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Making a Game Character Move
Piia Brusi MAKING A GAME CHARACTER MOVE Animation and motion capture for video games Bachelor’s thesis Degree programme in Game Design 2021 Author (authors) Degree title Time Piia Brusi Bachelor of Culture May 2021 and Arts Thesis title 69 pages Making a game character move Animation and motion capture for video games Commissioned by South Eastern Finland University of Applied Sciences Supervisor Marko Siitonen Abstract The purpose of this thesis was to serve as an introduction and overview of video game animation; how the interactive nature of games differentiates game animation from cinematic animation, what the process of producing game animations is like, what goes into making good game animations and what animation methods and tools are available. The thesis briefly covered other game design principles most relevant to game animators: game design, character design, modelling and rigging and how they relate to game animation. The text mainly focused on animation theory and practices based on commentary and viewpoints provided by industry professionals. Additionally, the thesis described various 3D animation and motion capture systems and software in detail, including how motion capture footage is shot and processed for games. The thesis ended on a step-by-step description of the author’s motion capture cleanup project, where a jog loop was created out of raw motion capture data. As the topic of game animation is vast, the thesis could not cover topics such as facial motion capture and procedural animation in detail. Technologies such as motion matching, machine learning and range imaging were also suggested as topics worth covering in the future. -
An Overview of 3D Data Content, File Formats and Viewers
Technical Report: isda08-002 Image Spatial Data Analysis Group National Center for Supercomputing Applications 1205 W Clark, Urbana, IL 61801 An Overview of 3D Data Content, File Formats and Viewers Kenton McHenry and Peter Bajcsy National Center for Supercomputing Applications University of Illinois at Urbana-Champaign, Urbana, IL {mchenry,pbajcsy}@ncsa.uiuc.edu October 31, 2008 Abstract This report presents an overview of 3D data content, 3D file formats and 3D viewers. It attempts to enumerate the past and current file formats used for storing 3D data and several software packages for viewing 3D data. The report also provides more specific details on a subset of file formats, as well as several pointers to existing 3D data sets. This overview serves as a foundation for understanding the information loss introduced by 3D file format conversions with many of the software packages designed for viewing and converting 3D data files. 1 Introduction 3D data represents information in several applications, such as medicine, structural engineering, the automobile industry, and architecture, the military, cultural heritage, and so on [6]. There is a gamut of problems related to 3D data acquisition, representation, storage, retrieval, comparison and rendering due to the lack of standard definitions of 3D data content, data structures in memory and file formats on disk, as well as rendering implementations. We performed an overview of 3D data content, file formats and viewers in order to build a foundation for understanding the information loss introduced by 3D file format conversions with many of the software packages designed for viewing and converting 3D files. -
Guide to Graphics Software Tools
Jim x. ehen With contributions by Chunyang Chen, Nanyang Yu, Yanlin Luo, Yanling Liu and Zhigeng Pan Guide to Graphics Software Tools Second edition ~ Springer Contents Pre~ace ---------------------- - ----- - -v Chapter 1 Objects and Models 1.1 Graphics Models and Libraries ------- 1 1.2 OpenGL Programming 2 Understanding Example 1.1 3 1.3 Frame Buffer, Scan-conversion, and Clipping ----- 5 Scan-converting Lines 6 Scan-converting Circles and Other Curves 11 Scan-converting Triangles and Polygons 11 Scan-converting Characters 16 Clipping 16 1.4 Attributes and Antialiasing ------------- -17 Area Sampling 17 Antialiasing a Line with Weighted Area Sampling 18 1.5 Double-bl{tferingfor Animation - 21 1.6 Review Questions ------- - -26 X Contents 1.7 Programming Assignments - - -------- - -- 27 Chapter 2 Transformation and Viewing 2.1 Geometrie Transformation ----- 29 2.2 2D Transformation ---- - ---- - 30 20 Translation 30 20 Rotation 31 20 Scaling 32 Composition of2D Transformations 33 2.3 3D Transformation and Hidden-surjaee Removal -- - 38 3D Translation, Rotation, and Scaling 38 Transfonnation in OpenGL 40 Hidden-surface Remova! 45 Collision Oetection 46 30 Models: Cone, Cylinder, and Sphere 46 Composition of30 Transfonnations 51 2.4 Viewing ----- - 56 20 Viewing 56 30 Viewing 57 30 Clipping Against a Cube 61 Clipping Against an Arbitrary Plane 62 An Example ofViewing in OpenGL 62 2.5 Review Questions 65 2.6 Programming Assignments 67 Chapter 3 Color andLighting 3.1 Color -------- - - 69 RGß Mode and Index Mode 70 Eye Characteristics and -
Flowcaster Manual 1 Table of Contents
FlowCaster Copyright 2020-2021 Drastic Technologies Ltd. All Rights Reserved. Version: April 22nd, 2021 FlowCaster Manual 1 Table of Contents 1 Introduction.........................................................................................................................................4 2 WorkFlows..........................................................................................................................................5 2.1 Work from home/cloud/remote monitoring...................................................................................5 2.2 Production team sharing/collaboration........................................................................................5 2.3 Cloud production or capture feed................................................................................................5 2.4 IP format conversion...................................................................................................................6 2.5 Cloud to cloud.............................................................................................................................6 3 Quick Start – SRT/RTP/UDP..............................................................................................................7 4 Quick Start – RTMP..........................................................................................................................14 5 FlowCaster Configuration.................................................................................................................22 6 Adobe.............................................................................................................................................. -
Appendix a Basic Mathematics for 3D Computer Graphics
Appendix A Basic Mathematics for 3D Computer Graphics A.1 Vector Operations (),, A vector v is a represented as v1 v2 v3 , which has a length and direction. The location of a vector is actually undefined. We can consider it is parallel to the line (),, (),, from origin to a 3D point v. If we use two points A1 A2 A3 and B1 B2 B3 to (),, represent a vector AB, then AB = B1 – A1 B2 – A2 B3 – A3 , which is again parallel (),, to the line from origin to B1 – A1 B2 – A2 B3 – A3 . We can consider a vector as a ray from a starting point to an end point. However, the two points really specify a length and a direction. This vector is equivalent to any other vectors with the same length and direction. A.1.1 The Length and Direction The length of v is a scalar value as follows: 2 2 2 v = v1 ++v2 v3 . (EQ 1) 378 Appendix A The direction of the vector, which can be represented with a unit vector with length equal to one, is: ⎛⎞v1 v2 v3 normalize()v = ⎜⎟--------,,-------- -------- . (EQ 2) ⎝⎠v1 v2 v3 That is, when we normalize a vector, we find its corresponding unit vector. If we consider the vector as a point, then the vector direction is from the origin to that point. A.1.2 Addition and Subtraction (),, (),, If we have two points A1 A2 A3 and B1 B2 B3 to represent two vectors A and B, then you can consider they are vectors from the origin to the points. -
5 Opengl Programming in Java: JOGL
Guide to Graphics Software Tools Jim X. Chen With contributions by Chunyang Chen, Nanyang Yu, Yanlin Luo, Yanling Liu and Zhigeng Pan Guide to Graphics Software Tools Second edition Jim X. Chen Computer Graphics Laboratory George Mason University Mailstop 4A5 Fairfax, VA 22030 USA [email protected] ISBN: 978-1-84800-900-4 e-ISBN: 978-1-84800-901-1 DOI 10.1007/978-1-84800-901-1 British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Library of Congress Control Number: 2008937209 © Springer-Verlag London Limited 2002, 2008 Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms of licences issued by the Copyright Licensing Agency. Enquiries concerning reproduction outside those terms should be sent to the publishers. The use of registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant laws and regulations and therefore free for general use. The publisher makes no representation, express or implied, with regard to the accuracy of the information contained in this book and cannot accept any legal responsibility or liability for any errors or omissions that may be made. Printed on acid-free paper Springer Science+Business Media springer.com Preface Many scientists in different disciplines realize the power of graphics, but are also bewildered by the complex implementations of a graphics system and numerous graphics tools. -
Guide to Graphics Software Tools
Guide to Graphics Software Tools Jim X. Chen With contributions by Chunyang Chen, Nanyang Yu, Yanlin Luo, Yanling Liu and Zhigeng Pan Guide to Graphics Software Tools Second edition Jim X. Chen Computer Graphics Laboratory George Mason University Mailstop 4A5 Fairfax, VA 22030 USA [email protected] ISBN: 978-1-84800-900-4 e-ISBN: 978-1-84800-901-1 DOI 10.1007/978-1-84800-901-1 British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Library of Congress Control Number: 2008937209 © Springer-Verlag London Limited 2002, 2008 Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms of licences issued by the Copyright Licensing Agency. Enquiries concerning reproduction outside those terms should be sent to the publishers. The use of registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant laws and regulations and therefore free for general use. The publisher makes no representation, express or implied, with regard to the accuracy of the information contained in this book and cannot accept any legal responsibility or liability for any errors or omissions that may be made. Printed on acid-free paper Springer Science+Business Media springer.com Preface Many scientists in different disciplines realize the power of graphics, but are also bewildered by the complex implementations of a graphics system and numerous graphics tools. -
Chapter Number
Chapter Number The Role of Computer Games Industry and Open Source Philosophy in the Creation of Affordable Virtual Heritage Solutions Andrea Bottino and Andrea Martina Dipartimento di Automatica e Informatica, Politecnico di Torino Italy 1. Introduction The Museum, according to the ICOM’s (International Council of Museums) definition, is a non-profit, permanent institution […] which acquires, conserves, researches, communicates and exhibits the tangible and intangible heritage of humanity and its environment for the purposes of education, study and enjoyment (ICOM, 2007). Its main function is therefore to communicate the research results to the public and the way to communicate must meet the expectations of the reference audience, using the most appropriate tools available. During the last decades of 20th century, there has been a substantial change in this role, according to the evolution of culture, literacy and society. Hence, over the last decades, the museum’s focus has shifted from the aesthetic value of museum artifacts to the historical and artistic information they encompass (Hooper-Greenhill, 2000), while the museums’ role has changed from a mere "container" of cultural objects to a "narrative space" able to explain, describe, and revive the historical material in order to attract and entertain visitors. These changes require creating new exhibits, able to tell stories about the objects, enabling visitors to construct semantic meanings around them (Hoptman, 1992). The objective that museums pursue is reflected by the concept of Edutainment, Education + Entertainment. Nowadays, visitors are not satisfied with ‘learning something’, but would rather engage in an ‘experience of learning’, or ‘learning for fun’ (Packer, 2006). -
The Visual Effects Guide to Davinci Resolve 17
The Visual Effects Guide to DaVinci Resolve 17 Download DAVINCI RESOLVE 17 Free! Author: Dion Scoppettuolo, Damian Allen, Tony Gallard The Visual Effects Guide to DaVinci Resolve 17 The Visual Effects Guide to DaVinci Resolve 17 Damian Allen, Tony Gallardo, and Dion Scoppettuolo © 2021 by Blackmagic Design Pty Ltd Blackmagic Design www.blackmagicdesign.com To report errors, please send a note to [email protected]. Series Editor: Patricia Montesion Editor: Dan Foster Technical Review: David Hover Cover Design: Blackmagic Design Notice of Rights All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher. For information on obtaining permission for reprints and excerpts, contact [email protected]. Notice of Liability Neither the author nor Blackmagic Design shall have any liability to any person or entity for any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this book, or by omissions from this book, or by the computer software and hardware products described within it. Trademarks Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and Blackmagic Design was aware of a trademark claim, the designations appear as requested by the owner of the trademark. All other product names and services identified throughout this book are used in editorial fashion only and for the benefit of such companies with no intention of infringement of the trademark. -
Free and Open Source Software
Free and open source software Copyleft ·Events and Awards ·Free software ·Free Software Definition ·Gratis versus General Libre ·List of free and open source software packages ·Open-source software Operating system AROS ·BSD ·Darwin ·FreeDOS ·GNU ·Haiku ·Inferno ·Linux ·Mach ·MINIX ·OpenSolaris ·Sym families bian ·Plan 9 ·ReactOS Eclipse ·Free Development Pascal ·GCC ·Java ·LLVM ·Lua ·NetBeans ·Open64 ·Perl ·PHP ·Python ·ROSE ·Ruby ·Tcl History GNU ·Haiku ·Linux ·Mozilla (Application Suite ·Firefox ·Thunderbird ) Apache Software Foundation ·Blender Foundation ·Eclipse Foundation ·freedesktop.org ·Free Software Foundation (Europe ·India ·Latin America ) ·FSMI ·GNOME Foundation ·GNU Project ·Google Code ·KDE e.V. ·Linux Organizations Foundation ·Mozilla Foundation ·Open Source Geospatial Foundation ·Open Source Initiative ·SourceForge ·Symbian Foundation ·Xiph.Org Foundation ·XMPP Standards Foundation ·X.Org Foundation Apache ·Artistic ·BSD ·GNU GPL ·GNU LGPL ·ISC ·MIT ·MPL ·Ms-PL/RL ·zlib ·FSF approved Licences licenses License standards Open Source Definition ·The Free Software Definition ·Debian Free Software Guidelines Binary blob ·Digital rights management ·Graphics hardware compatibility ·License proliferation ·Mozilla software rebranding ·Proprietary software ·SCO-Linux Challenges controversies ·Security ·Software patents ·Hardware restrictions ·Trusted Computing ·Viral license Alternative terms ·Community ·Linux distribution ·Forking ·Movement ·Microsoft Open Other topics Specification Promise ·Revolution OS ·Comparison with closed -
Computerthe MAGAZINE for DIGITAL CONTENT CREATION and PRODUCTION
Contents Zoom In Zoom Out For navigation instructions please click here Search Issue Next Page ComputerTHE MAGAZINE FOR DIGITAL CONTENT CREATION AND PRODUCTION ® January 2006 www.cgw.com WORLD Gorilla Tactics King Kong’s larger-than-life effects The Power of X The Xbox 360 defines a new era in gaming Dragon Quest Adding digital magic to Harry’s latest adventure Starting a Studio If you build it, will they come? Forward COMPUTER GRAPHICS WORLD to a friend! ® $4.95 USA $6.50 Canada Contents Zoom In Zoom Out For navigation instructions please click here Search Issue NextPage A CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page BEF MaGS 101010101010110101001010101010101 010101010110101001010101010101011 101010110101001010101010101011010 010110101001010101010101011010100 110101001010101010101011010100101 101001010101010101011010100101010 001010101010101011010100101010101 010101010101011010100101010101010 101010101011010100101010101010101 010101011010100101010101010101101 101011010100101010101010101101010 011010100101010101010101101010010 010100101010101010101101010010101 100101010101010101101010010101010 101010101010101101010010101010101 010101010101101010010101010101010 101010101101010010101010101010110 010101101010010101010101010110101 101101010010101010101010110101001 101010010101010101010110101001010 010010101010101010110101001010101 010101010101010110101001010101010 101010101010110101001010101010101 010101010110101001010101010101011 101010110101001010101010101011010 010110101001010101010101011010100 110101001010101010101011010100101 -
America's Army
america's army - http://www.americasarmy.com/ flightgear (simulador de avi�o) - http://www.flightgear.org/ neo sonic universe - http://gamingbrasil.mundoperdido.com.br alien arena 2007 - http://red.planetarena.org/aquire.html cube 2 - http://www.cubeengine.com/index.php4 hidden and dangerous deluxe full - http://www.gathering.com/hd2/hddeluxe.html torcs - http://torcs.sourceforge.net/index.php s.w.i.n.e. - http://www.stormregion.com/index.php?sid=4...=swine_download carom3d: http://carom3d.com/ capman: http://www.jani-immonen.net/capman/ cubert badbone: http://cubert.deirdrakiai.com/ enemy territory: http://www.splashdamage.com/ gunbound brasil: http://www.gbound.com.br/ kartingrace: http://www.steinware.dk/ kquery: http://www.kquery.com/ little fighter 2: http://littlefighter.com/ mu online: http://www.muonline.com/ racer: http://www.racer.nl/ soldat: http://www.soldat.pl/main.php pacwars: http://pw2.sourceforge.net/ teamspeak: http://www.goteamspeak.com/news.php p2p - compartilhadores de arquivos abc: http://pingpong-abc.sf.net/ ares: http://aresgalaxy.sourceforge.net/ azureus: http://azureus.sourceforge.net/ bitcomet: http://www.bitcomet.com/ bittorrent++: http://sourceforge.net/projects/btplusplus/ bt++: http://btplusplus.sourceforge.net/ dc++: http://www.dcpp.net/ edonkey: http://www.edonkey2000.com/ emule: http://www.emule-project.net/ exeem: http://www.exeem.com/ imesh: http://www.imesh.com/ kazaa: http://www.kazaa.com limeware: http://www.limewire.com/ mldonkey: http://mldonkey.berlios.de/modules.php?name=downloads onemx: http://www.onemx.com/