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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. -
A Novel Edge-Preserving Mesh-Based Method for Image Scaling
A Novel Edge-Preserving Mesh-Based Method for Image Scaling Seyedali Mostafavian and Michael D. Adams Dept. of Electrical and Computer Engineering, University of Victoria, Victoria, BC V8P 5C2, Canada [email protected] and [email protected] Abstract—In this paper, we present a novel image scaling no loss of image quality. One main problem in vector-based method that employs a mesh model that explicitly represents interpolation methods, however, is how to create a vector discontinuities in the image. Our method effectively addresses model which faithfully represents the raster image data and its the problem of preserving the sharpness of edges, which has always been a challenge, during image enlargement. We use important features such as edges. Among the many techniques a constrained Delaunay triangulation to generate the model to generate a vector image from a raster image, triangle and an approximating function that is continuous everywhere mesh models have become quite popular. With a triangle-mesh except across the image edges (i.e., discontinuities). The model model, the image domain is partitioned into a set of non- is then rasterized using a subdivision-based technique. Visual overlapping triangles called a triangulation. Then, the image comparisons and quantitative measures show that our method can greatly reduce the blurring artifacts that can arise during intensity function is approximated over each of the triangles. image enlargement and produce images that look more pleasant A mesh-generation method is required to choose a good subset to human observers, compared to the well-known bilinear and of sample points and to collect any critical data from the input bicubic methods. -
Color Page Effects Chapter 116 Davinci Resolve Control Panels
PART 9 Color Page Effects Chapter 116 DaVinci Resolve Control Panels The DaVinci Resolve control panels make it easier to make more adjustments in the same amount of time than using a mouse, pen, or trackpad with the on-screen interface. Additionally, using a DaVinci Resolve control panel to control the Color page provides vastly superior ergonomic comfort to clutching a mouse or pen all day, which is important when you’re potentially grading a thousand shots per day. This chapter covers details about the three DaVinci Resolve control panels that are available, and how they work with DaVinci Resolve. Chapter – 116 DaVinci Resolve Control Panels 2258 Contents About The DaVinci Resolve Control Panels 2260 DaVinci Resolve Micro Panel 2261 Trackballs 2261 Control Knobs 2262 Control Buttons 2263 DaVinci Resolve Mini Panel 2265 Palette Selection Buttons 2265 Quick Selection Buttons 2266 DaVinci Resolve Advanced Control Panel 2268 Menus, Soft Keys, and Soft Knob Controls 2268 Trackball Panel 2269 T-bar Panel 2270 Transport Panel 2276 Copying Grades Using the Advanced Control Panel 2280 Copy Forward Keys 2280 Scroll 2280 Rippling Changes Using the Advanced Control Panel 2281 Chapter – 116 DaVinci Resolve Control Panels 2259 About The DaVinci Resolve Control Panels There are three DaVinci Resolve control panel options available and each are designed to meet modern workflow ergonomics and ease of use so colorists can quickly and accurately construct both simple and complex creative grades with minimal fatigue. This chapter provides details of the each of the panel functions and should be read in conjunction with the previous grading chapters to get the best from your panel. -
Rotobot Openfx Plugin Documentation Release 1.4.0 Sam
Rotobot OpenFX Plugin Documentation Release 1.4.0 Sam Hodge May 30, 2020 Contents: 1 Frequenty Asked Questions (FAQs)1 1.1 How accurate is Rotobot?........................................1 1.2 Why is it so slow?............................................1 1.3 What is the colour space to get the best detection?...........................1 1.4 Why does my 5K image take so long?..................................2 1.5 How do I install Rotobot?........................................2 1.6 What is that glitch?............................................2 1.7 How do I install a license?........................................2 2 User Guides 3 2.1 Rotobot Segmentation..........................................3 2.2 Rotobot Instance Segmentation.....................................3 2.3 Rotobot Person..............................................3 2.3.1 Input and Output are RGB and RGBA.............................4 2.3.2 Input Colorspace........................................4 2.4 Create a mask using Rotobot Segmentation...............................4 2.5 Isolate and seperate an indivdual using Rotobot Instance Segmentation................5 2.6 Create a soft mask using Trimap.....................................5 3 System Adminstration Docs 7 3.1 Functional description..........................................7 3.1.1 Details of OpenFX Plugins...................................7 3.1.2 Caching of computation....................................8 3.1.3 Details of CUDA compatibility.................................8 3.1.3.1 CUDA Toolkit is installed -
Apparent Display Resolution Enhancement for Moving Images
Apparent Display Resolution Enhancement for Moving Images Piotr Didyk1 Elmar Eisemann1;2 Tobias Ritschel1 Karol Myszkowski1 Hans-Peter Seidel1 1 MPI Informatik 2 Telecom ParisTech / CNRS-LTCI / Saarland University Frame 1 Frame 2 Frame 3 Retina Lanczos Frame 1 Frame 2 Frame 3 Retina Lanczos Frame 1 Frame 2 Frame 3 Retina Lanczos Figure 1: Depicting fine details such as hair (left), sparkling car paint (middle) or small text (right) on a typical display is challenging and often fails if the display resolution is insufficient. In this work, we show that smooth and continuous subpixel image motion can be used to increase the perceived resolution. By sequentially displaying varying intermediate images at the display resolution (as depicted in the bottom insets), subpixel details can be resolved at the retina in the region of interest due to fixational eye tracking of this region. Abstract and images are skillfully tone and gamut mapped to adapt them to the display’s capabilities, these limitations persist. In order to Limited spatial resolution of current displays makes the depiction of surmount the physical limitations of display devices, modern algo- very fine spatial details difficult. This work proposes a novel method rithms started to exploit characteristics of the human visual system applied to moving images that takes into account the human visual (HVS) such as apparent image contrast [Purves et al. 1999] based on system and leads to an improved perception of such details. To this the Cornsweet Illusion or apparent brightness [Zavagno and Caputo end, we display images rapidly varying over time along a given tra- 2001] due to glare. -
An Overview of 3D Data Content, File Formats and Viewers
Technical Report: isda08-002 Image Spatial Data Analysis Group National Center for Supercomputing Applications 1205 W Clark, Urbana, IL 61801 An Overview of 3D Data Content, File Formats and Viewers Kenton McHenry and Peter Bajcsy National Center for Supercomputing Applications University of Illinois at Urbana-Champaign, Urbana, IL {mchenry,pbajcsy}@ncsa.uiuc.edu October 31, 2008 Abstract This report presents an overview of 3D data content, 3D file formats and 3D viewers. It attempts to enumerate the past and current file formats used for storing 3D data and several software packages for viewing 3D data. The report also provides more specific details on a subset of file formats, as well as several pointers to existing 3D data sets. This overview serves as a foundation for understanding the information loss introduced by 3D file format conversions with many of the software packages designed for viewing and converting 3D data files. 1 Introduction 3D data represents information in several applications, such as medicine, structural engineering, the automobile industry, and architecture, the military, cultural heritage, and so on [6]. There is a gamut of problems related to 3D data acquisition, representation, storage, retrieval, comparison and rendering due to the lack of standard definitions of 3D data content, data structures in memory and file formats on disk, as well as rendering implementations. We performed an overview of 3D data content, file formats and viewers in order to build a foundation for understanding the information loss introduced by 3D file format conversions with many of the software packages designed for viewing and converting 3D files. -
Rk3026 Brief
BRIEF RK3026 RK3026 BRIEF Revision 1.1 Public Version August 2013 High Performance and Low-power Processor for Digital Media Application - 1 - BRIEF RK3026 Revision History This document is now Production Data. Date Revision Description 2013-08-28 1.0 Initial Release 2013-10-17 1.1 Update “512MB” to “1GB” High Performance and Low-power Processor for Digital Media Application - 2 - BRIEF RK3026 Content Content................................................................................................................................................................- 3 - chapter 1 Introduction......................................................................................................................- 5 - 1.1 Overview.....................................................................................................................................- 5 - 1.2 Features......................................................................................................................................- 5 - 1.3 Block Diagram..........................................................................................................................- 15 - High Performance and Low-power Processor for Digital Media Application - 3 - BRIEF RK3026 Warranty Disclaimer Rockchip Electronics Co.,Ltd makes no warranty, representation or guarantee (expressed, implied, statutory, or otherwise) by or with respect to anything in this document, and shall not be liable for any implied warranties of non-infringement, merchantability or fitness for a particular -
Opencolorio Documentation
OpenColorIO Documentation Contributors to the OpenColorIO Project Sep 30, 2021 CONTENTS 1 About the Documentation 3 1.1 Accessing Other Versions........................................3 2 Community 5 2.1 Mailing Lists...............................................5 2.2 Slack...................................................5 3 Search 7 3.1 Quick Start................................................7 3.1.1 Quick Start for Artists......................................7 3.1.2 Quick Start for Config Authors.................................7 3.1.3 Quick Start for Developers...................................8 3.1.4 Quick Start for Contributors..................................8 3.1.5 Downloads...........................................8 3.1.6 Installation...........................................9 3.2 Concepts................................................. 17 3.2.1 Overview............................................ 17 3.2.2 Introduction........................................... 17 3.2.3 Internal Architecture Overview................................. 19 3.2.4 Glossary............................................. 24 3.2.5 Publications........................................... 24 3.3 Tutorials................................................. 24 3.3.1 Baking LUT’s.......................................... 24 3.3.2 Contributing........................................... 31 3.4 Guides.................................................. 31 3.4.1 Using OCIO........................................... 31 3.4.2 Environment Variables.................................... -
Guide to Graphics Software Tools
Jim x. ehen With contributions by Chunyang Chen, Nanyang Yu, Yanlin Luo, Yanling Liu and Zhigeng Pan Guide to Graphics Software Tools Second edition ~ Springer Contents Pre~ace ---------------------- - ----- - -v Chapter 1 Objects and Models 1.1 Graphics Models and Libraries ------- 1 1.2 OpenGL Programming 2 Understanding Example 1.1 3 1.3 Frame Buffer, Scan-conversion, and Clipping ----- 5 Scan-converting Lines 6 Scan-converting Circles and Other Curves 11 Scan-converting Triangles and Polygons 11 Scan-converting Characters 16 Clipping 16 1.4 Attributes and Antialiasing ------------- -17 Area Sampling 17 Antialiasing a Line with Weighted Area Sampling 18 1.5 Double-bl{tferingfor Animation - 21 1.6 Review Questions ------- - -26 X Contents 1.7 Programming Assignments - - -------- - -- 27 Chapter 2 Transformation and Viewing 2.1 Geometrie Transformation ----- 29 2.2 2D Transformation ---- - ---- - 30 20 Translation 30 20 Rotation 31 20 Scaling 32 Composition of2D Transformations 33 2.3 3D Transformation and Hidden-surjaee Removal -- - 38 3D Translation, Rotation, and Scaling 38 Transfonnation in OpenGL 40 Hidden-surface Remova! 45 Collision Oetection 46 30 Models: Cone, Cylinder, and Sphere 46 Composition of30 Transfonnations 51 2.4 Viewing ----- - 56 20 Viewing 56 30 Viewing 57 30 Clipping Against a Cube 61 Clipping Against an Arbitrary Plane 62 An Example ofViewing in OpenGL 62 2.5 Review Questions 65 2.6 Programming Assignments 67 Chapter 3 Color andLighting 3.1 Color -------- - - 69 RGß Mode and Index Mode 70 Eye Characteristics and -
Flowcaster Manual 1 Table of Contents
FlowCaster Copyright 2020-2021 Drastic Technologies Ltd. All Rights Reserved. Version: April 22nd, 2021 FlowCaster Manual 1 Table of Contents 1 Introduction.........................................................................................................................................4 2 WorkFlows..........................................................................................................................................5 2.1 Work from home/cloud/remote monitoring...................................................................................5 2.2 Production team sharing/collaboration........................................................................................5 2.3 Cloud production or capture feed................................................................................................5 2.4 IP format conversion...................................................................................................................6 2.5 Cloud to cloud.............................................................................................................................6 3 Quick Start – SRT/RTP/UDP..............................................................................................................7 4 Quick Start – RTMP..........................................................................................................................14 5 FlowCaster Configuration.................................................................................................................22 6 Adobe.............................................................................................................................................. -
Appendix a Basic Mathematics for 3D Computer Graphics
Appendix A Basic Mathematics for 3D Computer Graphics A.1 Vector Operations (),, A vector v is a represented as v1 v2 v3 , which has a length and direction. The location of a vector is actually undefined. We can consider it is parallel to the line (),, (),, from origin to a 3D point v. If we use two points A1 A2 A3 and B1 B2 B3 to (),, represent a vector AB, then AB = B1 – A1 B2 – A2 B3 – A3 , which is again parallel (),, to the line from origin to B1 – A1 B2 – A2 B3 – A3 . We can consider a vector as a ray from a starting point to an end point. However, the two points really specify a length and a direction. This vector is equivalent to any other vectors with the same length and direction. A.1.1 The Length and Direction The length of v is a scalar value as follows: 2 2 2 v = v1 ++v2 v3 . (EQ 1) 378 Appendix A The direction of the vector, which can be represented with a unit vector with length equal to one, is: ⎛⎞v1 v2 v3 normalize()v = ⎜⎟--------,,-------- -------- . (EQ 2) ⎝⎠v1 v2 v3 That is, when we normalize a vector, we find its corresponding unit vector. If we consider the vector as a point, then the vector direction is from the origin to that point. A.1.2 Addition and Subtraction (),, (),, If we have two points A1 A2 A3 and B1 B2 B3 to represent two vectors A and B, then you can consider they are vectors from the origin to the points. -
RK3066 Datasheet Brief
RK3066 Datasheet brief RK3066 Datasheet brief Rev1.0 RK3066 Datasheet brief Revision 1.0 Feb. 2012 Rockchips Confidential 1 Date Revision Description Revision History RK3066 Datasheet brief Rev1.0 Revision History Date Revision Description 2011-10-30 0.0 Initial Release 2012-02-15 1.0 Add package information Rockchips Confidential 2 TABLE OF CONTENT RK3066 Datasheet brief Rev1.0 TABLE OF CONTENT Revision History....................................................................................2 TABLE OF CONTENT.............................................................................. 3 Chapter 1 Introduction...............................................................4 1.1 Overview.......................................................................4 1.2 Features........................................................................4 1.3 Block Diagram..............................................................15 Chapter 2 Package information..................................................16 2.1 Dimension................................................................... 16 2.2 Ball Map...................................................................... 18 2.3 Pin Number Order.........................................................21 2.4 RK3066 power/ground IO descriptions.............................26 2.5 RK3066 function IO descriptions..................................... 28 Chapter 3 Electrical Specification............................................... 40 3.1 Absolute Maximum Ratings...........................................