allmänheten och ett av de planerade projekten är en multimedial utställning om norrmän som tränades där i hemlighet under andra världskriget.

Författarna till denna rapport är alla studenter av informationsdesign, med inriktning mot illustration på Mälardalens Högskola. Då vi har ett stort intresse av animation föreföll detta projekt mycket intressant.

Vi ingick i en projektgrupp som innefattade dataloger, textdesigners samt illustratörer. Illustratörernas del av projektet var att skapa det visuella materialet på ett intresseväckande sätt. I rapporten undersöks möjliga lösningar för animation, manér, bilddramaturgi samt de tekniska förutsättningar som krävs för att skapa ett lyckat slutresultat. Rapporten beskriver tillvägagångssättet för att uppnå dessa mål vilket inkluderar metoder som litteraturstudier, diskussioner samt utprovningar. Utställningsformen är experimentell och arbetet har därför givit ett slutresultat som kan ses som en

fallstudie i sig.

Utprovningar av det färdiga materialet visar att vi efter förutsättningarna lyckats uppnå ett gott resultat. Animerat bildspel fungerar i sammanhanget bra som informativt utställningsmaterial.

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8

Karlsson, Tobias. "Kroppsspråk i 3d-animation : Lögner hos 3d-karaktärer". Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5022.

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Detta arbete undersöker huruvida vi kan uppfatta lögn och nervositet hos en avskalad virtuell karaktär. Utifrån forskning om beteendevetenskap, kroppsspråk och icke-verbala signaler har lögnsignaler och nervositetstecken animerats hos en avskalad virtuell karaktär. Dessa animationer visades utan audiella ledtrådar, såsom tal, för urvalsgrupper och en kvantitativ undersökning genomfördes för att besvara arbetets frågeställning. Undersökningens resultat gav emellertid inget konkret svar på frågeställningen. För att respondenterna skulle uppfatta lögnsignaler hos en avskalad virtuell karaktär krävdes att ett flertal aspekter togs i beaktning, exempelvis behövde lögnsignalerna vara tydliga och inte överskuggas av starkare känslor eller signaler. Nervositetstecken avlästes dock enkelt av respondenterna i undersökningen vilket kan betyda att en avskalad virtuell karaktär kan gestalta ett nervöst tillstånd utan audiella ledtrådar. Resultatet som undersökningen gav har ställts mot insamlad data och tidigare forskning för att diskutera undersökningens brister och lämpliga framtida justeringar för att åtgärda dessa. Slutligen har även möjligheter för framtida arbete diskuterats och spekulationer kring användningsområden för en liknande undersökning i ett branschperspektiv har genomförts.
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9

Lindström, Erik. "Animation of humanoid characters using reinforcement learning". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260338.

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Procedural animations are still in its infancy, and one of the techniques to create such is using Reinforcement Learning. In this project, swimming animations are created using UnityML version 0.6 with their Reinforcement Learning training agents, using the policy PPO, created by OpenAI. A humanoid character is placed in a simulated water environment and propels itself forward by rotating its joints. The force created depends on the joints mass and the scale of the rotation. The animation is then compared to a swimming animation created using movement capture data. It is concluded that the movement capture data animation is significantly more realistic than the one created in this project. The procedurally created animations displays many of the typical issues with reinforcement learning such as jittering and non-smooth motions. While the model is relatively simple, it is not possible to avoid these issues completely with more computational power in the form of a more complex model with more Degrees of Freedom. It is however possible to finetune the animations with the improvements listed at the end of the discussion.
Procedurellt skapade animationer är ett relativt nytt område som ständigt utvecklas och en av teknikerna för att skapa dessa är genom att använda sig av Reinforcement Learning. I detta projekt är animationer av simningsbeteenden skapade med hjälp av Unity’s plugin UnityML version 0.6, med hjälp av deras Reinforment Learning agenter och policyn PPO, skapad av OpenAI. En mänsklig karaktär är instantierad i en simulerad vattenmiljö och får sin rörelseförmåga genom att rotera sina lemmar, så som armar och ben, ihopkopplade med Unity’s jointkomponenter. Kraften skapad är baserad på lemmens massa och storleken av rotationen från en observation till den nästa. Större massa och rotation ger en större kraft. Ett animationsbeteende skapas av ett stort antal observationer och utförda krafter. Animationen jämförs sedan med en simningsanimation skapad med hjälp av referensdata från en människa. Den procedurellt skapade animationen visar sig vara betydligt mindre realistic än den skapad med hjälp av referensdata. Projektets skapade animation visar flera av de vanliga svagheterna hos animationer skapade med Reinforcement Learning så som överdrivna och hastiga rörelser. Även om modellen är relativt simpel skulle inte kvalitén på animationen förbättras betydelsefullt med en mer komplex modell med en högre Degree of Freedom. Det är däremot möjligt att förbättra animationen och eliminera många av felen i efterhand, något som beskrivs i diskussionen.
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10

Jokela, Juha. "Naturvetenskaplig animation inom QUASI-projektet". Thesis, Mälardalen University, Department of Innovation, Design and Product Development, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-238.

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Denna rapport är en del i mitt examensarbete för att animera vad som händer i en jästcell när den utsätts för salt. Mälardalens Högskola deltar i ett EU-finansierat forskningsarbete kallat QUASI-projektet. Det är ett projekt som pågår mellan olika högskolor i Europa. Projektet forskar i biokemiska processer på cellnivå. Animationen är tänkt att hjälpa lärare och studenter att förstå ämnet bättre.

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11

Segelstad, Johan. "Layering animation principles on motion capture data : Surpass the limitations of motion capture". Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74636.

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This thesis deals with the use of Disney's twelve animation principles in relation to Motion Capture. The purpose of the work was to investigate whether animation principles can be applied to finished motion capture animations to surpass the limitations of motion capture  by using animation layers, where each added layer is a new principle. To investigate this, motion capture data was retrieved with various movements from Mixamo, which was then imported into Maya where various animation principles were applied with the help of Maya animation layers. The result of this research will answer the following… Is it possible to surpass the limitations of motion capture by layering disney's animation principles on motion captured animations in Maya with the use of animation layers?
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12

Lau, Yan Nam. "Adaptive approach to triangulation of isosurface in volume data /". View Abstract or Full-Text, 2002. http://library.ust.hk/cgi/db/thesis.pl?COMP%202002%20LAUY.

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Thesis (M. Phil.)--Hong Kong University of Science and Technology, 2002.
Includes bibliographical references (leaves 91-95). Also available in electronic version. Access restricted to campus users.
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13

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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14

Henderson, Steven. "Can we fix it? : archiving and analysing 'Bob the Builder' : a resources paradigm and research method". Thesis, Loughborough University, 2017. https://dspace.lboro.ac.uk/2134/27618.

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As a practice, archiving preserves and protects information that would otherwise be lost, offering important resources to researchers to interpret, chart and define what the archives represent, allowing the public to reflect on records held within them. Archiving is open to many disciplines, organisations and institutions with distinctions made in the care and organisation of records maintained under these disciplines. In terms of animation, archiving finished films on various formats is an established practice, and researchers interpret those films within their own research, but the animation production materials, used in the creation of the films are not privy to an established form of archival practice. Whilst these archives – or collections of materials do exist, they are archived without any unified, peer reviewed specialist interpretation of the care and organisation of the collections using a taxonomy that reflects the unique aspects of animation production. There is a clear need to establish the archiving of animation production materials as a distinct practice with its own taxonomy and philosophy. Examining the current practices from other forms of archiving that are applied to animation production collections and developing a distinct model of practice from these models can achieve this. Once archiving animation materials is an established practice and data is managed in a way that reflects the acknowledges the distinctive aspects of animation as a form, data and records created from the collections can then be used as empirical evidence to enhance the study of animation. This thesis begins that work by developing and applying a model of practice, using a collection of previously uncatalogued materials to explore the possible ways in which an animation production archive would best be used as primary research material. The collection is used to conduct an investigation into British children's television animation. As a form, animation is often neglected and often lost in semantics as a children's genre and within that neglect is a disregard even within the study of children's programming itself, a body which would claim to take children's televisual content seriously. Even bodies such as the Office of Communications (Ofcom) and the British Audience Research Board (BARB) have no definition of what an animated television show for children is, and yet continues to provide data with this absent definition present in their research. By using a collection of animation materials to create a taxonomy and studying the records created whilst using this taxonomy it is possible to define the form of children's television animation and in doing so prove the use of a collection of animation materials as a model of research and the practice of animation archiving as worthy of its own district identity, philosophy and practice which can continue to be developed for all types of animation.
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Ebinger, Samara. "Comparing Different Levels of Interactivity in the Visualization of Spatio-Temporal Data". ScholarWorks@UNO, 2005. http://scholarworks.uno.edu/td/281.

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The Internet and other advances in technology have dramatically affected cartography in recent decades and yet these new capabilities have not been adequately evaluated for effectiveness. Are dynamic maps more effective than traditional static paper maps in allowing users to visualize spatio-temporal patterns? How important is a higher level of interactivity in visualizing data? Which format is preferred? To examine these questions, human subject tests were conducted to evaluate different levels of interactivity as represented by 1) a static paper map series; 2) an animated map with 'VCR'-type controls; and 3) a toggle map featuring an interactive temporal legend. Results indicate that while the level of interactivity did not affect accuracy of answers to questions regarding spatio-temporal patterns, the total amount of time in which these questions were answered lessened as the level of interactivity increased. Overall, test subjects were more enthusiastic towards the tools featuring greater interactivity.
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Hjelm, John. "Facial Rigging and Animation in 3D : From a videogame perspective". Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-679.

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What are some of the methods for rigging and animating a face in 3D and which method is preferable when and under which circumstances? In this report I will examine a few of the different methods available when rigging and animating a face in 3D. I will be working mainly with Autodesk 3D Studio Max so some knowledge with it is preferable to fully understand the process. At the end of the report I will look at the positive as well as negative aspects of each method as well as which method is preferable in what kind of production or with which assets.
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Naert, Lucie. "Capture, annotation and synthesis of motions for the data-driven animation of sign language avatars". Thesis, Lorient, 2020. http://www.theses.fr/2020LORIS561.

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Cette thèse porte sur la capture, l'annotation, la synthèse et l'évaluation des mouvements des mains et des bras pour l'animation d'avatars communiquant en Langues des Signes (LS). Actuellement, la production et la diffusion de messages en LS dépendent souvent d'enregistrements vidéo qui manquent d'informations de profondeur et dont l’édition et l'analyse sont difficiles. Les avatars signeurs constituent une alternative prometteuse à la vidéo. Ils sont généralement animés soit à l'aide de techniques procédurales, soit par des techniques basées données. L'animation procédurale donne souvent lieu à des mouvements peu naturels, mais n'importe quel signe peut être produit avec précision. Avec l’animation basée données, les mouvements de l'avatar sont réalistes mais la variété des signes pouvant être synthétisés est limitée et/ou biaisée par la base de données initiale. Privilégiant l’acceptation de l’avatar, nous avons choisi l'approche basée sur les données mais, pour remédier à sa principale limitation, nous proposons d'utiliser les mouvements annotés présents dans une base de mouvements de LS capturés pour synthétiser de nouveaux signes et énoncés absents de cette base. Pour atteindre cet objectif, notre première contribution est la conception, l'enregistrement et l'évaluation perceptuelle d'une base de données de capture de mouvements en Langue des Signes Française (LSF) composée de signes et d'énoncés réalisés par des enseignants sourds de LSF. Notre deuxième contribution est le développement de techniques d'annotation automatique pour différentes pistes d’annotation basées sur l'analyse des propriétés cinématiques de certaines articulations et des algorithmes d'apprentissage automatique existants. Notre dernière contribution est la mise en œuvre de différentes techniques de synthèse de mouvements basées sur la récupération de mouvements par composant phonologique et sur la reconstruction modulaire de nouveaux contenus de LSF avec l'utilisation de techniques de génération de mouvements, comme la cinématique inverse, paramétrées pour se conformer aux propriétés des mouvements réels
This thesis deals with the capture, annotation, synthesis and evaluation of arm and hand motions for the animation of avatars communicating in Sign Languages (SL). Currently, the production and dissemination of SL messages often depend on video recordings which lack depth information and for which editing and analysis are complex issues. Signing avatars constitute a powerful alternative to video. They are generally animated using either procedural or data-driven techniques. Procedural animation often results in robotic and unrealistic motions, but any sign can be precisely produced. With data-driven animation, the avatar's motions are realistic but the variety of the signs that can be synthesized is limited and/or biased by the initial database. As we considered the acceptance of the avatar to be a prime issue, we selected the data-driven approach but, to address its main limitation, we propose to use annotated motions present in an SL Motion Capture database to synthesize novel SL signs and utterances absent from this initial database. To achieve this goal, our first contribution is the design, recording and perceptual evaluation of a French Sign Language (LSF) Motion Capture database composed of signs and utterances performed by deaf LSF teachers. Our second contribution is the development of automatic annotation techniques for different tracks based on the analysis of the kinematic properties of specific joints and existing machine learning algorithms. Our last contribution is the implementation of different motion synthesis techniques based on motion retrieval per phonological component and on the modular reconstruction of new SL content with the additional use of motion generation techniques such as inverse kinematics, parameterized to comply to the properties of real motions
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Haley, Brent Kreh. "A Pipeline for the Creation, Compression, and Display of Streamable 3D Motion Capture Based Skeletal Animation Data". The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1300989069.

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Hingston, Phillip Anthony, i Hingston@bigpond com. "Animated proportional Venn diagrams: a study into their description, construction and business application". RMIT University. Economics, Finance and Marketing, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080213.111255.

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Anecdotal observation of the way in which data visualisation techniques are utilised to present relationships in data to audiences informed the author's view that data visualisation had not evolved to utilise the capabilities of ubiquitous business computer equipment. In an information rich but attention poor business environment, a search for a new tool was undertaken to supplement those techniques available to help audiences understand statistical relationships in presentation data. This search resulted in the development of a practical software tool based on animated Venn diagrams (Dvenn) that attempted to exploit the inherent human ability to perceive quantities visually, a faculty described herein as visual numeracy. The exploitation of this faculty is considered here to be a valuable aid for group understanding of business presentation data. The development of the tool was an essential part of the research that was undertaken and the resulting software forms a significant portion of this practise based research. The aim of the software development was to develop a readily accessible tool that could be utilised in a non-specialist business environment to better facilitate an honest shared meaning of numerical data between a presenter and their audience. The development of the tool progressed through a number of iterations and the software that accompanies this work is an important component that needs to be viewed in conjunction with the text. The test of the final version was undertaken with undergraduate University students in an attempt to validate the efficacy of the data visualisation technique. The test of the Dvenn software was made against the mature yardstick of scatter-plots. Interestingly, the correlations presented by scatter-plot were not as readily identified as would have been assumed, however, the results for the Dvenn tests were not supportive of the technique for widespread adoption. Nevertheless, further research into the best method of harnessing visual numeracy would seem to be justified.
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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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Ecormier-Nocca, Pierre. "Authoring consistent, animated ecosystems : Efficient learning from partial data". Thesis, Institut polytechnique de Paris, 2020. http://www.theses.fr/2020IPPAX078.

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Grâce aux récentes améliorations de puissance de calcul, les mondes virtuels sont maintenant plus vastes et complexes que jamais. Alors que ce type de contenu se généralise dans de nombreux médias, les utilisateurs attendent une expérience de plus en plus réaliste. En conséquence, de nombreuses recherches ont été effectuées sur la modélisation et la génération de terrains et de végétation, et parfois leurs interactions. Néanmoins, les animaux ont reçu moins d'attention et sont souvent étudiés en isolation. Avec le manque d'outils d'édition intuitive, ces problèmes font de la modélisation d'écosystèmes une tâche difficile pour les artistes, qui se retrouvent limités dans leur liberté créative, ou forcés d'ignorer le réalisme biologique.Dans cette thèse, nous présentons des nouvelles méthodes adaptées au design et à l'édition d'écosystèmes virtuels, permettant la liberté créative sans pour autant renoncer à la plausibilité biologique. Notre approche a pour objectif de fournir des outils basés sur des données concrètes pour permettre une édition efficace des écosystèmes, tout en ne nécessitant qu'un nombre peu élevé de données. En incorporant les connaissances existantes sur la biologie à nos modèles, nous sommes capables de garantir à la fois la cohérence et la qualité des résultats.Nous présentons des méthodes dédiées à l'instantiation précise et intuitive d'éléments statiques et animés. Comme les éléments statiques peuvent présenter des interactions complexes, nous proposons une méthode précise, basée sur l'exemple et adaptée aux recouvrements. Nous appliquons un concept similaire à l'édition de troupeaux, en utilisant des photographies ou vidéos comme entrée d'un algorithme de synthèse par l'exemple. À une échelle plus large, nous utilisons des données biologiques pour formuler un processus unifié gérant l'instantiation globale et les interactions de long terme entre la végétation et les animaux. En plus de garantir la cohérence biologique, ce modèle offre un contrôle sur le résultat via l'édition des informations à toute étape.Nos méthodes fournissent contrôle et réalisme durant le processus de création d'écosystèmes, en prenant en compte les éléments statiques et dynamiques, ainsi que leurs interactions à plusieurs échelles. Nous validons nos résultats à l'aide d'études utilisateur, ainsi que des comparaisons avec des données réelles ou d'experts
With recent increases in computing power, virtual worlds are now larger and more complex than ever. As such content becomes widespread in many different media, the expectation of realism has also dramatically increased for the end user.As a result, a large body of work has been accomplished on the modeling and generation of terrains and vegetation, sometimes also considering their interactions. However, animals have received far less attention and are often considered in isolation. Along with a lack of authoring tools, this makes the modeling of ecosystems difficult for artists, who are either limited in their creative freedom or forced to break biological realism.In this thesis, we present new methods suited to the authoring of ecosystems, allowing creative freedom without discarding biological realism. We provide data-centered tools for an efficient authoring, while keeping a low data requirement. By taking advantage of existing biology knowledge, we are able to guarantee both the consistency and quality of the results.We present dedicated methods for precise and intuitive instantiation of static and animated elements. Since static elements, such as vegetation, can exhibit complex interactions, we propose an accurate example-based method to synthesize complex and potentially overlapping arrangements. We apply a similar concept to the authoring of herds of animals, by using photographs or videos as input for example-based synthesis. At a larger scale, we use biological data to formulate a unified pipeline handling the global instantiation and long-term interactions of vegetation and animals. While this model enforces biological consistency, we also provide control by allowing manual editing of the data at any stage of the process.Our methods provide both user control and realism over the entire ecosystem creation pipeline, covering static and dynamic elements, as well as interactions between themselves and their environment. We also cover different scales, from individual placement and movement of elements to management of the entire ecosystem. We validate our results with user studies and comparisons with both real and expert data
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22

Blizard, Katherine S. "Shark Sim: A Procedural Method of Animating Leopard Sharks Based on Raw Location Data". DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/938.

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Fish such as the Leopard Shark (Triakis semifasciata) can be tagged on their fin, released back into the wild, and their location tracked though technologies such as autonomous robots. Timestamped location data about their target is stored. We present a way to procedurally generate an animated simulation of T. semifasciata using only these timestamped location points. This simulation utilizes several components. Input timestamps dictate a monotonic time-space curve mapping the simulation clock to the space curve. The space curve connects all the location points as a spline without any sharp folds that are too implausible for shark traversal. We create a model leopard shark that has convincing kinematics that respond to the space curve. This is achieved through acquiring a skinned model and applying T. semifasciata motion kinematics that respond to velocity and turn commands. These kinematics affect the spine and all fins that control locomotion and direction. Kinematic- based procedural keyframes added onto a queue interpolate while the shark model traverses the path. This simulation tool generates animation sequences that can be viewed in real-time. A user study of 27 individuals was deployed to measure the perceived realism of the sequences as judged by the user by contrasting 5 different film sequences. Results of the study show that on average, viewers perceive our simulation as more realistic than not.
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23

Nilsson, Oliver. "Inverse Kinematics påverkan på spelupplevelsen : Hur miljön kan användas tillsammans med Inverse Kinematics för att förbättra animationer inom spel". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15430.

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Denna studie har undersökt huruvida Inverse Kinematics kan användas tillsammans med spelets miljö för att förbättra en karaktärs animationer och rörelse. Artiklarna som diskuteras i arbetet har använts som inspiration för att skapa artefakterna som använts i undersökningen. En kvantitativ undersökning genomfördes där deltagarna fick spela igenom två demoversioner, en med Inverse Kinematics kombinerat med animationer och en utan. Sedan fick deltagarna svara på en enkät om hur de upplevde spelkaraktärens rörelser. Utifrån svaren i undersökningen kunde slutsatsen dras att skillnaderna i animationerna knappt var märkbara då spelarna fokuserade på andra saker i spelet. Med hjälp av en större mer utförlig undersökning skulle arbetet i framtiden kunna användas inom spelbranschen för att förbättra animationer.
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24

Öhrström, Fredrik. "The Indie Developer’s guide to immersive tweens and animation : What you need to know as a programmer to animate and increase immersion". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129777.

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Some games are grabbing your attention more than others. Some even do it so well people even lose track of time and their surroundings. Why does this happen? And how can the effect be harnessed for your own game? This report studies what immersion is and subjects related to it, such as richness and flow, and then how and what kind of easy animations and effects that build on these concepts that you can create in a 2D puzzle game. Most of the effects, animations and ideas can probably be carried over to other game types without much difficulty if you want a more immersive product. In the end, the player experience is tested by two surveys to see if players were immersed, PANAS and IEQ. The results go over what kind of effects were implemented and the surveys showed that most players were a bit immersed and that they enjoyed the graphics of the game.
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25

Woodring, Jonathan Lee. "Visualization of Time-varying Scientific Data through Comparative Fusion and Temporal Behavior Analysis". The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1243549189.

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26

Trutoiu, Laura. "Perceptually Valid Dynamics for Smiles and Blinks". Research Showcase @ CMU, 2014. http://repository.cmu.edu/dissertations/428.

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In many applications, such as conversational agents, virtual reality, movies, and games, animated facial expressions of computer-generated (CG) characters are used to communicate, teach, or entertain. With an increased demand for CG characters, it is important to animate accurate, realistic facial expressions because human facial expressions communicate a wealth of information. However, realistically animating faces is challenging and time-consuming for two reasons. First, human observers are adept at detecting anomalies in realistic CG facial animations. Second, traditional animation techniques based on keyframing sometimes approximate the dynamics of facial expressions or require extensive artistic input while high-resolution performance capture techniques are cost prohibitive. In this thesis, we develop a framework to explore representations of two key facial expressions, blinks and smiles, and we show that data-driven models are needed to realistically animate these expressions. Our approach relies on utilizing high-resolution performance capture data to build models that can be used in traditional keyframing systems. First, we record large collections of high-resolution dynamic expressions through video and motion capture technology. Next, we build expression-specific models of the dynamic data properties of blinks and smiles. We explore variants of the model and assess whether viewers perceive the models as more natural than the simplified models present in the literature. In the first part of the thesis, we build a generative model of the characteristic dynamics of blinks: fast closing of the eyelids followed by a slow opening. Blinks have a characteristic profile with relatively little variation across instances or people. Our results demonstrate the need for an accurate model of eye blink dynamics rather than simple approximations, as viewers perceive the difference. In the second part of the thesis, we investigate how spatial and temporal linearities impact smile genuineness and build a model for genuine smiles. Our perceptual results indicate that a smile model needs to preserve temporal information. With this model, we synthesize perceptually genuine smiles that outperform traditional animation methods accompanied by plausible head motions. In the last part of the thesis, we investigate how blinks synchronize with the start and end of spontaneous smiles. Our analysis shows that eye blinks correlate with the end of the smile and occur before the lip corners stop moving downwards. We argue that the timing of blinks relative to smiles is useful in creating compelling facial expressions. Our work is directly applicable to current methods in animation. For example, we illustrate how our models can be used in the popular framework of blendshape animation to increase realism while keeping the system complexity low. Furthermore, our perceptual results can inform the design of realistic animation systems by highlighting common assumptions that over-simplify the dynamics of expressions.
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27

Waldner, Fabian. "Real-time Ray Traced Ambient Occlusion and Animation : Image quality and performance of hardware- accelerated ray traced ambient occlusion". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298085.

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Recently, new hardware capabilities in GPUs has opened the possibility of ray tracing in real-time at interactive framerates. These new capabilities can be used for a range of ray tracing techniques - the focus of this thesis is on ray traced ambient occlusion (RTAO). This thesis evaluates real-time ray RTAO by comparing it with ground- truth ambient occlusion (GTAO), a state-of-the-art screen space ambient occlusion (SSAO) method. A contribution by this thesis is that the evaluation is made in scenarios that includes animated objects, both rigid-body animations and skinning animations. This approach has some advantages: it can emphasise visual artefacts that arise due to objects moving and animating. Furthermore, it makes the performance tests better approximate real-world applications such as video games and interactive visualisations. This is particularly true for RTAO, which gets more expensive as the number of objects in a scene increases and have additional costs from managing the ray tracing acceleration structures. The ambient occlusion methods are evaluated in terms of image quality and performance. Image quality is assessed using structural similarity index (SSIM) and through visual inspection. The performance is assessed by measuring computation time, in milliseconds. This thesis shows that the image quality of RTAOis a substantial improvement over GTAO, being close to offline rendering quality. The primary visual issue with RTAO is visible noise - especially noticeable around the contours of moving objects. Nevertheless, GTAO is very competitive due to its performance, the computation time for all GTAO tests were below one ms per frame. At 1080p full-resolution GTAO was computed in 0.3883 ms on a RTX 3070 GPU. In contrast, the computation time of RTAO at 1080p and two samples per pixels were 2.253 ms. The cost of updating and rebuilding ray tracing acceleration structures were also noteworthy. Overall, the results indicate that hardware accelerated ray tracing can be used for significant improvements in image quality but adoption of this technique is not trivial due to performance concerns.
Med hårdvaruaccelererad strålspårning på grafikkort som introducerades nyligen möjliggjordes flera strålspårningsbaserade tekniker för rendering i realtid. Detta examensarbete undersöker en sådan teknik - strålspårad ambient ocklusion (engelska: ray traced ambient occlusion (RTAO)). RTAO undersöks och utvärderas för användning i realtidsapplikationer genom en jämförelse med en ambient-ocklusionsmetod som beräknas i bildrummet (screen space ambient occlusion (SSAO)) kallad ground-truth ambient occlusion (GTAO). Detta examensarbete bidrar genom att utvärdera metoderna i testscenarion som inkluderar animerade objekt. Detta medför ett antal fördelar: utvärderingen kan betona visuella artefakter som kan uppstå när objekt rör sig och animeras. Vidare gör det att prestandatesterna kan inkludera kostnader som tillkommer när scener innehåller animerade objekt - detta är särskilt betydande för RTAO som blir dyrare att beräkna när antalet objekt stiger samt har ytterligare kostnader för att uppdatera datastrukturer som används för att accelerera strålspårningen. På så vis närmar sig testscenarion en bred kategori av applikationer som använder rendering i realtid, exempelvis spel och interaktiva visualiseringar. Utvärderingen sker på uppnådd bildkvalité samt metodernas prestanda. Bildkvalitén utvärderas genom structural similarity index (SSIM) samt visuellinspektion. Prestandan utvärderas genom att mäta beräkningstiden i millisekunder. Resultaten visar att RTAOs bildkvalité är tydligt överlägsen GTAO och närmar sig de resultat som uppnås genom förrendering. Det primära problemet med RTAOs bildkvalité är förekomsten av visuellt brus. Detta är extra tydligt runt konturerna på de objekt som är animerade och förflyttar sig. Hursomhelst är GTAO attraktivt då denna metod kan beräknas betydligt snabbare än RTAO. Samtliga GTAOs prestandatester visade på beräkningstider under en millisekund. Vid en upplösning på 1080p med två prov per pixel (samples per pixel) var beräkningstiden för RTAO 2,253 ms. Kostnaden för att uppdatera datastrukturerna för strålspårningen visade sig också vara betydlig i många tester. Sammantaget indikerar resultaten att hårdvaruaccelererad strålspårning kan resultera i en signifikant förbättring av bildkvalité men att det kan innebära en kostnad som kräver betänklighet.
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28

Chalbi, Amira. "Understanding and designing animations in the user interfaces". Thesis, Lille 1, 2018. http://www.theses.fr/2018LIL1I089.

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Malgré leur omniprésence croissante dans les interfaces graphiques modernes, les animations sont encore sous-appréhendées. Bien que la recherche et la pratique fournissent des directives utiles, nous n'avons pas encore une idée claire sur ce qui définit une animation efficace pour les interfaces.La discorde sur la valeur de l'animation est principalement due au fait que la plupart des études précédentes ont étudié l'avantage d'ajouter une animation particulière à une interface particulière, laissant un manque notable dans la compréhension des nombreux aspects qui influencent la performance de l'animation. Ces études ont aussi évalué la valeur de l'animation à travers un angle empirique étroit,ce qui fait que plusieurs facettes de l'animation restent non dévoilées.Cette thèse contribue un premier pas vers une compréhension plus profonde du vaste espace de conception de l'animation, et vers une meilleure assimilation des différents mérites de l'animation. Nous fournissons d'abord une vue structurée sur les rôles et les inconvénients de l'animation dans les interfaces graphiques.Nous présentons ensuite les fondements théoriques de l’animation pour la visualisation d'information.Nous discutons les principaux défis pour la conception et l'évaluation de l'animation dans les visualisations dynamiques. Nous étudions la signification de la Loi du Destin Commun, appliquée aux trajectoires d'animation, dans les visualisations dynamiques. Nous introduisons ensuite un espace de conception qui permet une caractérisation holistique de l'animation séquentielle, et proposons un outil de création pour permettre le prototypage et l'exploration du ''staging'' dans les visualisations
Despite their increasing popularity and omnipresence in modern graphical interfaces, animations are still largely under-comprehended. While prior research and practice provide useful insights about the merits and downsides of animation, it is still unclear what makes a good and effective animation that improves the usability and expressivity of graphical interfaces. The disparity of opinions about the value of animation is mainly due to the fact that most of previous studies have investigated the benefit of adding a particular animation to a particular interface, leaving a notable gap in the deep understanding of the many design aspects that influence the performance of animation. Prior research have also predominantly assessed the value of animation through a narrow empirical angle, which had left several facets of animation unveiled.This thesis contributes a first constructive step toward better understanding the vast design space of animation and mapping out the various merits of animation that can enrich user interfaces from different perspectives. We first provide a structured view of the roles and drawbacks of animation in user interfaces. We then present the theoretical fundamentals for animation in information visualization. We discuss the main challenges for designing and evaluating animation in dynamic visualizations. Through an empirical study, we investigate the meaning of the Common Fate Law, applied on animation trajectories, in dynamic visualizations. We then introduce a design space that allows a holistic characterization of staged animation and propose an authoring tool to support the prototyping and exploration of staging in visualizations
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29

Mott, Ryan. "Music in motion : the synthesis of album design and motion graphics for downloadable music /". Online version of thesis, 2009. http://hdl.handle.net/1850/10942.

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30

Gustafsson, Therése. "JavaScripts animationer för en interaktiv lärplattform : En jämförelse av 2D animationer med JavaScriptsbiblioteken jQuery, VelocityJS och AnimeJS". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17072.

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Allt eftersom undervisningsmaterialet utökas med nytt och reviderat material behöver lärarna hjälpa sina studenter att bli motiverade till att lära sig materialet. Genom att använda interaktiva verktyg blir undervisningen mer intressant och gör det enklare att visa komplext material i undervisningen. JavaScript är det mest använda programmeringsspråket på internet och användas för att skapa dynamiska webbsidor. Animationer är en sekvens av bilder som får ett objekt att röra på sig. Denna studies resultat visar på att AnimeJS är det JavaScriptsbibliotek med minst signifikanta skillnader i datan som har utvunnits från mätningar. Studien visar även att JavaScriptsbiblioteken blir påverkade av vilken webbläsare som används, både för att hålla sin fördefinierade animationslängd och för webbläsaren att exekvera animationens funktionen snabbare.
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31

Li, Bo. "Real-time Simulation and Rendering of Large-scale Crowd Motion". Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/7870.

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Crowd simulations are attracting increasing attention from both academia and the industry field and are implemented across a vast range of applications, from scientific demonstrations to video games and films. As such, the demand for greater realism in their aesthetics and the amount of agents involved is always growing. A successful crowd simulation must simulate large numbers of pedestrians' behaviours as realistically as possible in real-time. The thesis looks at two important aspects of crowd simulation and real-time animation. First, this thesis introduces a new data structure called Extended Oriented Bounding Box (EOBB) and related methods for fast collision detection and obstacle avoidance in the simulation of crowd motion in virtual environments. The EOBB is extended to contain a region whose size is defined based on the instantaneous velocity vector, thus allowing a bounding volume representation of both geometry and motion. Such a representation is also found to be highly effective in motion planning using the location of vertices of bounding boxes in the immediate neighbourhood of the current crowd member. Second, we present a detailed analysis of the effectiveness of spatial subdivision data structures, specifically for large-scale crowd simulation. For large-scale crowd simulation, computational time for collision detection is huge, and many studies use spatial partitioning data structure to reduce the computational time, depicting their strengths and weaknesses, but few compare multiple methods in an effort to present the best solution. This thesis attempts to address this by implementing and comparing four popular spatial partitioning data structures with the EOBB.
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Cooper, Matthew Lenell. "Algorithm Visualization: The State of the Field". Thesis, Virginia Tech, 2007. http://hdl.handle.net/10919/32052.

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We report on the state of the field of algorithm visualization, both quantitatively and qualitatively. Computer science educators seem to find algorithm and data structure visualizations attractive for their classrooms. Educational research shows that some are effective while many are not. Clearly, then, visualizations are difficult to create and use right. There is little in the way of a supporting community, and many visualizations are downright poor. Topic distribution is heavily skewed towards simple concepts with advanced topics receiving little to no attention.

We have cataloged nearly 400 visualizations available on the Internet. We have a wiki-based catalog which includes availability, platform, strengths and weaknesses, responsible personnel and institutions, and other data about each visualization. We have developed extraction and analysis tools to gather statistics about the corpus of visualizations.

Based on analysis of this collection, we point out areas where improvements may be realized and suggest techniques for implementing such improvements. We pay particular attention to the free and open source software movement as a model which the visualization community may do well to emulate, from both a software engineering perspective and a community-building standpoint.


Master of Science
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33

Dahle, Theo. "Culture and 3D animation : A study of how culture and body language affects the perception of animated 3D characters". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17242.

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This study examined the differences and similarities in how animated 3D characters were perceived by individuals from Sweden and China. The study also attempted to examine how cultural aspects influenced the participants’ perceptions. Parts of the study were conducted through collaboration with the Chinese game company, Focus Games. A literature study focusing on body language and culture was conducted, as well as a game animation analysis featuring games from both western and East Asian developers. Based on the game analysis, 6 animations were created with movement qualities inspired by each of the cultures. The study was conducted through an online questionnaire, as well as shorter semi-structured interviews. The results show that there were certain similarities and differences in how participants perceived the animations, however the reason as to how cultural aspects influenced the responses was partially unanswered due to lack of data.
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Lindén, Maja. "Matrester blir biogas : En interaktiv informationsfilm för barn". Thesis, Mälardalen University, School of Innovation, Design and Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-5563.

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Arbetet har bestått i att utföra en informativ webguide över en anläggning i Västerås som tillverkar biogas och biogödsel av matrester. Beställaren heter VafabMiljö. Mina kontaktpersoner, Caroline Eklöv och Åsa Lindén, är skolinformatörer. Guiden ska publiceras på VafabMiljös hemsida för skolklasser på Internet och där fungera som en förlängning av informatörernas arbete i skolorna. Målgruppen är barn i årskurs 3-5. En uttalad förebild fanns: Göteborgsföretaget Gryaabs guide om vattenrening Vart tar bajset vägen? (http://www.gryaab.se/).

 

Under arbetets gång har design- och funktionsbesluten fattats med stöd av:

  • Intervju med kund och besök på anläggningen
  • Omvärldsanalys, mestadels på Internet
  • Egna erfarenheter
  • Kontinuerliga utprovningar
  • Litteratur

 

Arbetet har utförts i Illustrator och Adobe Flash.

 

Eftersom det var många delar i processen som skulle illustreras var det nödvändigt att arbeta snabbt. Önskemål från kunden var att låta enkelt, tydligt och roligt gå före korrekt återgivning. Detta har lett till ett manér där jag använt mig mer av symboler än verklighetstrogen avbildning. I rapporten beskrivs intressanta designbeslut där min målsättning varit att låta begriplighet gå före realism.

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Sazvar, Parasto, i Johanna Svedberg. "Stop motion som uttryckssätt : En kvalitativ studie med fokus på de påverkande faktorerna för varför unga vuxna amatörer väljer stop motion-animation som uttryckssätt". Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-5939.

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Playfulness and curiosity in the usage of new technology and digital filmmaking has always been of great importance within these fields. There are many different media technologies that can form what the user wants to communicate in a certain context. One of these forms of expression that has increased in popularity from the early 20th century until today is the animation technique, Stop motion. Amateur filmmakers have also found an interest in using the technique. Our purpose has been to study the different aspects as to why young-adult amateur filmmakers have chosen stop motion as the way to express themselves. We have used one essential method, which contains a series of interviews. The result of our studies has shown, apart from the technical advantages that the main reason for using stop motion, according to our respondents, has been that their creations can be measured with professionally produced stop motion-productions. In a very tangible sense stop motion has blurred the line between amateurs and professionals. We found that this result also generated a sense of self-fulfillment for the amateurs using the technique.
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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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37

Svedhag, Carl. "Animated 2D Visualization of Evolving Trees : A Temporal Treemap Approach". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-291127.

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Time-dependently changing hierarchical data structures are commonly visualized with animated treemaps. Changes in the data structure produce correlated changes in the animation. While previous treemap animations exclusively consider hierarchical data where only the size of the data points are time-dependently changing, we present a novel method for animating treemaps where the hierarchy of the data structure is also evolving. A change in the hierarchy is referred to as a topological event of the animated treemap. Furthermore, animation stability is a quantitative indicator as to the visual quality of treemap animations. With the proposed method, the stability of animated Slice-and-Dice treemaps is maximized during topological events. Thus, the method produces topologically evolving Slice-and-Dice treemap animations of high visual quality. Inspiration for the proposed method was largely drawn from Köpp and Weinkauf’s recent work on the ordered visualization of time-dependently evolving nested graphs. The research question regarded whether their treemap method for spatially ordering hierarchical data could be translated to the 2D treemap space, in order to optimize the stability of animated Slice-and-Dice layouts. This study does not only report on the development of the proposed method, but also present an accompanying experimental evaluation. While evidence show that the proposed method is incapable of entirely mitigating decreasing stability scores, caused by any possible topological event in an evolving Slice-and-Dice hierarchy, the success of the proposed method has been proven for the most frequent topological events.
Tidsberoende förändringar i hierarkiska datastrukturer visualiseras ofta med animerade trädkartor (efter engelskans treemap). Förändringar i datastrukturen producerar korrelerade förändringar i animationen. Medan tidigare trädkartsanimationer sett till hierarkisk data där endast storleken på datapunkterna förändras över tid, så presenterar vi en ny metod för animation av trädkartor där även datastrukturens hierarki förändras. En förändring av hierarkin kallas för en topologisk händelse i den animerade trädkartan. Animationsstabilitet är vidare en kvantitativ indikator för animerade trädkartors visuella kvalitet. Med den föreslagna metoden så har stabiliteten av animerade Slice-and-Dice-trädkartor optimerats under topologiska händelser. Metoden producerar följaktligen topologiskt föränderliga Slice-and-Dice-animationer med hög visuell kvalitet. Studien har huvudsakligen inspirerats av Köpp och Weinkaufs arbete med den sorterade visualiseringen av tidsföränderliga, nästlade grafer. Forskningsfrågan gällde huruvida deras metod för att ordna den hierarkiska datan kunde översättas till trädkartors tvådimensionella rymd, för att i ett vidare steg optimera stabiliteten av animerade Slice-and-Dice-trädkartor. Studien rapporterar ej enbart om utvecklingen av den föreslagna metoden, utan presenterar även en medföljande experimentell utvärdering. Medan man ur bevisen kan utläsa att metoden ej fullständigt kan mildra minskningar i animationsstabilitet, orsakat av alla de möjliga topologiska händelser som kan ske i en föränderlig Slice-and-Dice-hierarki, så har den föreslagna metoden varit framgångsrik i de mest frekventa fallen.
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38

Beeferman, Leah. "JOURNEYS INTO THE UNKNOWN: A SERIES OF SCIENCE ARCHITECTURE TASKS AND EVENTS, SPACE-BOUND EXPLORATIONS AND FAR-TRAVELS, DISCOVERIES AND MISSES (NEAR AND FAR), IMAGINATIVE SPACE-GAZING AND RELATED INVESTIGATIONS, OBSERVATIONS, ORBITS, AND OTHER REPETITIOUS MONITORING TASKS". VCU Scholars Compass, 2010. http://scholarscompass.vcu.edu/etd/2164.

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This thesis expansively and inclusively puts forth the imaginings, research, processes and experiences behind my two thesis exhibitions, "Journeys into the unknown: a series of science architecture tasks and events, space-bound explorations and far-travels, discoveries and misses (near and far), imaginative space-gazing and related investigations, observations, orbits, and other repetitious monitoring tasks" and "Timed travel: asystematic accounts of regular and geometrical timekeeping, orbital flight, repetitive rotations and other journeys into actual time and slow space." It begins with an abstract interpretation of the dial: a tool not limited to scientific measurement but, instead, a gauge of an object’s overall position and general status. Equal parts scientific information, abstracted and fictionalized instruments and facts, and the personal experiences which provided these concrete informational elements with psychological and metaphorical meaning, this document is as much a record of time as it is an elucidation of my artistic practice and methodology.
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39

Bengtsson, Simon. "Att uttrycka karaktär med rörelsekaraktäristika : En studie i att förenkla variation i karaktärsanimering med hjälp av Rudolf Laban". Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4981.

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Känslan och trovärdigheten en animerad karaktär i film eller spel förmedlar är viktig för ett bra resultat. Denna känsla och trovärdighet är dock något som är svårt att nå fram till. Med hjälp av teorier från en koreograf och dansteoretiker vid namn Rudolf Laban undersöker detta arbete om det går att lättare hitta fram till en bra karaktär. Åtta gångcykler har skapats utifrån Labans åtta rörelsekaraktäristika,  alla gestaltade med samma figur. Dessa gångcykler har sedan använts för att besvara frågeställningen om det med en neutral figur går att visa på karaktär, endast genom rörelser. Gångcyklerna har sedan visats upp för deltagare i en enkätundersökning där de har fått betygsätta hur väl de tycker att var och en av de åtta cyklerna passar in på tre förutbestämda stereotypa karaktärer, ”superhjälten”, ”skurken” och ”narren”. Med arbetets resultat som grund kan framtida arbete bana väg för karaktärer med trovärdiga rörelser.
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40

Larsson, Thomas. "Adaptive Bounding Volume Hierarchies for Efficient Collision Queries". Doctoral thesis, Eskilstuna : Västerås : Akademin för innovation, design och teknik, Mälardalens högskola, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-4665.

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41

Håkansson, Isabel. "Adding Personality to Fantasy Creatures : Using animal motion references". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17015.

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Fantasy creatures are an essential part of many games, but while there are several studies focusing on body language and how expressive gaming companions may enhance the player’s experience, creatures and animals are rarely the focal points. Personality is closely related to believability, which is what most game developers work towards hence believability may improve the gaming experience. The purpose of this paper was to explore how the personality of a fantasy creature would be perceived by the observer when using different animal motion references. A 3D-model was created and animated in three different styles using motion references from a cat and lizard. A survey with Likert-scales was then formed with the intention to evaluate the animations. The participants in the survey were assigned one of the three animations to rate statements regarding personality and believability. Rather than a certain type of animal being associated with a certain type of personality, the result suggests that it was mainly certain motion cues and postures that affected the participants’ ratings. The study was deemed to be insufficient for a reliable result. In the discussion part, there are ideas on how the study could be improved with the aim of continuing the research to gain a clearer insight into the subject of personality and creatures.
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42

Basuki, Herry. "Generating novel animations of avatars using human motion data /". Leeds : University of Leeds, School of Computer Studies, 2003. http://www.leeds.ac.uk/cgi-bin/library/compst.pl?CAT=BSC&FILE=200304/basuki.pdf.

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43

Mousas, Christos. "Data-driven techniques for animating virtual characters". Thesis, University of Sussex, 2015. http://sro.sussex.ac.uk/id/eprint/52967/.

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One of the key goals of current research in data-driven computer animation is the synthesis of new motion sequences from existing motion data. This thesis presents three novel techniques for synthesising the motion of a virtual character from existing motion data and develops a framework of solutions to key character animation problems. The first motion synthesis technique presented is based on the character's locomotion composition process. This technique examines the ability of synthesising a variety of character's locomotion behaviours while easily specified constraints (footprints) are placed in the three-dimensional space. This is achieved by analysing existing motion data, and by assigning the locomotion behaviour transition process to transition graphs that are responsible for providing information about this process. However, virtual characters should also be able to animate according to different style variations. Therefore, a second technique to synthesise real-time style variations of character's motion. A novel technique is developed that uses correlation between two different motion styles, and by assigning the motion synthesis process to a parameterised maximum a posteriori (MAP) framework retrieves the desire style content of the input motion in real-time, enhancing the realism of the new synthesised motion sequence. The third technique presents the ability to synthesise the motion of the character's fingers either o↵-line or in real-time during the performance capture process. The advantage of both techniques is their ability to assign the motion searching process to motion features. The presented technique is able to estimate and synthesise a valid motion of the character's fingers, enhancing the realism of the input motion. To conclude, this thesis demonstrates that these three novel techniques combine in to a framework that enables the realistic synthesis of virtual character movements, eliminating the post processing, as well as enabling fast synthesis of the required motion.
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44

Rowe, Daniel Taylor. "Using Graphics, Animations, and Data-Driven Animations to Teach the Principles of Simple Linear Regression to Graduate Students". BYU ScholarsArchive, 2004. https://scholarsarchive.byu.edu/etd/6.

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This report describes the design, development, and evaluation of the Simple Linear Regression Lesson (SLRL), a web-based lesson that uses visual strategies to teach graduate students the principles of simple linear regression. The report includes a literature review on the use of graphics, animations, and data-driven animations in statistics pedagogy and instruction in general. The literature review also summarizes the pertinent instructional design and development theories that informed the creation of the lesson. Following the literature review is a description the SLRL and the methodologies used to develop it. The evaluation section of the report details the methods used during the formative and summative evaluation stages, including results from a small-group implementation of the SLRL. The report concludes with a review of the product's strengths and weaknesses and the process' strengths and weaknesses.
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45

Rydahl, Björn. "A VFX ocean toolkit with real time preview". Thesis, Linköping University, Department of Science and Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50850.

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46

Gregori, Rodrigo Mello Mattos Habib. "Fatiamento de malhas triangulares: teoria e experimentos". Universidade Tecnológica Federal do Paraná, 2014. http://repositorio.utfpr.edu.br/jspui/handle/1/1026.

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Manufatura Aditiva, também conhecida por Impressão 3D, é um processo baseado na sobreposição de camadas para produzir um objeto físico. Os dados para a produção desse objeto vêm de um modelo geométrico tridimensional, geralmente representado por uma malha de triângulos. Um dos principais procedimentos no processo de produção é fatiar a malha triangular e gerar uma série de contornos, os quais representam as camadas do objeto. Há diversas estratégicas para fatiar malhas triangulares, porém, a maior parte dos trabalhos na literatura foca-se em problemas como a qualidade do modelo, melhorias específicas no processo de fatiamento e uso de memória; poucos trabalhos, no entanto, abordam o problema por uma perspectiva de complexidade algorítmica. Algoritmos propostos atualmente para este problema executam em tempo O(n² + k²) ou O(n² + nlognk); o algoritmo proposto nesta dissertação possui complexidade O(nk) para uma entrada com n triângulos e k planos e, com K é o número médio de planos que cortam cada triângulo nesta entrada específica. O algoritmo proposto, chamado de Fatiamento por Estocada (FE) é comparado teórica e experimentalmente com alguns dos métodos conhecidos na literatura e os resultados mostram melhora considerável em tempo de execução.
Additive Manufacturing, also known as 3D printing, is a process based on the addition of sucessive layers in order to build a physical object. The data for building this object come from geometric 3D model, usually represented by a triangle mesh. One of the main procedures in this process is to slice the triangle mesh and output a sequence of contours, representing each one of the layers of the object. There are many strategies for slicing meshes, however, most of the current literature is concerned with ad hoc issues such as the quality of the model, specific improvements in the slicing process and memory usage, whereas few of them address the problem from an algorithmic complecity perspective. While current algorithms for this problem ruin in O(n² + k²) or O(n² + nlognk), the proposed algorithm runs in O(nk), for a given input with n triangles, k planes and where k is the average number of slices cutting each triangle in this specific input. This is asymptotically the best that can be achieved under certain fairly common assumptions. The proposed algorithm, called here Slicing by Stabbing (SS), was compared both theoretically and experimentally against known methods in the literature and the results show considerable improvement in execution time.
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47

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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48

Caplan, Elizabeth A. "The Effects Of Animated Textual Instruction On Learners' Written Production Of German Modal Verb Sentences". Scholar Commons, 2002. http://purl.fcla.edu/fcla/etd/SFE0000042.

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49

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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50

Wilcox, Andreas. "Simulation av Xbox Live Indie Games gränssnittet". Thesis, Örebro universitet, Akademin för naturvetenskap och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-15978.

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This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product. The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed.
Detta examensarbete utfördes som uppdrag åt Ludosity Interactive där målet var att utveckla en kopia av Xbox Live Indie Games-marknadsplatsens gränssnittet från Xbox 360:n. Ludosity Interactive hade ett behov av att enkelt kunna testa ett spels attraktionskraft hos potentiella kunder med hjälp av utomstående testpersoner i en simulerad testmiljö; utöver detta systemet finns det inget sätt att kunna göra en sådan analys utan att släppa produkten på Xbox Live Indie Games-marknaden och sedan analysera försäljningen av produkten. Det färdiga systemet var tvunget att vara såpass snarlikt originalförlagan att en användare skulle kunna förbi se själva gränssnittet och använda det precis som de använder den riktiga marknadsplatsen. Det skulle också vara enkelt att kunna förändra och lägga spel i systemet så att som Ludosity Interactive lätt kan visa de spelen och den data de anser intressant för sina tester. Den färdiga produkten utvecklades med hjälp av C#, XNA och XML samt en Agile-inspirerad utvecklingsmetod i kombination med Pivotal Tracker. Denna rapport beskriver hur den produkten definierades och utvecklades.
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