PRODUCING a 3D ANIMATED TEASER TRAILER Case: Tale of the Orbs
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Procedural Content Generation for Games
Procedural Content Generation for Games Inauguraldissertation zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften der Universit¨atMannheim vorgelegt von M.Sc. Jonas Freiknecht aus Hannover Mannheim, 2020 Dekan: Dr. Bernd L¨ubcke, Universit¨atMannheim Referent: Prof. Dr. Wolfgang Effelsberg, Universit¨atMannheim Korreferent: Prof. Dr. Colin Atkinson, Universit¨atMannheim Tag der m¨undlichen Pr¨ufung: 12. Februar 2021 Danksagungen Nach einer solchen Arbeit ist es nicht leicht, alle Menschen aufzuz¨ahlen,die mich direkt oder indirekt unterst¨utzthaben. Ich versuche es dennoch. Allen voran m¨ochte ich meinem Doktorvater Prof. Wolfgang Effelsberg danken, der mir - ohne mich vorher als Master-Studenten gekannt zu haben - die Promotion an seinem Lehrstuhl erm¨oglichte und mit Geduld, Empathie und nicht zuletzt einem mir unbegreiflichen Verst¨andnisf¨ur meine verschiedenen Ausfl¨ugein die Weiten der Informatik unterst¨utzthat. Sie werden mir nicht glauben, wie dankbar ich Ihnen bin. Weiterhin m¨ochte ich meinem damaligen Studiengangsleiter Herrn Prof. Heinz J¨urgen M¨ullerdanken, der vor acht Jahren den Kontakt zur Universit¨atMannheim herstellte und mich ¨uberhaupt erst in die richtige Richtung wies, um mein Promotionsvorhaben anzugehen. Auch Herr Prof. Peter Henning soll nicht ungenannt bleiben, der mich - auch wenn es ihm vielleicht gar nicht bewusst ist - davon ¨uberzeugt hat, dass die Erzeugung virtueller Welten ein lohnenswertes Promotionsthema ist. Ganz besonderer Dank gilt meiner Frau Sarah und meinen beiden Kindern Justus und Elisa, die viele Abende und Wochenenden zugunsten dieser Arbeit auf meine Gesellschaft verzichten mussten. Jetzt ist es geschafft, das n¨achste Projekt ist dann wohl der Garten! Ebenfalls geb¨uhrt meinen Eltern und meinen Geschwistern Dank. -
Comparative Analysis of Human Modeling Tools Emilie Poirson, Mathieu Delangle
Comparative analysis of human modeling tools Emilie Poirson, Mathieu Delangle To cite this version: Emilie Poirson, Mathieu Delangle. Comparative analysis of human modeling tools. International Digital Human Modeling Symposium, Jun 2013, Ann Arbor, United States. hal-01240890 HAL Id: hal-01240890 https://hal.archives-ouvertes.fr/hal-01240890 Submitted on 24 Dec 2015 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Comparative analysis of human modeling tools Emilie Poirson & Matthieu Delangle LUNAM, IRCCYN, Ecole Centrale de Nantes, France April 25, 2013 Abstract sometimes a multitude of functions that are not suitable for his application case. Digital Human Modeling tools simulate a task performed by a human in a virtual environment and provide useful The first step of our study consisted in listing all indicators for ergonomic, universal design and represen- the comparable software and to select the comparison tation of product in situation. The latest developments criteria. Then a list of indicators is proposed, in three in this field are in terms of appearance, behaviour and major categories: degree of realism, functions and movement. With the considerable increase of power com- environment. Based on software use, literature searches puters,some of these programs incorporate a number of [7] and technical reports ([8], [9], [10], for example), the key details that make the result closer and closer to a real table of indicator is filled and coded from text to a quinary situation. -
Christian Otten
CHRISTIAN OTTEN 3D GENERALIST PORTFOLIO 2018 Demo Scene - Apothecary Modelled with Maya | ngplant 2017 Rendered with Corona for C4D Compositing with Nuke demo scene - sector 51 Modelled with Maya | Cinema 4D 2017 Rendered with Corona for C4D Compositing with After Effects (Lens Flares) and Nuke demo scene - wynyard Modelled with Maya | zBrush | ngplant 2017 Rendered with Vray (Raven) and Corona Compositing with Nuke prototype Modelled with Cinema 4D 2018 Rendered with Corona Compositing with Nuke interiors Modelled with Cinema 4D | 3D Studio Max 2014-2018 Rendered with Corona | Vray | C4D Physical Renderer Compositing with Photoshop | Nuke exteriors Modelled with Cinema 4D | Maya | zbrush | ngplant 2011-2018 Rendered with Corona | Vray | C4D Physical Renderer Compositing with Photoshop | Nuke fantasy Modelled with Cinema 4D | zBrush | ngplant | makehuman 2011-2018 Rendered with Corona | C4D Physical Renderer Compositing with Photoshop | darktable | Nuke futuristic Modelled with Cinema 4D | zBrush 2012-2015 Rendered with C4D Physical Renderer Compositing with Photoshop For a more comprehensive portfolio feel free to visit: christianotten.daportfolio.com or ignisferroque.cgsociety.org A few animated experiments are available on: https://vimeo.com/christianotten All models, scenes and materials presented here where made by me, unless stated otherwise. Photo textures from cgtextures.com Thank you for watching! CHRISTIAN OTTEN Curriculum Vitae PERSONAL INFORMATION EDUCATION: Date of Birth: 09.09.1984 2016-2017 3D Animation and VFX course Place -
John Bachofer Graphic Designer
JOHN BACHOFER GRAPHIC DESIGNER Animation/Graphic Design/3D Modelling Marketing/Freelancer [email protected] | (760)-518-0145 http://johnkathrynjanewayba.wixsite.com/johnbachoferartist https://www.linkedin.com/in/johnny-bachofer-32888ab8/ Education Summary B.S. in Graphic Design with Meticulous and knowledgeable Graphic Design graduate known for skill in 3D modeling, rigging Emphasis on Animation and texturing. Deadline driven and results oriented artist who has exhibited exceptional talent in Grand Canyon University building highly detailed products yielding customer satisfaction. Graduated 2018 Key Skills include: graphic design, illustration, modeling/texturing, rigging and animation Software Work Experience Autodesk MAYA Source FilmMaker Real Art Daily Productions - Los Angeles, CA (Online) 11/2019 - Present Blender 3D Adobe Creative Lightwave 3D Suite: Character Animator DAZ Studio Photoshop • Mastered the use of Unreal Engine 4. Unreal Engine 4 Illustrator • Developed comprehensive 3D modelling and rigging skills. MakeHuman InDesign • Completed the company’s first animation of a quadruped character. Autodesk 3DS MAX After Effects • Met project milestones for writing, storyboard development and comencement of production. Unity Lightroom • Successful team member in a diverse and inclusive workplace. ZBrush Microsoft Office Sketchup Suite: Mogul Mommies Inc - New York, NY (Online) Feb 2017 - May 2018 AutoCAD Excel Game Development Artist Mixamo Fuse Word • Developed and released the “Toss That!” mobile app game. Poser Powerpoint -
Metadefender Core V4.13.1
MetaDefender Core v4.13.1 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2. -
'The Coolest Way to Watch Movie Trailers in the World': Trailers in the Digital Age Keith M. Johnston
1 This is an Author's Accepted Manuscript of an article published in Convergence: The International Journal of Research into New Media Technologies 14, 2 (2008): 145- 60, (c) Sage Publications Available online at: http://con.sagepub.com/content/14/2/145.full.pdf+html DOI: 10.1177/1354856507087946 ‘The Coolest Way to Watch Movie Trailers in the World’: Trailers in the Digital Age Keith M. Johnston Abstract At a time of uncertainty over film and television texts being transferred online and onto portable media players, this article examines one of the few visual texts that exists comfortably on multiple screen technologies: the trailer. Adopted as an early cross-media text, the trailer now sits across cinema, television, home video, the Internet, games consoles, mobile phones and iPods. Exploring the aesthetic and structural changes the trailer has undergone in its journey from the cinema to the iPod screen, the article focuses on the new mobility of these trailers, the shrinking screen size, and how audience participation with these texts has influenced both trailer production and distribution techniques. Exploring these texts, and their technological display, reveals how modern distribution techniques have created a shifting and interactive relationship between film studio and audience. Key words: trailer, technology, Internet, iPod, videophone, aesthetics, film promotion 2 In the current atmosphere of uncertainty over how film and television programmes are made available both online and to mobile media players, this article will focus on a visual text that regularly moves between the multiple screens of cinema, television, computer and mobile phone: the film trailer. A unique text that has often been overlooked in studies of film and media, trailer analysis reveals new approaches to traditional concerns such as stardom, genre and narrative, and engages in more recent debates on interactivity and textual mobility. -
Easy Facial Rigging and Animation Approaches
Pedro Tavares Barata Bastos EASY FACIAL RIGGING AND ANIMATION APPROACHES A dissertation in Computer Graphics and Human-Computer Interaction Presented to the Faculty of Engineering of the University of Porto in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Digital Media Supervisor: Prof. Verónica Costa Orvalho April 2015 ii This work is financially supported by Fundação para a Ciência e a Tecnologia (FCT) via grant SFRH/BD/69878/2010, by Fundo Social Europeu (FSE), by Ministério da Educação e Ciência (MEC), by Programa Operacional Potencial Humano (POPH), by the European Union (EU) and partially by the UT Austin | Portugal program. Abstract Digital artists working in character production pipelines need optimized facial animation solutions to more easily create appealing character facial expressions for off-line and real- time applications (e.g. films and videogames). But the complexity of facial animation has grown exponentially since it first emerged during the production of Toy Story (Pixar, 1995), due to the increasing demand of audiences for better quality character facial animation. Over the last 15 to 20 years, companies and artists developed various character facial animation techniques in terms of deformation and control, which represent a fragmented state of the art in character facial rigging. Facial rigging is the act of planning and building the mechanical and control structures to animate a character's face. These structures are the articulations built by riggers and used by animators to bring life to a character. Due to the increasing demand of audiences for better quality facial animation in films and videogames, rigging faces became a complex field of expertise within character production pipelines. -
Learning Trailer Moments in Full-Length Movies with Co-Contrastive Attention
Learning Trailer Moments in Full-Length Movies with Co-Contrastive Attention Lezi Wang1?, Dong Liu2, Rohit Puri3??, and Dimitris N. Metaxas1 1Rutgers University, 2Netflix, 3Twitch flw462,[email protected], [email protected], [email protected] Abstract. A movie's key moments stand out of the screenplay to grab an audience's attention and make movie browsing efficient. But a lack of annotations makes the existing approaches not applicable to movie key moment detection. To get rid of human annotations, we leverage the officially-released trailers as the weak supervision to learn a model that can detect the key moments from full-length movies. We introduce a novel ranking network that utilizes the Co-Attention between movies and trailers as guidance to generate the training pairs, where the moments highly corrected with trailers are expected to be scored higher than the uncorrelated moments. Additionally, we propose a Contrastive Attention module to enhance the feature representations such that the compara- tive contrast between features of the key and non-key moments are max- imized. We construct the first movie-trailer dataset, and the proposed Co-Attention assisted ranking network shows superior performance even over the supervised1 approach. The effectiveness of our Contrastive At- tention module is also demonstrated by the performance improvement over the state-of-the-art on the public benchmarks. Keywords: Trailer Moment Detection, Video Highlight Detection, Co- Contrastive Attention, Weak Supervision, Video Feature Augmentation. 1 Introduction \Just give me five great moments and I can sell that movie." { Irving Thalberg (Hollywood's first great movie producer). Movie is made of moments [34], while not all of the moments are equally important. -
AUTOR: Trabajo De Titulación Previo a La
FACULTAD DE ESPECIALIDADES EMPRESARIALES CARRERA DE EMPRENDIMIENTO TEMA: “Propuesta para la creación de una empresa productora y comercializadora de réplicas de figuras a tamaño escala en 3D en la ciudad de Santiago de Guayaquil” AUTOR: García Ruiz, Andrés Alexander. Trabajo de titulación previo a la obtención del título de INGENIERO EN DESARROLLO DE NEGOCIOS BILINGüE. TUTOR: Ing. Rolando Farfán Vera, MAE Guayaquil, Ecuador. 18 de febrero del 2019. FACULTAD DE ESPECIALIDADES EMPRESARIALES CARRERA DE EMPRENDIMIENTO CERTIFICACIÓN Certificamos que el presente trabajo de titulación fue realizado en su totalidad por García Ruiz Andrés Alexander, como requerimiento para la obtención del título de Ingeniero en Desarrollo de Negocios Bilingüe. TUTOR f. ______________________ Ing. Rolando Farfán Vera, MAE. DIRECTOR DE LA CARRERA f. ______________________ CPA. Cecilia Vélez Barros, Mgs. Guayaquil, 18 de febrero del 2019 FACULTAD DE ESPECIALIDADE EMPRESARIALES CARRERA DE EMPRENDIMIENTO DECLARACIÓN DE RESPONSABILIDAD Yo, García Ruiz Andrés Alexander. DECLARO QUE: El Trabajo de Titulación, “Propuesta para la creación de una empresa productora y comercializadora de réplicas de figuras a tamaño escala en 3D en la ciudad de Santiago de Guayaquil”, previo a la obtención del título de Ingeniero en Desarrollo de Negocios Bilingüe, ha sido desarrollado respetando derechos intelectuales de terceros conforme las citas que constan en el documento, cuyas fuentes se incorporan en las referencias o bibliografías. Consecuentemente este trabajo es de mi total autoría. En virtud de esta declaración, me responsabilizo del contenido, veracidad y alcance del Trabajo de Titulación referido. Guayaquil, 18 de febrero del 2019 EL AUTOR f. ______________________________ García Ruiz Andrés Alexander. FACULTAD DE ESPECIALIDADES EMPRESARIALES CARRERA DE EMPRENDIMIENTO AUTORIZACIÓN Yo, García Ruiz Andrés Alexander. -
The Making of Hollywood Production: Televising and Visualizing Global Filmmaking in 1960S Promotional Featurettes
The Making of Hollywood Production: Televising and Visualizing Global Filmmaking in 1960s Promotional Featurettes by DANIEL STEINHART Abstract: Before making-of documentaries became a regular part of home-video special features, 1960s promotional featurettes brought the public a behind-the-scenes look at Hollywood’s production process. Based on historical evidence, this article explores the changes in Hollywood promotions when studios broadcasted these featurettes on television to market theatrical films and contracted out promotional campaigns to boutique advertising agencies. The making-of form matured in the 1960s as featurettes helped solidify some enduring conventions about the portrayal of filmmaking. Ultimately, featurettes serve as important paratexts for understanding how Hollywood’s global production work was promoted during a time of industry transition. aking-of documentaries have long made Hollywood’s flm production pro- cess visible to the public. Before becoming a staple of DVD and Blu-ray spe- M cial features, early forms of making-ofs gave audiences a view of the inner workings of Hollywood flmmaking and movie companies. Shortly after its formation, 20th Century-Fox produced in 1936 a flmed studio tour that exhibited the company’s diferent departments on the studio lot, a key feature of Hollywood’s detailed division of labor. Even as studio-tour short subjects became less common because of the restructuring of studio operations after the 1948 antitrust Paramount Case, long-form trailers still conveyed behind-the-scenes information. In a trailer for The Ten Commandments (1956), director Cecil B. DeMille speaks from a library set and discusses the importance of foreign location shooting, recounting how he shot the flm in the actual Egyptian locales where Moses once walked (see Figure 1). -
Moho Free Download Full Version Moho Anime Studio
moho free download full version Moho Anime Studio. Are you someone who is interested in animation, specifically in the Japanese anime style? Are you looking for a software that has all the tools you need to get into Animation? Well then look no further, as Moho Anime Studio is the perfect software for you to use. What is Moho Anime Studio? Moho Anime Studio is a 2D animation software by the company Smith Software Inc. Moho Anime Studio was first made in the year 1999 by a man called Mike Clifton. This is the 13th Version of Moho Anime Studio, and it has two versions, Pro and a trial version called Moho Debut. Moho Anime Studio comes filled with a wide variety of different tools and features that are designed to help the user create professional and good-looking animations. Moho Anime Studio has an amazing user interface that is extremely well-made and is very helpful for beginners, whilst at the same time not giving up on any functionality. Moho Anime Studio was extremely well received on its release by both the critics and the public and was generally praised for its performance. Moho Anime Studio System Requirements. Moho Anime Studio runs on devices running 64-Bit Windows, that is Windows 7 or higher. At least 4 GB of RAM is required for running Moho Anime Studio smoothly. A 2-GHz or higher processor is required for running Moho Anime Studio. An Open GL 4+ compatible GPU is required for running Moho Anime Studio. Main Features of Moho Anime Studio. -
Cigarette Smoking and Perception of a Movie Character in a Film Trailer
ARTICLE Cigarette Smoking and Perception of a Movie Character in a Film Trailer Reiner Hanewinkel, PhD Objective: To study the effects of smoking in a film named “attractiveness.” The Cronbach ␣ for the attrac- trailer. tiveness rating was 0.85. Design: Experimental study. Results: Multilevel mixed-effects linear regression was used to test the effect of smoking in a film trailer. Smoking in the Setting: Ten secondary schools in Northern Germany. film trailer did not reach significance in the linear regres- sion model (z=0.73; P=.47). Smoking status of the recipi- Participants: A sample of 1051 adolescents with a mean ent (z=3.81; PϽ.001) and the interaction between smok- (SD) age of 14.2 (1.8) years. ing in the film trailer and smoking status of the recipient (z=2.21; P=.03) both reached statistical significance. Ever Main Exposures: Participants were randomized to smokers and never smokers did not differ in their percep- view a 42-second film trailer in which the attractive tion of the female character in the nonsmoking film trailer. female character either smoked for about 3 seconds or In the smoking film trailer, ever smokers judged the char- did not smoke. acter significantly more attractive than never smokers. Main Outcome Measures: Perception of the charac- Conclusion: Even incidental smoking in a very short film ter was measured via an 8-item semantic differential scale. trailer might strengthen the attractiveness of smokers in Each item consisted of a polar-opposite pair (eg, “sexy/ youth who have already tried their first cigarettes. unsexy”) divided on a 7-point scale.