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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. -
Autodesk Entertainment Creation Suite
Autodesk Entertainment Creation Suite Top Reasons to Buy and Upgrade Access the power of the industry’s top 3D modeling and animation technology in one unbeatable software suite. Autodesk® Entertainment Creation Suite Options: Autodesk® Maya® Autodesk® 3ds Max® Entertainment Creation Suite 2010 includes: Entertainment Creation Suite 2010 includes: • Autodesk® Maya® 2010 software • Autodesk® 3ds Max® 2010 • Autodesk® MotionBuilder® 2010 software • Autodesk® MotionBuilder® 2010 software • Autodesk® Mudbox™ 2010 software • Autodesk® Mudbox™ 2010 software Comprehensive Creative Toolsets The Autodesk Entertainment Creation Suite offers an expansive range of artist-driven tools designed to handle tough production challenges. With a choice of either Autodesk Maya 2010 software or Autodesk 3ds Max 2010 software, you have access to award-winning, 3D software for modeling, animation, rendering, and effects. The Suite also includes Autodesk Mudbox 2010 software, allowing you to quickly and intuitively sculpt highly detailed models; and Autodesk MotionBuilder 2010 software, to quickly and efficiently create, manipulate and process massive amounts of animation data. The complementary toolsets of the Suite help you to achieve higher quality results more efficiently and more cost-effectively. Real-Time Performance with MotionBuilder The addition of MotionBuilder to a Maya or 3ds Max pipeline helps increase production efficiency, and produce higher quality results when developing projects requiring high-volume character animation. With its real-time 3D engine and dedicated toolsets for character rigging, nonlinear animation editing, motion-capture data manipulation, and interactive dynamics, MotionBuilder is an ideal, complementary toolset to Maya or 3ds Max, forming a unified Image courtesy of Wang Xiaoyu. end-to-end animation solution. Digital Sculpting and Texture Painting with Mudbox Designed by professional artists in the film, games and design industries, Mudbox software gives 3D modelers and texture artists the freedom to create without worrying about technical details. -
Decide What Language Is Right for You || Autodesk Motionbuilder
Decide what language is right for you in Autodesk MotionBuilder Kristine Middlemiss, Developer Consultant Autodesk Developer Network Decide what language is right for you || Autodesk MotionBuilder Contents 1.0 Introduction to Autodesk MotionBuilder ................................................................................ 3 1.1 Why use Programming in Autodesk MotionBuilder ................................................................ 3 1.2 Python Introduction ................................................................................................................ 3 What is Python all about? ............................................................................................................ 3 Advantages .................................................................................................................................. 4 Disadvantages ............................................................................................................................. 4 1.3 What distinguishes Python from the OpenReality SDK?......................................................... 5 Advantages of OpenReality ......................................................................................................... 5 Advantages of Python ................................................................................................................. 5 1.4 How do they both fit in Autodesk MotionBuilder ................................................................... 6 2 | P a g e Decide what language is right for -
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. -
Blender Instructions a Summary
BLENDER INSTRUCTIONS A SUMMARY Attention all Mac users The first step for all Mac users who don’t have a three button mouse and/or a thumb wheel on the mouse is: 1.! Go under Edit menu 2.! Choose Preferences 3.! Click the Input tab 4.! Make sure there is a tick in the check boxes for “Emulate 3 Button Mouse” and “Continuous Grab”. 5.! Click the “Save As Default” button. This will allow you to navigate 3D space and move objects with a trackpad or one-mouse button and the keyboard. Also, if you prefer (but not critical as you do have the View menu to perform the same functions), you can emulate the numpad (the extra numbers on the right of extended keyboard devices). It means the numbers across the top of the standard keyboard will function the same way as the numpad. 1.! Go under Edit menu 2.! Choose Preferences 3. Click the Input tab 4.! Make sure there is a tick in the check box for “Emulate Numpad”. 5.! Click the “Save As Default” button. BLENDER BASIC SHORTCUT KEYS OBJECT MODE SHORTCUT KEYS EDIT MODE SHORTCUT KEYS The Interface The interface of Blender (version 2.8 and higher), is comprised of: 1. The Viewport This is the 3D scene showing you a default 3D object called a cube and a large mesh-like grid called the plane for helping you to visualize the X, Y and Z directions in space. And to save time, in Blender 2.8, the camera (left) and light (right in the distance) has been added to the viewport as default. -
Game Developers’ Census, the Big Three at E3, and More
>>PRODUCT REVIEWS PHOTOSHOP CS3 EXTENDED * SPACENAVIGATOR AUGUST 2007 THE LEADING GAME INDUSTRY MAGAZINE >>CASE FOR THE TECH ARTIST >>CODERS MOUTH OFF >>THE INNER PRODUCT HOW AND WHY STUDIOS EXCLUSIVE ROUNDTABLE PAINTING WITH DOMAIN NEED THESE OXYMORONS WITH FIVE PROGRAMMERS SPECIFIC LANGUAGES Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS AUGUST 2007 VOLUME 14, NUMBER 7 FEATURES 7 PROGRAMMERS’ ROUNDTABLE In this exclusive roundtable interview, five top technophiles discuss what’s right and wrong with game programming these days, from in-house procedures to multi-processor systems to code reuse. With Brad Bulkley, Stuart Denman, Chris Hecker, Clinton Keith, and Bruce Rogers 17 THE CODE/ART DIVIDE: 7 HOW TECHNICAL ARTISTS BRIDGE THE GAP Game studio Volition (THE PUNISHER, SAINTS ROW) makes a case for hiring a few technical artists, their value 22 ranging from time savings to smoother in-house communication. As linchpins, technical artists keep programmers and artists bonded in their mutual POSTMORTEM cause, helping to ensure that each department gets what it needs from the 22 FINAL FANTASY XII other—and within reason according to The twelfth installment in Square Enix’s wildly popular series was developed the project’s schedule. -
Avid DS Nitris Compositing and Effects Guide • 0130-05576-02A • February 2005
Avid® DS Nitris™ Compositing and Effects Guide Version 7.6 ™ make manage move | media Avid ® Copyright and Disclaimer Product specifications are subject to change without notice and do not represent a commitment on the part of Avid Technology, Inc. The software described in this document is furnished under a license agreement. You can obtain a copy of that license by visiting Avid's Web site at www.avid.com. The terms of that license are also available in the product in the same directory as the software. The software may not be reverse assembled and may be used or copied only in accordance with the terms of the license agreement. It is against the law to copy the software on any medium except as specifically allowed in the license agreement. No part of this document may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying and recording, for any purpose without the express written permission of Avid Technology, Inc. Copyright © 2004 Avid Technology, Inc. and its licensors. All rights reserved. Printed in USA. The Avid DS Nitris application uses JScript and Visual Basic Scripting Edition from Microsoft Corporation. Attn. Government User(s). Restricted Rights Legend U.S. GOVERNMENT RESTRICTED RIGHTS. This Software and its documentation are “commercial computer software” or “commercial computer software documentation.” In the event that such Software or documentation is acquired by or on behalf of a unit or agency of the U.S. Government, all rights with respect to this Software and documentation are subject to the terms of the License Agreement, pursuant to FAR §12.212(a) and/or DFARS §227.7202-1(a), as applicable. -
Brian Paint Breakdown 1.Qxd
Digital Matte Painting Reel Breakdown Brian LaFrance Run Time: 2 Minutes 949-302-2085 [email protected] Big Hero 6: Baymax and Hiro Flying Sequence Description: Lead Set Extension Artist. helped develop sky pano from source HDR's, which fed lighting dept. 360 degree seaming of ocean/sky horizon, land, atmosphere blending. Painted East Bay city. Made 3d fog volumes in houdini, rendered with scene lighting for reference, which informed the painting of multiple fog lay- ers, which were blended into the scene using zdepth "slices" for holdouts, integrating the fog into the landscape. Software Used: Photoshop, Maya, Nuke, Houdini, Terragen, Hyperion(Disney Prop. Rendering software) Big Hero 6: Bridge Description: Painted sky, ground fog slices and lights, projected in nuke. Software Used: Photoshop, Maya, Nuke, Terragen, Hyperion Big Hero 6: City Description: Painted sky, moving ground fog clouds. Clouds integrated into digital set using zdepth "slices" for holdouts, integrating fog into the landscape. Software Used: Photoshop, Maya, Nuke R.I.P.D.: City Shots Description: Blocked out city compositions with simple geometry, projected texture onto that geometry. Software Used: Photoshop, Rampage (Rhythm and Hues Prop. Projection software) The Seventh Son: Multiple Shots Description: Modeled simple geom, sculpted in zbrush for balcony shot, textured/lit/rendered in mental ray, painted over in photoshop, projected onto modeled or simplified geometry in rampage. Software Used: Photoshop, Maya, Mental Ray, Zbrush, Rampage Elysium: Earth Description: Provided a Terragen "Planet Rig" to Image Engine for them to render views of earth, as well as a large render of whole earth to be used as source for matte painting(s). -
The Performance and Materiality of the Processes, Spaces and Labor of VFX Production
Sarah Atkinson Interactive ‘making-of’ machines: The performance and materiality of the processes, spaces and labor of VFX production Abstract This article analyzes and interrogates two interactive museum installations designed to reveal behind-the-scenes visual effects (VFX) materials from Inception (2010) and Gravity (2013). The multi-screen, interactive, and immersive installations were both created in direct collaboration with the VFX supervisors who were responsible for pioneering the new and innovative creative solutions in each of the films. The installations translate these processes for a wider audience and as such they not only provide rich sites for textual analysis as new ancillary forms of paratextual access, but they also provide insights into the way that VFX sector presents itself, situated within the wider context of the current global VFX industry. The article draws together critical production studies, textual analysis, and reflections from the industry which, combined, provide new understandings of these interactive forms of ancillary film “making-of ” content, their performative dimensions, and the labor processes that they reveal. Context their conception and presentation within the wider context of the current global VFX industry. This article analyzes and interrogates two interactive The decadent displays of VFX excess and access museum installations that were designed to reveal presented in both installations are representative of behind-the-scenes materials from Inception (2010) the currently flourishing VFX industry within the and Gravity (2013) in order to showcase the UK which has been boosted in recent years, by a acclaimed, breakthrough visual effects (VFX) of system of tax incentives which have been in place 3 each of the films. -
Animasi 3D Sosialisasi Penanganan Rabies Pada Masyarakat Dengan Waterfall Yang Disederhanakan
e-journal Teknik Elektro dan Komputer,Volume 4,No.4,(2015), ISSN: 2301-8402 29 Animasi 3D Sosialisasi Penanganan Rabies Pada Masyarakat Dengan Waterfall Yang Disederhanakan Leonardi Yudistira, Rotinsulu, Hans F. Wowor, Stanley D.S. Karouw. Jurusan Teknik Elektro-FT, UNSRAT, Manado-95115, Email: [email protected] Abstrak – Dinas Pertanian Kehutanan dan Ketahanan Pangan seorang Kepala Dinas yang berada di bawah dan bertanggung adalah dinas yang bergerak dibidang pertanian, kehutanan dan jawab kepada walikota melalui sekertaris daerah. Tugas Pokok ketahanan pangan, dengan program kerja yaitu memberikan dari Dinas ini melaksanakan sebagian kewenangan kota di sosialisasi pada masyarakat dalam sosialisasi yang diberikan bidang pertanian, kehutanan dan ketahanan pangan yang kurang menarik. Multimedia menjadikan kegiatan membaca itu meliputi pertanian, perkebunan, kehutanan, peternakan, dan dinamis dengan memberikan dimensi baru pada kata-kata. Multimedia juga dapat menghidupkan teks, bunyi, gambar, ketahanan pangan.(sumber: dinas pertanian kehutanan dan musik, animasi dan video. Animasi 3D Sosialisasi Penanganan ketahanan pangan) Rabies Pada Masyarakat dengan Waterfall yang Animasi merupakan suatu proses menggambar dengan Disederhanakan, didasarkan pada ide dan proses sosialisasi yang memodifikasi gambar dari tiap-tiap frame yang diekspos pada mendukung kegiatan produksi film animasi 3D, produksi film tenggang waktu tertentu sehingga tercipta sebuah ilusi gambar animasi 3D menggunakan kerangka penilitian waterfall yang bergerak. Animasi adalah menghidupkan gambar, sehingga disederhanakan. Software yang digunakan: audacity, avidemux, perlu mengetahui dengan pasti setiap detail karakter, mulai blender, makehuman, dan photoshop. Objek-objek yang telah dari tampak depan, belakang, dan samping, dan detail muka selesai dibuat akan ditata sesuai kebutuhan adegan, animasi karakter dalam berbagai ekspresi. Arti animasi intinya adalah dilakukan dengan proses rigging serta skinning pada objek karakter. -
Avid DS - Your Future Is Now
DSWiki DSWiki Table Of Contents 1998 DS SALES BROCHURE ............................................. 4 2005 DS Wish List ..................................................... 8 2007 Unfiltered DS Wish List ............................................. 13 2007 Wish Lists ....................................................... 22 2007DSWishListFinalistsRound2 ........................................... 28 2010 Wish List ........................................................ 30 A ................................................................. 33 About .............................................................. 53 AchieveMoreWithThe3DDVE ............................................. 54 AmazonStore ......................................................... 55 antler .............................................................. 56 Arri Alexa ........................................................... 58 Avid DS - Your Future Is Now ............................................. 59 Avid DS for Colorists ................................................... 60 B ................................................................. 62 BetweenBlue&Green ................................................... 66 Blu-ray Copy ......................................................... 67 C ................................................................. 68 ColorItCorrected ...................................................... 79 Commercial Specifications ............................................... 80 Custom MC Color Surface Layouts ........................................ -
COLLEGE of LIBERAL ARTS in All Respects, the College of Liberal Arts Is Engaged In
DEPARTMENT OF ECONOMICS COLLEGE OF DEPARTMENT OF ENGLISH AND LANGUAGE ARTS LIBERAL ARTS DEPARTMENT OF FINE AND PERFORMING ARTS (Fine Art, Music, Theatre Arts) DEPARTMENT OF HISTORY AND GEOGRAPHY DEPARTMENT OF MILITARY SCIENCE DEPARTMENT OF PHILOSOPHY AND RELIGIOUS STUDIES DEPARTMENT OF POLITICAL SCIENCE AND PUBLIC POLICY DEPARTMENT OF PSYCHOLOGY DEPARTMENT OF SOCIOLOGY AND ANTHROPOLOGY DEPARTMENT OF WORLD LANGUAGES AND INTERNATIONAL STUDIES COLLEGE OF LIBERAL ARTS In all respects, the College of Liberal Arts is engaged in Dr. Pamela E. Scott-Johnson, Interim Dean Creating Opportunities to Reach Excellence. CORE VALUES The College of Liberal Arts is the largest academic division at the University. In addition to offering twelve According to its philosophy and values, the College of undergraduates degree programs that represent Liberal Arts is a learning community that offers a corps of disciplinary focuses, it also offers a large portion of the educational programs and services that promotes: courses in the General Education Program administers the Intellectual curiosity University’s Writing Proficiency Examination. All Independence Morgan students, regardless of major, take courses and engage in other activities which reflect the historical Interdependence foundations of liberal education. Self-awareness Service LIBERAL COLLEGE MISSION Commitment to problem-solving Leadership The mission of The College of Liberal Arts, consistent A Commitment to life-long learning O with that of Morgan State University, is to offer high- R F quality academic programs and to promote effective Competency in written and oral communication, TS student-centered teaching and learning, outstanding Achievement student achievement, cutting edge faculty research and GOALS scholarship, and broadranging service to the professions and the community.