Digital Light Contributors Digital Light Sean Cubitt Edited by Terry Flaxton Sean Cubitt Jon Ippolito Daniel Palmer Stephen Jones Nathaniel Tkacz Carolyn L
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Motion Enriching Using Humanoide Captured Motions
MASTER THESIS: MOTION ENRICHING USING HUMANOIDE CAPTURED MOTIONS STUDENT: SINAN MUTLU ADVISOR : A NTONIO SUSÌN SÀNCHEZ SEPTEMBER, 8TH 2010 COURSE: MASTER IN COMPUTING LSI DEPERTMANT POLYTECNIC UNIVERSITY OF CATALUNYA 1 Abstract Animated humanoid characters are a delight to watch. Nowadays they are extensively used in simulators. In military applications animated characters are used for training soldiers, in medical they are used for studying to detect the problems in the joints of a patient, moreover they can be used for instructing people for an event(such as weather forecasts or giving a lecture in virtual environment). In addition to these environments computer games and 3D animation movies are taking the benefit of animated characters to be more realistic. For all of these mediums motion capture data has a great impact because of its speed and robustness and the ability to capture various motions. Motion capture method can be reused to blend various motion styles. Furthermore we can generate more motions from a single motion data by processing each joint data individually if a motion is cyclic. If the motion is cyclic it is highly probable that each joint is defined by combinations of different signals. On the other hand, irrespective of method selected, creating animation by hand is a time consuming and costly process for people who are working in the art side. For these reasons we can use the databases which are open to everyone such as Computer Graphics Laboratory of Carnegie Mellon University. Creating a new motion from scratch by hand by using some spatial tools (such as 3DS Max, Maya, Natural Motion Endorphin or Blender) or by reusing motion captured data has some difficulties. -
Dockerdocker
X86 Exagear Emulation • Android Gaming • Meta Package Installation Year Two Issue #14 Feb 2015 ODROIDMagazine DockerDocker OS Spotlight: Deploying ready-to-use Ubuntu Studio containers for running complex system environments • Interfacing ODROID-C1 with 16 Channel Relay Play with the Weather Board • ODROID-C1 Minimal Install • Device Configuration for Android Development • Remote Desktop using Guacamole What we stand for. We strive to symbolize the edge of technology, future, youth, humanity, and engineering. Our philosophy is based on Developers. And our efforts to keep close relationships with developers around the world. For that, you can always count on having the quality and sophistication that is the hallmark of our products. Simple, modern and distinctive. So you can have the best to accomplish everything you can dream of. We are now shipping the ODROID U3 devices to EU countries! Come and visit our online store to shop! Address: Max-Pollin-Straße 1 85104 Pförring Germany Telephone & Fax phone : +49 (0) 8403 / 920-920 email : [email protected] Our ODROID products can be found at http://bit.ly/1tXPXwe EDITORIAL ow that ODROID Magazine is in its second year, we’ve ex- panded into several social networks in order to make it Neasier for you to ask questions, suggest topics, send article submissions, and be notified whenever the latest issue has been posted. Check out our Google+ page at http://bit.ly/1D7ds9u, our Reddit forum at http://bit. ly/1DyClsP, and our Hardkernel subforum at http://bit.ly/1E66Tm6. If you’ve been following the recent Docker trends, you’ll be excited to find out about some of the pre-built Docker images available for the ODROID, detailed in the second part of our Docker series that began last month. -
Computerising 2D Animation and the Cleanup Power of Snakes
Computerising 2D Animation and the Cleanup Power of Snakes. Fionnuala Johnson Submitted for the degree of Master of Science University of Glasgow, The Department of Computing Science. January 1998 ProQuest Number: 13818622 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. In the unlikely event that the author did not send a com plete manuscript and there are missing pages, these will be noted. Also, if material had to be removed, a note will indicate the deletion. uest ProQuest 13818622 Published by ProQuest LLC(2018). Copyright of the Dissertation is held by the Author. All rights reserved. This work is protected against unauthorized copying under Title 17, United States C ode Microform Edition © ProQuest LLC. ProQuest LLC. 789 East Eisenhower Parkway P.O. Box 1346 Ann Arbor, Ml 48106- 1346 GLASGOW UNIVERSITY LIBRARY U3 ^coji^ \ Abstract Traditional 2D animation remains largely a hand drawn process. Computer-assisted animation systems do exists. Unfortunately the overheads these systems incur have prevented them from being introduced into the traditional studio. One such prob lem area involves the transferral of the animator’s line drawings into the computer system. The systems, which are presently available, require the images to be over- cleaned prior to scanning. The resulting raster images are of unacceptable quality. Therefore the question this thesis examines is; given a sketchy raster image is it possible to extract a cleaned-up vector image? Current solutions fail to extract the true line from the sketch because they possess no knowledge of the problem area. -
Corpora: Google Ngram Viewer and the Corpus of Historical American English
EuroAmerican Journal of Applied Linguistics and Languages E JournALL Volume 1, Issue 1, November 2014, pages 48 68 ISSN 2376 905X DOI - - www.e journall.org- http://dx.doi.org/10.21283/2376905X.1.4 - Exploring mega-corpora: Google Ngram Viewer and the Corpus of Historical American English ERIC FRIGINALa1, MARSHA WALKERb, JANET BETH RANDALLc aDepartment of Applied Linguistics and ESL, Georgia State University bLanguage Institute, Georgia Institute of Technology cAmerican Language Institute, New York University, Tokyo Received 10 December 2013; received in revised form 17 May 2014; accepted 8 August 2014 ABSTRACT EN The creation of internet-based mega-corpora such as the Corpus of Contemporary American English (COCA), the Corpus of Historical American English (COHA) (Davies, 2011a) and the Google Ngram Viewer (Cohen, 2010) signals a new phase in corpus-based research that provides both novice and expert researchers immediate access to a variety of online texts and time-coded data. This paper explores the applications of these corpora in the analysis of academic word lists, in particular, Coxhead’s (2000) Academic Word List (AWL). Coxhead (2011) has called for further research on the AWL with larger corpora, noting that learners’ use of academic vocabulary needs to address for the AWL to be useful in various contexts. Results show that words on the AWL are declining in overall frequency from 1990 to the present. Implications about the AWL and future directions in corpus-based research utilizing mega-corpora are discussed. Keywords: GOOGLE N-GRAM VIEWER, CORPUS OF HISTORICAL AMERICAN ENGLISH, MEGA-CORPORA, TREND STUDIES. ES La creación de megacorpus basados en Internet, tales como el Corpus of Contemporary American English (COCA), el Corpus of Historical American English (COHA) (Davies, 2011a) y el Visor de Ngramas de Google (Cohen, 2010), anuncian una nueva fase en la investigación basada en corpus, pues proporcionan, tanto a investigadores noveles como a expertos, un acceso inmediato a una gran diversidad de textos online y datos codificados con time-code. -
Digital Cinematography Camera F35 F23
Digital Cinematography Camera F35 F23 www.sony.com/professional SONY54696_F-Series 1 9/26/08 12:08:42 PM ADVANCING THE ART OF DIGITAL IMAGING CineAlta – a name that proudly symbolizes the bond between cinematography and high-resolution digital imaging, distinguishes Sony’s family of 24P acquisition products and systems. The emergence of Sony’s CineAlta™ products marked the beginning of a new era in movie, commercial and television production applications. Since their introduction, CineAlta products – beginning with the groundbreaking HDW-F900, Sony’s first 24P-capable HDCAM™ camcorder, and the HDC-F950 full-bandwidth 4:4:4 (RGB) portable camera – have been globally accepted as a viable creative alternative to 24-frame film origination. Working closely with the creative community over time, Sony has created CineAlta acquisition systems designed specifically to meet the Cinematographer’s needs. This collaboration has lead to array of highly sophisticated digital acquisition systems that offer comprehensive feature sets and workflows specifically designed to maximize on-set efficiencies, flexibility and creative freedom. Consequently, the name CineAlta has come to define the industry standards for quality and flexibility in 24-frame digital cinematography. 2 2 SONY54696_F-Series 2 9/26/08 12:08:45 PM Expand Your Creative Possibilities With a Choice of Film-style Digital Cinematography Cameras Sony has proudly introduced two new powerful film-style Both the F35 and F23 provide an uncompromising design digital cinematography cameras to the CineAlta acquisition that allows direct docking with Sony’s SRW-1 portable lineup. The F35 and F23 cameras combine the proven HDCAM-SR™ recorder. It’s also possible to use the F23 or the technology used in previous CineAlta acquisition models F35 in combination, for even more creative freedom. -
Reference / Forgerock Identity Cloud 7.2
Reference / ForgeRock Identity Cloud 7.2 Latest update: 7.1.0 ForgeRock AS. 201 Mission St., Suite 2900 San Francisco, CA 94105, USA +1 415-599-1100 (US) www.forgerock.com Copyright © 2011-2021 ForgeRock AS. Abstract Reference documentation for ForgeRock® Identity Cloud (Identity Cloud). ForgeRock Identity Cloud provides intelligent authentication, authorization, federation, and single sign-on functionality. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-nd/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. © Copyright 2010–2020 ForgeRock, Inc. All rights reserved. ForgeRock is a registered trademark of ForgeRock, Inc. Other marks appearing herein may be trademarks of their respective owners. This product or document is protected by copyright and distributed under licenses restricting its use, copying, and distribution. No part of this product or document may be reproduced in any form by any means without prior written authorization of ForgeRock and its licensors, if any. DOCUMENTATION IS PROVIDED “AS IS” AND ALL EXPRESSED OR IMPLIED CONDITIONS, REPRESENTATIONS, AND WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE DISCLAIMED, EXCEPT TO THE EXTENT THAT SUCH DISCLAIMERS ARE HELD TO BE LEGALLY INVALID. DejaVu Fonts Bitstream Vera Fonts Copyright Copyright (c) 2003 by Bitstream, -
Fall 2018 Alumni Magazine
University Advancement NONPROFIT ORG PO Box 2000 U.S. POSTAGE Superior, Wisconsin 54880-4500 PAID DULUTH, MN Travel with Alumni and Friends! PERMIT NO. 1003 Rediscover Cuba: A Cultural Exploration If this issue is addressed to an individual who no longer uses this as a permanent address, please notify the Alumni Office at February 20-27, 2019 UW-Superior of the correct mailing address – 715-394-8452 or Join us as we cross a cultural divide, exploring the art, history and culture of the Cuban people. Develop an understanding [email protected]. of who they are when meeting with local shop keepers, musicians, choral singers, dancers, factory workers and more. Discover Cuba’s history visiting its historic cathedrals and colonial homes on city tours with your local guide, and experience one of the world’s most culturally rich cities, Havana, and explore much of the city’s unique architecture. Throughout your journey, experience the power of travel to unite two peoples in a true cultural exchange. Canadian Rockies by Train September 15-22, 2019 Discover the western Canadian coast and the natural beauty of the Canadian Rockies on a tour featuring VIA Rail's overnight train journey. Begin your journey in cosmopolitan Calgary, then discover the natural beauty of Lake Louise, Moraine Lake, and the powerful Bow Falls and the impressive Hoodoos. Feel like royalty at the grand Fairmont Banff Springs, known as the “Castle in the Rockies,” where you’ll enjoy a luxurious two-night stay in Banff. Journey along the unforgettable Icefields Parkway, with a stop at Athabasca Glacier and Peyto Lake – a turquoise glacier-fed treasure that evokes pure serenity – before arriving in Jasper, nestled in the heart of the Canadian Rockies. -
Blue Screen Matting
Blue Screen Matting Alvy Ray Smith and James F. Blinn Microsoft Corporation ABSTRACT allowed to pass through and illuminate those parts desired but is blocked everywhere else. A holdout matte is the complement: It is A classical problem of imaging—the matting problem—is separa- opaque in the parts of interest and transparent elsewhere. In both tion of a non-rectangular foreground image from a (usually) rectan- cases, partially dense regions allow some light through. Hence gular background image—for example, in a film frame, extraction of some of the color film image that is being matted is partially illu- an actor from a background scene to allow substitution of a differ- minated. ent background. Of the several attacks on this difficult and persis- The use of an alpha channel to form arbitrary compositions of tent problem, we discuss here only the special case of separating a images is well-known in computer graphics [9]. An alpha channel desired foreground image from a background of a constant, or al- gives shape and transparency to a color image. It is the digital most constant, backing color. This backing color has often been equivalent of a holdout matte—a grayscale channel that has full blue, so the problem, and its solution, have been called blue screen value pixels (for opaque) at corresponding pixels in the color image matting. However, other backing colors, such as yellow or (in- that are to be seen, and zero valued pixels (for transparent) at creasingly) green, have also been used, so we often generalize to corresponding color pixels not to be seen. -
Optical Network Technologies for Future Digital Cinema
Hindawi Publishing Corporation Advances in Optical Technologies Volume 2016, Article ID 8164308, 8 pages http://dx.doi.org/10.1155/2016/8164308 Review Article Optical Network Technologies for Future Digital Cinema Sajid Nazir1 and Mohammad Kaleem2 1 School of Engineering, London South Bank University, 103 Borough Road, London SE1 0AA, UK 2Department of Electrical Engineering, COMSATS, Institute of Information Technology, Islamabad, Pakistan Correspondence should be addressed to Sajid Nazir; [email protected] Received 9 May 2016; Revised 30 October 2016; Accepted 15 November 2016 Academic Editor: Giancarlo C. Righini Copyright © 2016 S. Nazir and M. Kaleem. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Digital technology has transformed the information flow and support infrastructure for numerous application domains, such as cellular communications. Cinematography, traditionally, a film based medium, has embraced digital technology leading to innovative transformations in its work flow. Digital cinema supports transmission of high resolution content enabled by the latest advancements in optical communications and video compression. In this paper we provide a survey of the optical network technologies for supporting this bandwidth intensive traffic class. We also highlight the significance and benefits of the state ofthe art in optical technologies that support the digital cinema work flow. 1. Introduction its real-time nature. The data generated by a single frame in ultrahigh definition (UHD) format is enormous and cannot The transformation to digital cinema is taking place through be supported over today’s Internet infrastructure. -
Alpha and the History of Digital Compositing
Alpha and the History of Digital Compositing Technical Memo 7 Alvy Ray Smith August 15, 1995 Abstract The history of digital image compositing—other than simple digital imple- mentation of known film art—is essentially the history of the alpha channel. Dis- tinctions are drawn between digital printing and digital compositing, between matte creation and matte usage, and between (binary) masking and (subtle) mat- ting. The history of the integral alpha channel and premultiplied alpha ideas are pre- sented and their importance in the development of digital compositing in its cur- rent modern form is made clear. Basic Definitions Digital compositing is often confused with several related technologies. Here we distinguish compositing from printing and matte creation—eg, blue-screen matting. Printing v Compositing Digital film printing is the transfer, under digital computer control, of an im- age stored in digital form to standard chemical, analog movie film. It requires a sophisticated understanding of film characteristics, light source characteristics, precision film movements, film sizes, filter characteristics, precision scanning de- vices, and digital computer control. We had to solve all these for the Lucasfilm laser-based digital film printer—that happened to be a digital film input scanner too. My colleague David DiFrancesco was honored by the Academy of Motion Picture Art and Sciences last year with a technical award for his achievement on the scanning side at Lucasfilm (along with Gary Starkweather). Also honored was Gary Demos for his CRT-based digital film scanner (along with Dan Cam- eron). Digital printing is the generalization of this technology to other media, such as video and paper. -
Microdisplays - Market, Industry and Technology Trends 2020 Market and Technology Report 2020
From Technologies to Markets Microdisplays - Market, Industry and Technology Trends 2020 Market and Technology Report 2020 Sample © 2020 TABLE OF CONTENTS • Glossary and definition • Industry trends 154 • Table of contents o Established technologies players 156 • Report objectives o Emerging technologies players 158 • Report scope o Ecosystem analysis 160 • Report methodology o Noticeable collaborations and partnerships 170 • About the authors o Company profiles 174 • Companies cited in this report • Who should be interested by this report • Yole Group related reports • Technology trends 187 o Competition benchmarking 189 • Executive Summary 009 o Technology description 191 o Technology roadmaps 209 • Context 048 o Examples of products and future launches 225 • Market forecasts 063 • Outlooks 236 o End-systems 088 o AR headsets 104 • About Yole Group of Companies 238 o Automotive HUDs 110 o Others 127 • Market trends 077 o Focus on AR headsets 088 o A word about VR 104 o Focus on Auto HUDs 110 o Focus on 3D Displays 127 o Summary of other small SLM applications 139 Microdisplays - Market, Industry and Technology Trends 2020 | Sample | www.yole.fr | ©2020 2 ACRONYMS AMOLED: Active Matrix OLED HMD: Head mounted Device/Display PPI: Pixel Per Inch AR: Augmented Reality HOE: Holographic Optical Element PWM: Pulse Width Modulation BLU: Back Lighting Unit HRI: High Refractive Index QD: Quantum Dot CF LCOS: Color Filter LCOS HVS: Human Vision System RGB: Red-Green-Blue CG: Computer Generated IMU: Inertial measurement Unit RMLCM: Reactive Monomer -
Downloaded for Storage and Display—As Is Common with Contemporary Systems—Because in 1952 There Were No Image File Formats to Capture the Graphical Output of a Screen
UC Berkeley UC Berkeley Previously Published Works Title The random-access image: Memory and the history of the computer screen Permalink https://escholarship.org/uc/item/0b3873pn Journal Grey Room, 70(70) ISSN 1526-3819 Author Gaboury, J Publication Date 2018-03-01 DOI 10.1162/GREY_a_00233 Peer reviewed eScholarship.org Powered by the California Digital Library University of California John Warnock and an IDI graphical display unit, University of Utah, 1968. Courtesy Salt Lake City Deseret News . 24 doi:10.1162/GREY_a_00233 The Random-Access Image: Memory and the History of the Computer Screen JACOB GABOURY A memory is a means for displacing in time various events which depend upon the same information. —J. Presper Eckert Jr. 1 When we speak of graphics, we think of images. Be it the windowed interface of a personal computer, the tactile swipe of icons across a mobile device, or the surreal effects of computer-enhanced film and video games—all are graphics. Understandably, then, computer graphics are most often understood as the images displayed on a computer screen. This pairing of the image and the screen is so natural that we rarely theorize the screen as a medium itself, one with a heterogeneous history that develops in parallel with other visual and computa - tional forms. 2 What then, of the screen? To be sure, the computer screen follows in the tradition of the visual frame that delimits, contains, and produces the image. 3 It is also the skin of the interface that allows us to engage with, augment, and relate to technical things.