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The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Neural Scene Graph Rendering
Neural Scene Graph Rendering JONATHAN GRANSKOG, NVIDIA TILL N. SCHNABEL, NVIDIA FABRICE ROUSSELLE, NVIDIA JAN NOVÁK, NVIDIA We present a neural scene graph—a modular and controllable representa- · translation Tg,1 (root node) tion of scenes with elements that are learned from data. We focus on the forward rendering problem, where the scene graph is provided by the user and references learned elements. The elements correspond to geometry and material definitions of scene objects and constitute the leaves of thegraph; we store them as high-dimensional vectors. The position and appearance of encoded scene objects can be adjusted in an artist-friendly manner via familiar trans- transformations 3 × 3 formations, e.g. translation, bending, or color hue shift, which are stored in 1 dgg x dgg 2 Tg,21: matrixmatrix Tg,2 4 the inner nodes of the graph. In order to apply a (non-linear) transforma- Tm,1 translation diuse hue tion to a learned vector, we adopt the concept of linearizing a problem by color lifting it into higher dimensions: we first encode the transformation into a shift T1 3g × 3g T1 3m × 3m T2 T3 T3 T4 high-dimensional matrix and then apply it by standard matrix-vector mul- g,3 : matrix m,2 : matrix g,3 g,2 m,1 g,2 tiplication. The transformations are encoded using neural networks. We deformation rotation scaling render the scene graph using a streaming neural renderer, which can handle graphs with a varying number of objects, and thereby facilitates scalability. Our results demonstrate a precise control over the learned object repre- g1 : m1: g2 m2 m3 g4 m4 sentations in a number of animated 2D and 3D scenes. -
Lecture 2 3D Modeling
Lecture 2 3D Modeling Dr. Shuang LIANG School of Software Engineering Tongji University Fall 2012 3D Modeling, Advanced Computer Graphics Shuang LIANG, SSE, Fall 2012 Lecturer Dr. Shuang LIANG • Assisstant professor, SSE, Tongji – Education » B.Sc in Computer Science, Zhejiang University, 1999-2003 » PhD in Computer Science, Nanjing Univerisity, 2003-2008 » Visit in Utrecht University, 2007, 2008 – Research Fellowship » The Chinese University of Hong Kong, 2009 » The Hong Kong Polytechnic University, 2010-2011 » The City University of Hong Kong, 2012 • Contact – Office: Room 442, JiShi Building, JiaDing Campus, TongJi (Temporary) – Email: [email protected] 3D Modeling, Advanced Computer Graphics Shuang LIANG, SSE, Fall 2012 Outline • What is a 3D model? • Usage of 3D models • Classic models in computer graphics • 3D model representations • Raw data • Solids • Surfaces 3D Modeling, Advanced Computer Graphics Shuang LIANG, SSE, Fall 2012 Outline • What is a 3D model? • Usage of 3D models • Classic models in computer graphics • 3D model representations • Raw data • Solids • Surfaces 3D Modeling, Advanced Computer Graphics Shuang LIANG, SSE, Fall 2012 What is a 3D model? 3D object using a collection of points in 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc. It is a collection of data (points and other information) 3D Modeling, Advanced Computer Graphics Shuang LIANG, SSE, Fall 2012 What is a 3D modeling? The process of developing a mathematical representation of any three-dimensional -
Matching 3D Models with Shape Distributions
Matching 3D Models with Shape Distributions Robert Osada, Thomas Funkhouser, Bernard Chazelle, and David Dobkin Princeton University Abstract Cad models is a simple example), the vast majority of 3D objects available via the World Wide Web will not have them, and there Measuring the similarity between 3D shapes is a fundamental prob- are few standards regarding their use. In general, 3D models will lem, with applications in computer vision, molecular biology, com- be acquired with scanning devices, or output from geometric ma- puter graphics, and a variety of other fields. A challenging aspect nipulation tools (file format conversion programs), and thus they of this problem is to find a suitable shape signature that can be con- will have only geometric and appearance information, usually com- structed and compared quickly, while still discriminating between pletely void of structure or semantic information. Automatic shape- similar and dissimilar shapes. based matching algorithms will be useful for recognition, retrieval, In this paper, we propose and analyze a method for computing clustering, and classification of 3D models in such databases. shape signatures for arbitrary (possibly degenerate) 3D polygonal Databases of 3D models have several new and interesting charac- models. The key idea is to represent the signature of an object as a teristics that significantly affect shape-based matching algorithms. shape distribution sampled from a shape function measuring global Unlike images and range scans, 3D models do not depend on the geometric properties of an object. The primary motivation for this configuration of cameras, light sources, or surrounding objects approach is to reduce the shape matching problem to the compar- (e.g., mirrors). -
Pixar's 22 Rules of Story Analyzed
PIXAR’S 22 RULES OF STORY (that aren’t really Pixar’s) ANALYZED By Stephan Vladimir Bugaj www.bugaj.com Twitter: @stephanbugaj © 2013 Stephan Vladimir Bugaj This free eBook is not a Pixar product, nor is it endorsed by the studio or its parent company. Introduction. In 2011 a former Pixar colleague, Emma Coats, Tweeted a series of storytelling aphorisms that were then compiled into a list and circulated as “Pixar’s 22 Rules Of Storytelling”. She clearly stated in her compilation blog post that the Tweets were “a mix of things learned from directors & coworkers at Pixar, listening to writers & directors talk about their craft, and via trial and error in the making of my own films.” We all learn from each other at Pixar, and it’s the most amazing “film school” you could possibly have. Everybody at the company is constantly striving to learn new things, and push the envelope in their own core areas of expertise. Sharing ideas is encouraged, and it is in that spirit that the original 22 Tweets were posted. However, a number of other people have taken the list as a Pixar formula, a set of hard and fast rules that we follow and are “the right way” to approach story. But that is not the spirit in which they were intended. They were posted in order to get people thinking about each topic, as the beginning of a conversation, not the last word. After all, a hundred forty characters is far from enough to serve as an “end all and be all” summary of a subject as complex and important as storytelling. -
National Film Registry
National Film Registry Title Year EIDR ID Newark Athlete 1891 10.5240/FEE2-E691-79FD-3A8F-1535-F Blacksmith Scene 1893 10.5240/2AB8-4AFC-2553-80C1-9064-6 Dickson Experimental Sound Film 1894 10.5240/4EB8-26E6-47B7-0C2C-7D53-D Edison Kinetoscopic Record of a Sneeze 1894 10.5240/B1CF-7D4D-6EE3-9883-F9A7-E Rip Van Winkle 1896 10.5240/0DA5-5701-4379-AC3B-1CC2-D The Kiss 1896 10.5240/BA2A-9E43-B6B1-A6AC-4974-8 Corbett-Fitzsimmons Title Fight 1897 10.5240/CE60-6F70-BD9E-5000-20AF-U Demolishing and Building Up the Star Theatre 1901 10.5240/65B2-B45C-F31B-8BB6-7AF3-S President McKinley Inauguration Footage 1901 10.5240/C276-6C50-F95E-F5D5-8DCB-L The Great Train Robbery 1903 10.5240/7791-8534-2C23-9030-8610-5 Westinghouse Works 1904 1904 10.5240/F72F-DF8B-F0E4-C293-54EF-U A Trip Down Market Street 1906 10.5240/A2E6-ED22-1293-D668-F4AB-I Dream of a Rarebit Fiend 1906 10.5240/4D64-D9DD-7AA2-5554-1413-S San Francisco Earthquake and Fire, April 18, 1906 1906 10.5240/69AE-11AD-4663-C176-E22B-I A Corner in Wheat 1909 10.5240/5E95-74AC-CF2C-3B9C-30BC-7 Lady Helen’s Escapade 1909 10.5240/0807-6B6B-F7BA-1702-BAFC-J Princess Nicotine; or, The Smoke Fairy 1909 10.5240/C704-BD6D-0E12-719D-E093-E Jeffries-Johnson World’s Championship Boxing Contest 1910 10.5240/A8C0-4272-5D72-5611-D55A-S White Fawn’s Devotion 1910 10.5240/0132-74F5-FC39-1213-6D0D-Z Little Nemo 1911 10.5240/5A62-BCF8-51D5-64DB-1A86-H A Cure for Pokeritis 1912 10.5240/7E6A-CB37-B67E-A743-7341-L From the Manger to the Cross 1912 10.5240/5EBB-EE8A-91C0-8E48-DDA8-Q The Cry of the Children 1912 10.5240/C173-A4A7-2A2B-E702-33E8-N -
Harun Farocki and Cinema As Chiro-Praxis
Journal of Aesthetics & Culture ISSN: (Print) (Online) Journal homepage: https://www.tandfonline.com/loi/zjac20 “A new image of man”: Harun Farocki and cinema as chiro-praxis Henrik Gustafsson To cite this article: Henrik Gustafsson (2021) “A new image of man”: Harun Farocki and cinema as chiro-praxis, Journal of Aesthetics & Culture, 13:1, 1841977, DOI: 10.1080/20004214.2020.1841977 To link to this article: https://doi.org/10.1080/20004214.2020.1841977 © 2020 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group. Published online: 29 Dec 2020. Submit your article to this journal Article views: 137 View related articles View Crossmark data Full Terms & Conditions of access and use can be found at https://www.tandfonline.com/action/journalInformation?journalCode=zjac20 JOURNAL OF AESTHETICS & CULTURE 2021, VOL. 13, 1841977 https://doi.org/10.1080/20004214.2020.1841977 “A new image of man”: Harun Farocki and cinema as chiro-praxis Henrik Gustafsson Media and Documentation Science Department of Language and Culture, The Arctic University, Tromsø, Norway ABSTRACT KEYWORDS In Harun Farocki’s lifelong study of the mute language of manual expressions, the human Animation; anthropology; hand is explored not only as a versatile tool, but as a repository of social memory, a topos in automation; gesture; Harun the genealogy of the moving image, and a critical agent in the theory and practice of Farocki; hand; imagination; filmmaking itself. While cinema distinguished itself from previous artistic media through its operational chain; capacity to salvage and store everyday gestures for later scrutiny, accruing a Bilderschatz for operational image; social future anthropological and archaeological research, it was also integral to an ongoing process memory; soft montage that spurred the progressive withdrawal of the human hand from the manufacturing of images. -
Standard Elevation Models for Evaluating Terrain Representation
Standard elevation models for evaluating terrain representation a, b c d e Patrick Kennelly *, Tom Patterson , Alexander Tait , Bernhard Jenny , Daniel Huffman , Sarah Bell f, Brooke Marston g a Long Island University, [email protected] b US National Parks Service (Ret.), [email protected] c National Geographic Society, [email protected] d Monash University, [email protected] e somethingaboutmaps, [email protected] f Esri, [email protected] g Brooke Marston, [email protected] * Corresponding author Keywords: Terrain representation, digital elevation model, relief shading, standard data models Standard Elevation Models We propose the use of standard elevation models to evaluate and compare the quality of various relief shading and other terrain rendering techniques. These datasets will cover various landforms, be available at no cost to the user, and be free of common data imperfections such as missing data values, resampling artifacts, and seams. Datasets will be available at multiple map scales over the same geographic area for multi-scale analysis. Utilizing a standard data model for testing and comparing methods is a common practice among many disciplines. Furthermore, the use of digital models to test rendering techniques based on qualitative visual production has been well established for decades. Following the generation of the first digital image in 1957, image processing and analysis required standard test images upon which methods could be tested and compared. During the 1960s and 1970s, many well-known standard test images emerged from this need for a comparative technique model. Today, institutions like the University of Southern California’s Signal and Image Processing Institute maintain digital image databases for the primary purpose of supporting image processing and analysis research, including geographic imaging processes. -
National Film Registry Titles Listed by Release Date
National Film Registry Titles 1989-2017: Listed by Year of Release Year Year Title Released Inducted Newark Athlete 1891 2010 Blacksmith Scene 1893 1995 Dickson Experimental Sound Film 1894-1895 2003 Edison Kinetoscopic Record of a Sneeze 1894 2015 The Kiss 1896 1999 Rip Van Winkle 1896 1995 Corbett-Fitzsimmons Title Fight 1897 2012 Demolishing and Building Up the Star Theatre 1901 2002 President McKinley Inauguration Footage 1901 2000 The Great Train Robbery 1903 1990 Life of an American Fireman 1903 2016 Westinghouse Works 1904 1904 1998 Interior New York Subway, 14th Street to 42nd Street 1905 2017 Dream of a Rarebit Fiend 1906 2015 San Francisco Earthquake and Fire, April 18, 1906 1906 2005 A Trip Down Market Street 1906 2010 A Corner in Wheat 1909 1994 Lady Helen’s Escapade 1909 2004 Princess Nicotine; or, The Smoke Fairy 1909 2003 Jeffries-Johnson World’s Championship Boxing Contest 1910 2005 White Fawn’s Devotion 1910 2008 Little Nemo 1911 2009 The Cry of the Children 1912 2011 A Cure for Pokeritis 1912 2011 From the Manger to the Cross 1912 1998 The Land Beyond the Sunset 1912 2000 Musketeers of Pig Alley 1912 2016 Bert Williams Lime Kiln Club Field Day 1913 2014 The Evidence of the Film 1913 2001 Matrimony’s Speed Limit 1913 2003 Preservation of the Sign Language 1913 2010 Traffic in Souls 1913 2006 The Bargain 1914 2010 The Exploits of Elaine 1914 1994 Gertie The Dinosaur 1914 1991 In the Land of the Head Hunters 1914 1999 Mabel’s Blunder 1914 2009 1 National Film Registry Titles 1989-2017: Listed by Year of Release Year Year -
Computer Animation in an Intuitive Way
An Interactive method to control Computer Animation in an intuitive way. Andrea Piscitello Ettore Trainiti University of Illinois at Chicago University of Illinois at Chicago 1200 W Harrison St, Chicago, IL 1200 W Harrison St, Chicago, IL [email protected] [email protected] ABSTRACT keyframe by defining the position of each vertex, may result Human Computer Interaction is a rising field of computer in very tedious task to perform. For this reason, skeletal an- science and perfectly fits among Computer Graphics scopes. imation is often preferred. This method is composed of two The video-game industry is focusing on this field in order phases: rigging and animation. Rigging consists in defining to provide always more realistic and engaging game expe- a skeleton made of bones. Parts of the mesh are associated riences. The bond between animation and user movement to each of these bones in order to define which bone is re- seems to be destinated to be closer in future. sponsible of deforming a part of the object. The animation is then designed by defining the position of each bone in each Author Keywords keyframe and interpolating the inbetweens. For big produc- Keyframing, Rigging, Mophing, Warping, Blending. tions like movies and videogames, the animation design is executed by means of more powerful techniques like for in- INTRODUCTION stance motion capture. Motion Capture is a technique, which Computer Animation is the process of generating animated takes advantage of special suits that actors dress and that cap- images in computer graphics scenes. It is one of the most an- ture every movement they do. -
Year of the Nurse 2020
New Hampshire Nursing News YearYear ofof thethe NurseNurse 20202020 Official Newsletter of New Hampshire Nurses Association Quarterly publication direct mailed to approximately 1,250 Registered Nurses and LPNs and delivered electronically via email to 16,500 Registered Nurses and LPNs in New Hampshire. March 2020 | Vol. 44 No. 2 www.NHNurses.org Florence Nightingale (1820-1910) Please be sure to notify us with address changes/corrections. We have a very large list LEGISLATIVE TOWN HALL FORUM to keep updated. If the nurse listed no longer lives at this address – please notify us to Top Ten Bills Presented for 2020 discontinue delivery. Thank You! Please call 877-810-5972, extension 701 or Bill Description CGA Presenter NHNA Position email to [email protected] with Allowing RN’s to certify walking disability plate eligibility. Fixes a problem Nursing News in the subject line. HB 1489 with prior legislation by adding the RN to the list of health care providers that Linda Compton In Support currently certify eligibility for walking disability plates and placards. Establishing a NH health policy commission. Aims to establish a NH Index Health Policy Commission with the purpose of monitoring health care HB 1520 Katie Lajoie In Support Spotlight on a Specialty . 2 delivery and spending. NHNA proposed adding a nurse to the Commission, and this amendment is supported by the bill’s prime sponsor. President’s Message . 3 From the ED’s Desk . 3 Relative to pharmacist-in-charge. This bill modifies the duties and responsibilities of a pharmacist-in-charge, clarifies the inspection Legislative Town Hall Forum . -
Meant to Provoke Thought Regarding the Current "Software Crisis" at the Time
1 www.onlineeducation.bharatsevaksamaj.net www.bssskillmission.in DATA STRUCTURES Topic Objective: At the end of this topic student will be able to: At the end of this topic student will be able to: Learn about software engineering principles Discover what an algorithm is and explore problem-solving techniques Become aware of structured design and object-oriented design programming methodologies Learn about classes Learn about private, protected, and public members of a class Explore how classes are implemented Become aware of Unified Modeling Language (UML) notation Examine constructors and destructors Learn about the abstract data type (ADT) Explore how classes are used to implement ADT Definition/Overview: Software engineering is the application of a systematic, disciplined, quantifiable approach to the development, operation, and maintenance of software, and the study of these approaches. That is the application of engineering to software. The term software engineering first appeared in the 1968 NATO Software Engineering Conference and WWW.BSSVE.INwas meant to provoke thought regarding the current "software crisis" at the time. Since then, it has continued as a profession and field of study dedicated to creating software that is of higher quality, cheaper, maintainable, and quicker to build. Since the field is still relatively young compared to its sister fields of engineering, there is still much work and debate around what software engineering actually is, and if it deserves the title engineering. It has grown organically out of the limitations of viewing software as just programming. Software development is a term sometimes preferred by practitioners in the industry who view software engineering as too heavy-handed and constrictive to the malleable process of creating software.