Media Technologies in the Making User-Driven Software and Infrastructures for Computer Graphics Production
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Ulrich Kaiser Die Einheiten Dieses Openbooks Werden Mittelfristig Auch Auf Elmu ( Bereitge- Stellt Werden
Ulrich Kaiser Die Einheiten dieses OpenBooks werden mittelfristig auch auf elmu (https://elmu.online) bereitge- stellt werden. Die Website elmu ist eine von dem gemeinnützigen Verein ELMU Education e.V. getra- gene Wikipedia zur Musik. Sie sind herzlich dazu eingeladen, in Zukun Verbesse rungen und Aktualisierungen meiner OpenBooks mitzugestalten! Zu diesem OpenBook finden Sie auch Materialien auf musikanalyse.net: • Filmanalyse (Terminologie): http://musikanalyse.net/tutorials/filmanalyse-terminologie/ • Film Sample-Library (CC0): http://musikanalyse.net/tutorials/film-sample-library-cc0/ Meine Open Educational Resources (OER) sind kostenlos erhältlich. Auch öffentliche Auf- führungen meiner Kompositionen und Arrangements sind ohne Entgelt möglich, weil ich durch keine Verwertungsgesellschaft vertreten werde. Gleichwohl kosten Open Educatio- nal Resources Geld, nur werden diese Kosten nicht von Ihnen, sondern von anderen ge- tragen (z.B. von mir in Form meiner Ar beits zeit, den Kosten für die Domains und den Server, die Pflege der Webseiten usw.). Wenn Sie meine Arbeit wertschätzen und über ei- ne Spende unter stützen möchten, bedanke und freue ich mich: Kontoinhaber: Ulrich Kaiser / Institut: ING / Verwendungszweck: OER IBAN: DE425001 0517 5411 1667 49 / BIC: INGDDEFF 1. Auflage: Karlsfeld 2020 Autor: Ulrich Kaiser Umschlag, Layout und Satz Ulrich Kaiser erstellt in Scribus 1.5.5 Dieses Werk wird unter CC BY-SA 4.0 veröffentlicht: http://creativecommons.org/licenses/by-sa/4.0/legalcode Für die Covergestaltung (U1 und U4) wurden verwendet: -
La 3D Libre Avec Blender
LA 3D LIBRE Boris Fauret Boris Fauret Henri Hebeisen Olivier Saraja AVEC BLENDER Saraja Olivier 7e édition Hebeisen Henri L’outil gratuit d’animation À qui s’adresse cet ouvrage ? LA 3D LIBRE et de graphisme 3D G Aux amateurs d’images de synthèse ou d’animation 3D, sous Windows, Linux Logiciel libre de référence pour la création d’images et Mac OS X et l’animation 3D, Blender n’a rien à envier à XSI, 3ds Max ou Maya. Grâce à son interface intelligente et G Aux utilisateurs de 3ds Max, Maya, contextuelle, il permet à l’artiste d’allier productivité ZBrush qui souhaitent retrouver en AVEC BLENDER et créativité. Très ouvert, il met à sa disposition de gratuit et libre des outils de création e nombreux moteurs de rendu photoréaliste et s’intègre, 3D avancés 7 édition par sa richesse et sa flexibilité, à la panoplie des outils Sur la la fiche du livre sur de travail quotidiens du graphiste professionnel. www.editions-eyrolles.com/dl/0067714 La septième édition de ce livre porte sur Blender 2.8, BLENDER BLENDER version qui s’est enrichie d’un outil d’animation 2D Blender 2.8 pour Windows, macOS et Linux, complet et d’un moteur de rendu temps réel. avec Luminance HDR 2.6.0 • Exercices corrigés • Matériaux et textures du Blender Texture Disk prêts à l’emploi • Courts-métrages Elephants Libérez vos images et animations 3D ! Dream, Big Buck Bunny, Sintel, Tears of Steel, G Modélisez de façon puissante les objets, les compo- Cosmos Laundromat, Agent 327: Opération sants mécaniques et les formes organiques. -
Open Animation Projects
OPEN ANIMATION PROJECTS State of the art. Problems. Perspectives Julia Velkova & Konstantin Dmitriev Saturday, 10 November 12 Week: 2006 release of ELEPHANT’S DREAM (Blender Foundation) “World’s first open movie” (orange.blender.org) Saturday, 10 November 12 Week: 2007 start of COLLECT PROJECT (?) “a collective world wide "open source" animation project” Status: suspended shortly after launch URL: http://collectproject.blogspot.se/ Saturday, 10 November 12 Week: 2008 release of BIG BUCK BUNNY (Blender Foundation) “a comedy about a fat rabbit taking revenge on three irritating rodents.” URL: http://www.bigbuckbunny.org Saturday, 10 November 12 Week: 2008 release of SITA SINGS THE BLUES (US) “a musical, animated personal interpretation of the Indian epic the Ramayan” URL: http://www.sitasingstheblues.com/ Saturday, 10 November 12 Week: 2008 start of MOREVNA PROJECT (RUSSIA) “an effort to create full-feature anime movie using Open Source software only” URL: morevnaproject.org Saturday, 10 November 12 Week: 2009 start of ARSHIA PROJECT (Tinab pixel studio, IRAN) “the first Persian anime” Suspended in 2010 due to “lack of technical knowledge and resources” URL: http://www.tinabpixel.com Saturday, 10 November 12 Week: 2010 release of PLUMIFEROS (Argentina) “first feature length 3D animation made using Blender” URL: Plumiferos.com Saturday, 10 November 12 Week: 2010 release of LA CHUTE D’UNE PLUME (pèse plus que ta pudeur) - France “a short French speaking movie made in stop motion” URL: http://lachuteduneplume.free.fr/ Saturday, 10 November 12 -
Artnodes REVISTA DE ARTE, CIENCIA Y TECNOLOGÍA
Universitat Oberta de Catalunya artnodes REVISTA DE ARTE, CIENCIA Y TECNOLOGÍA http://artnodes.uoc.edu ARTÍCULO NODO «NARRATIVAS TRANSMEDIALES» Exploraciones transmedia en la creación cinematográfica colaborativa iberoamericana contemporánea* Jordi Alberich-Pascual Profesor Titular de Comunicación audiovisual y Publicidad Departamento de Información y Comunicación Universidad de Granada Francisco-Javier Gómez-Pérez Profesor Contratado Doctor de Comunicación audiovisual y Publicidad Departamento de Información y Comunicación Universidad de Granada Fecha de recepción: octubre de 2016 Fecha de aceptación: octubre de 2016 Fecha de publicación: noviembre de 2016 Resumen El presente artículo analiza la emergencia de iniciativas pioneras de creación cinematográfica colaborativa transmedia en la escena iberoamericana contemporánea. Para ello, evaluamos en primer lugar la unidad y estandarización narrativa dominante en los proyectos históricos de creación cinematográfica colaborativa de referencia internacional. A continuación, realizamos una selección y un análisis de desarrollos emergentes transmedia en producciones cinemato- gráficas colaborativas españolas e iberoamericanas a lo largo de la última década. Finalmente, ofrecemos la discusión de los resultados e implicaciones industriales y culturales que evidencian el conjunto de exploraciones colaborativas transmedia objeto de la presente investigación. Palabras clave Creación cinematográfica colaborativa, narrativa transmedia, cine de código abierto, crowd- sourcing, crowdfunding * Este artículo -
Cosmos Laundromat
Cosmos Laundromat Home The Film The Team Sponsors Get Involved Blender Cloud Search Making Of,Production Cosmos Laundromat – First Cycle 10 August, 2015 | 72 Comments | by Ton Roosendaal We’re very proud and happy to share the first 10 minutes of Cosmos Laundromat with you. It’s been more than a year of hard work by many people! Thanks everyone for helping to make it, and thanks to the thousands of supporters and donators for making it possible. Want to see more? Join Blender Cloud and subscribe for just $10 per month, or send us a donation via PayPal to [email protected]. On behalf of everyone on the team, Ton Roosendaal. Share on Twitter 39 Share on Facebook 513 62 2 72 Responses 1. Aaron Carlisle says: 10/08/2015 at 18:25 Amazing really amazing guys and girls can’t wait for more Reply 2. Manuel says: 10/08/2015 at 18:29 Hats off to all of the team! This was outstanding! The quality of the images, the animation, the sound, the smoke, the hair, the composition! A true milestone! I am optimistic this episode ensures the support for the continuation of this fantastic story. :) Reply 3. Lukasz says: 10/08/2015 at 18:36 Open source is getting more and more powerful. Great work, Blender team! Reply 4. Mason Menzies says: 10/08/2015 at 18:37 Do you think i could get the frame for a wallpaper (in the video it’s at 7:50) it’s a fantastic shot. i would love the full res frame of it if that’s ok. -
Open Source Film a Model for Our Future?
Medientechnik First Bachelor Thesis Open Source Film A model for our future? Completed with the aim of graduating with a Bachelor of Science in Engineering From the St. Pölten University of Applied Sciences Media Technology degree course Under the supervision of FH-Prof. Mag. Markus Wintersberger Completed by Dora Takacs mt081098 St. Pölten, on June 30, 2010 Medientechnik Declaration • the attached research paper is my own, original work undertaken in partial fulfillment of my degree. • I have made no use of sources, materials or assistance other than those which have been openly and fully acknowledged in the text. If any part of another person’s work has been quoted, this either appears in inverted commas or (if beyond a few lines) is indented. • Any direct quotation or source of ideas has been identified in the text by author, date, and page number(s) immediately after such an item, and full details are provided in a reference list at the end of the text. • I understand that any breach of the fair practice regulations may result in a mark of zero for this research paper and that it could also involve other repercussions. • I understand also that too great a reliance on the work of others may lead to a low mark. Day Undersign Takacs, Dora, mt081098 2 Medientechnik Abstract Open source films, which are movies produced and published using open source methods, became increasingly widespread over the past few years. The purpose of my bachelor thesis is to explore the young history of open source filmmaking, its functionality and the simple distribution of such movies. -
“Blender, a Classic Underdog Story, Is the World's Most Widely Used 3D
The art of open source Open source powers every part of the creative arts. Jim Thacker explores how Blender is conquering animation and movie effects. lender has been used to create It may not be the market leader – animations for national commercial tools, particularly those television channels and developed by Autodesk, are still used for Bcommercials for Coca-Cola, the majority of professional animation, Pizza Hut and BMW. It creates slick visual effects and game development marketing images for brands ranging from projects – in the West, at least. But it is Puma to Philippe Starck. It has even been capable of great work. used on Oscar-nominated movies. And Over the next four pages, we’ll meet best of all, it’s open- source software. “Blender, a classic underdog Blender is a classic underdog story. story, is the world’s most Originally the in-house 3D toolset of a small widely used 3D software.” Dutch animation firm, it has survived early financial hardships and some of the companies using Blender for even the collapse of its original distributor to commercial projects, from illustrations win widespread popular acclaim. With over for cereal boxes to the visual effects four million downloads each year, it is now by for Red Dwarf. We’ll explore how the far the world’s most widely used 3D software. software powers an international But more importantly for the purposes network of animation studios on every of this article, it’s software that commands continent except Antarctica. And we’ll even the respect of professional artists. Once try to answer the question: ‘If Blender is so dismissed as a tool for hobbyists, Blender is great, why doesn’t it get used on more now praised by some of the world’s largest Hollywood movies?’ animation studios. -
Digital Movie-Making Digital
BLENDER Your project guide to preproduction, animation, and visual effects using the short fi lm Mercator YOU CAN DO IT WITH BLENDER, AND HERE’S HOW Create professional assets for fi lm, video, and games with open-source Blender 3D animation software and this project guide. Using the Blender-created short fi lm Mercator as a real-world tutorial, this unique book reveals animation and STUDIO PROJECTS movie-making techniques and tricks straight from the studio. Master the essentials of preproduction. Organize sequences and shots and build an asset library. Re-create an action BLENDER STUDIO PROJECTS scene from Mercator using actual movie assets. It’s all here and more in this hands-on guide. • Learn key Blender attributes, tools, and pipelines for professional results • Conceptualize, write a story, sketch the art, and storyboard your concepts • Organize sequences and shots, build an asset library, and create 2D and 3D animatics • See step by step how to add textures and materials for added realism Digital Movie-Making • Learn organic and inorganic mesh modeling and add clothing that wrinkles and moves • Master the rigging of objects, environments, and characters Digital Movie-Making Assemble 3D animatics Learn character rigging Create driven normal Set up cloth simulations maps using sculpting VALUABLE COMPANION DVD The DVD includes starter, intermediate, and fi nal fi les, as well as movie fi les to help you every step of the way. About the Authors Tony Mullen, PhD, teaches computer graphics and programming at Tsuda College and Musashino Art College in Tokyo. His screen credits include writer, codirector, or lead animator on several short fi lms, including the award-winning live-action/stop-motion fi lm Gustav Braustache and the Auto-Debilitator. -
Manifold Learning Techniques for Editing Motion Capture Data
Manifold Learning Techniques for Editing Motion Capture Data by Christopher Joseph Dean A thesis submitted to the Victoria University of Wellington in fulfilment of the requirements for the degree of Master of Science in Computer Science Victoria University of Wellington 2016 Supervisory Committee Primary Supervisor: Dr. John P. Lewis Victoria University of Wellington Computer Graphics Department School of Engineering and Computer Science Secondary Supervisor: Dr. Taehyun Rhee Victoria University of Wellington Computer Graphics Department School of Engineering and Computer Science iii Abstract Streamlining the process of editing motion capture data and keyframe character animation is a fundamental problem in the animation field. This thesis explores new methods for editing character animation. In this research, we edit motion capture animations by using a data- driven pose distance as a falloff to interpolate new poses seamlessly into the sequence. This pose distance is the measure given by Green’s function of the pose space Laplacian. The falloff shape and timing extent are natu- rally suited to the skeleton’s range of motion, replacing the need for a man- ually customized falloff spline. This data-driven falloff is somewhat anal- ogous to the difference between a generic spline and the “magic wand” selection in an image editor, but applied to the animation domain. It also supports powerful non-local edit propagation, in which edits are applied to all similar poses in the entire animation sequence. In the second component of this research, we propose a novel applica- tion of non-local means denoising to motion capture data. This new adap- tation, called non-local pose means, proves to be an effective method for reducing noise without compromising physical accuracy of motion data. -
Download Kahle Finalprojectsubmission.Pdf
World Creation as Cultural Commentary A media studies curriculum on the themes present in science fiction and fantasy media and the connections to real-world societies and cultures Ben Kahle Arts, Humanities, and Social Sciences Capstone Olin College of Engineering Advisor: Maruta Vitols December 11, 2015 I set out to connect three subjects with this project: my AHS concentration in media studies, science fiction and fantasy media, and education. The intersection of these topics is the result of my project: a curriculum for a media studies course analyzing common themes and structures used in the representation of fictional worlds and their connections to modern and historical cultures and societies. The media I explored and class discussion prompts I created raise a variety of questions and will spur conversation on philosophy, ethics, religion, race, sexuality, and the foundation of them all, identity. This project has provided a unique opportunity for me to go through the experience of analyzing books, film, and television from my perspective as a student, but also from the perspective of a teacher. In forming my exploration into a cohesive curriculum, I worked to create an overarching structure that builds up new ideas and concepts in both a logical and interesting order. As the course concludes, the topics and the relationships among them should begin to crystalize and connect, ideally in a manner that reveals as many new questions as answers and leaves students excited to continue to further pursue the ideas of the course in their own media consumption. The following document includes the course syllabus and lesson plans for a half-semester course that I will co-teach with my advisor, Prof. -
Sintel”, a Free and Open Project Available in Digital 4K
Amsterdam, January 25, 2011 Product sheet Animation film “Sintel”, a free and open project available in digital 4k With the makers in attendance, the 3D animated short SINTEL has premiered at the Netherlands Film Festival, september 2010. For this film, producer Ton Roosendaal combined the talents of comics author Martin Lodewijk and screenwriter Esther Wouda with the young director Colin Levy (USA) and concept artist David Revoy (France). The vocal performances were created by Halina Reijn and Thom Hoffman. SINTEL is an epic short film that takes place in a fantasy world, where a girl befriends a baby dragon. After the little dragon is taken from her violently, she undertakes a long journey that leads her to a dramatic confrontation. For over a year an international team of 3D animators and artists worked in the studio of the Amsterdam Blender Institute on the computer-animated short 'Sintel'. This independent production was financed by the online user community of the free program Blender, supported by the Netherlands Film Fund, CineGrid Amsterdam, and with sponsorship from international companies. Recently the last target – a 4k digital rendering – of the film has been completed. The film project's primary target was intended as an incentive for the development of the Blender 3D open source software, a program producer Ton Roosendaal originally developed for use in his animation studio in the 90ies. The film itself, and any material made in the studio, will be released as Creative Commons shortly after the premiere. This concept, a true Open Movie, allows filmmakers and animators to study and reproduce every detail of the creation process. -
Deep–CNN Architecture for Error Minimisation in Video Scaling
International Journal of Applied Engineering Research ISSN 0973-4562 Volume 13, Number 5 (2018) pp. 2558-2568 © Research India Publications. http://www.ripublication.com Deep–CNN Architecture for Error Minimisation in Video Scaling Safinaz S.1 and Dr. Ravi Kumar AV2 1Department of Electronics and Electrical Engineering, Sir M.V.I.T, Bangalore Karnataka, 562 157, India. 1E-mail: [email protected] 2Department of Electronics and Electrical Engineering, SJBIT, Bangalore, Karnataka, 560060, India. 2E-mail: [email protected] Abstract the high resolution frames. This type of video scaling's are very useful in the fields such as face recognition, video coding or People like to watch high-quality videos, so high-resolution decoding, satellite imaging etc. In case of super resolution videos are in more demand from few years. The techniques like technique, it captures the video and displays the video in which DWT which are used to obtain the high-quality videos results it will helps in production of UHD content. [6]To obtain a with high distortions in videos which ends in low resolution. noise free video or image with high quality is a very difficult But there are numerous super-resolution techniques in signal task in recent years. To retrieve the high quality images or processing to obtain the high-resolution frames from the videos needs high amount of precision point and also needs multiple low resolution frames without using any external high speed to access large amount of datasets in which the hardware. Super-resolution techniques offer very cheap and normal techniques cannot be able to handle because of the efficient ways to obtain high-resolution frames.