Animace Humanoidního 3D Modelu Student: Oldřich Linhart Vedoucí: Ing

Total Page:16

File Type:pdf, Size:1020Kb

Animace Humanoidního 3D Modelu Student: Oldřich Linhart Vedoucí: Ing ZADÁNÍ BAKALÁŘSKÉ PRÁCE Název: Animace humanoidního 3D modelu Student: Oldřich Linhart Vedoucí: Ing. Jiří Kubišta Studijní program: Informatika Studijní obor: Webové a softwarové inženýrství Katedra: Katedra softwarového inženýrství Platnost zadání: Do konce letního semestru 2020/21 Pokyny pro vypracování 1. Vypracujte přehled současných řešení animací humanoidních 3D modelů. 2. Navrhněte postup přípravy 3D modelu pro následnou animaci, včetně vytvoření kostry. 3. S využitím Vámi zvoleného řešení implementujte sadu alespoň pěti základních animací končetin a hlavy humanoidního 3D modelu sbírkového předmětu, vybraného po dohodě s vedoucím práce. 4. Vámi vytvořené animace demonstrujte v jednoduché aplikaci vytvořené ve Vámi zvoleném herním enginu. Seznam odborné literatury Dodá vedoucí práce. Ing. Michal Valenta, Ph.D. doc. RNDr. Ing. Marcel Jiřina, Ph.D. vedoucí katedry děkan V Praze dne 29. ledna 2020 Bakal´aˇrsk´apr´ace Animace humanoidn´ıho3D modelu OldˇrichLinhart Katedra softwarov´ehoinˇzen´yrstv´ı Vedouc´ıpr´ace:Ing. Jiˇr´ıKubiˇsta 4. ˇcervna2020 Podˇekov´an´ı R´adbych podˇekoval m´emu vedouc´ımu pr´aceIng. Jiˇr´ımu Kubiˇstovi za cenn´e rady a pˇripom´ınky. Takt´eˇzbych r´adpodˇekoval sv´erodinˇeza podporu pˇri studiu. Prohl´aˇsen´ı Prohlaˇsuji,ˇzejsem pˇredloˇzenou pr´acivypracoval samostatnˇea ˇzejsem uvedl veˇsker´epouˇzit´einformaˇcn´ızdroje v souladu s Metodick´ympokynem o dodr- ˇzov´an´ıetick´ych princip˚upˇripˇr´ıpravˇevysokoˇskolsk´ych z´avˇereˇcn´ych prac´ı. Beru na vˇedom´ı,ˇzese na moji pr´acivztahuj´ıpr´ava a povinnosti vypl´yvaj´ıc´ı ze z´akona ˇc.121/2000 Sb., autorsk´ehoz´akona, ve znˇen´ıpozdˇejˇs´ıch pˇredpis˚u, zejm´enaskuteˇcnost, ˇze Cesk´evysok´euˇcen´ıtechnick´evˇ Praze m´apr´avo na uzavˇren´ılicenˇcn´ısmlouvy o uˇzit´ıt´etopr´acejako ˇskoln´ıhod´ılapodle § 60 odst. 1 citovan´ehoz´akona. V Praze dne 4. ˇcervna2020 . .. .. .. .. .. .. Cesk´evysok´euˇcen´ıtechnick´evˇ Praze Fakulta informaˇcn´ıch technologi´ı © 2020 Oldˇrich Linhart. Vˇsechna pr´ava vyhrazena. Tato pr´ace vznikla jako ˇskoln´ı d´ılo na Cesk´emvysok´emuˇcen´ıˇ technick´em v Praze, Fakultˇeinformaˇcn´ıchtechnologi´ı.Pr´ace je chr´anˇenapr´avn´ımipˇredpisy a mezin´arodn´ımi´umluvamio pr´avuautorsk´ema pr´avech souvisej´ıc´ıchs pr´avem autorsk´ym.K jej´ımuuˇzit´ı,s v´yjimkoubez´uplatn´ychz´akonn´ychlicenc´ıa nad r´amec opr´avnˇen´ıuveden´ychv Prohl´aˇsen´ına pˇredchoz´ıstranˇe,je nezbytn´ysou- hlas autora. Odkaz na tuto pr´aci Linhart, Oldˇrich. Animace humanoidn´ıho3D modelu. Bakal´aˇrsk´apr´ace.Praha: Cesk´evysok´euˇcen´ıtechnick´evˇ Praze, Fakulta informaˇcn´ıch technologi´ı,2020. Abstrakt Tato pr´acese zab´yv´aproblematikou animace humanoidn´ıch postav. C´ılem pr´aceje sezn´amitˇcten´aˇrese z´akladn´ımi pojmy a principy, kter´ejsou spo- jen´es vytv´aˇren´ımhumanoidn´ıch 3D postav a jejich animac´ı.Je pops´anpro- ces pˇr´ıpravy model˚uk animaci, kter´yje prakticky pˇredveden na modelu, pˇridˇelen´ehood vedouc´ıhopr´ace.Pro model je vytvoˇren´aovl´adac´ıkostra a po- moc´ımetod dopˇredn´ea inverzn´ıkinematiky je demonstrov´anpostup vytv´aˇren´ı kostern´ıch animac´ı.V´ysledkem pr´aceje upraven´ypˇridˇelen´ymodel, pˇripraven´y k vytv´aˇren´ıanimac´ı,sada z´akladn´ıch animac´ıa jednoduch´aaplikace v hern´ım engine Unity, kde lze animace demonstrovat. Kl´ıˇcov´a slova humanoidn´ı animace, rigging, kloubov´asoustava, kostern´ı animace, procedur´aln´ıanimace, pˇr´ım´akinematika, inverzn´ıkinematika, de- monstraˇcn´ıaplikace, Blender, Unity vii Abstract This thesis is focused on humanoid character animation. The goal is to in- troduce the basic terminology and principles associated with creating and animating 3D characters to the reader. The whole process of preparing a character for animation is explained and demonstrated on model assigned by thesis supervisor. Skeleton of the model is created with rigging and skin- ning techniques. Creation of skeletal animation using forward and inverse kinematics is demonstrated. The result of this project is a model with an advanced rig, appropriate for animation. A set of basic animations is created and demonstrated in simple Unity application. Keywords humanoid animation, rigging, articulated structure, skeletal ani- mation, procedural animation, forward kinematics, inverse kinematics, demon- strational application, Blender, Unity viii Obsah Uvod´ 1 1 C´ıl pr´ace 3 2 Teoretick´a ˇc´ast 5 2.1 Reprezentace model˚uve 3D . 5 2.1.1 Polygonov´as´ıt’ ....................... 5 2.1.2 Topologie . 7 2.1.3 Level of Detail . 8 2.1.4 Sculpting . 10 2.1.5 Fotogrammetrie . 11 2.1.6 Zap´ek´an´ıtextur . 12 2.2 Poˇc´ıtaˇcov´aanimace . 12 2.2.1 Keyframing . 13 2.2.1.1 Vertex animation . 14 2.2.1.2 Morph target animation . 14 2.2.2 Procedur´aln´ıanimace . 15 2.3 Kostern´ıanimace . 16 2.3.1 Kostra . 16 2.3.2 Rigging . 17 2.3.3 Degree of Freedom . 18 2.3.4 Skinning . 19 2.3.5 Kinematika . 20 2.3.5.1 Dopˇredn´akinematika . 21 2.3.5.2 Inverzn´ıkinematika . 22 2.3.6 Motion capture . 24 2.3.7 M´ıch´an´ıanimac´ı . 25 2.4 Hern´ıengine . 26 3 Analyza´ a n´avrh 27 ix 3.1 Struktura projektu . 27 3.2 Volba softwaru . 27 3.2.1 V´ybˇermodelovac´ıhosoftwaru . 27 3.2.2 V´ybˇerhern´ıhoengine . 28 3.3 Uprava´ modelu . 30 3.3.1 Anal´yzamodelu . 30 3.3.2 Oddˇelen´ıˇc´ast´ımodelu . 30 3.3.3 Domodelov´an´ıchybˇej´ıc´ıch ˇc´ast´ı . 31 3.3.4 Uprava´ textur . 33 3.3.5 Level of Detail . 34 3.3.6 Kostra . 34 3.4 Animace a v´yvoj aplikace . 35 3.4.1 Import modelu . 35 3.4.2 Animace . 37 3.4.2.1 T-pose . 37 3.4.2.2 Neˇcinnost. 38 3.4.2.3 Ch˚uzea bˇeh . 38 3.4.2.4 Zam´av´an´ı. 38 3.4.2.5 Skok . 39 3.4.3 Design prostˇred´ı . 40 3.4.4 Pohyb a ovl´ad´an´ı. 40 3.4.5 Inverzn´ıkinematika . 41 3.4.6 Kamerov´ysyst´em . 42 4 Implementace 43 4.1 Model a textury . 43 4.2 Level of Detail . 45 4.3 Kostra . 45 4.4 Animace . 47 4.5 Aplikace . 47 Z´avˇer 53 Literatura 55 A Seznam pouˇzitych´ zkratek 61 B Obsah pˇriloˇzen´eho CD 63 x Seznam obr´azk˚u 2.1 Struktura polygonu, norm´alaurˇcujeorientaci plochy [3] . 6 2.2 Dvˇemoˇznosti triangulace nerovinn´ehoˇctyˇr´uheln´ıku[7] . 7 2.3 Deformace modelu v z´avislostina topologii [11] . 8 2.4 Smyˇckyhran a smyˇckyploch [3] . 9 2.5 Decimace a retopologizace modelu [16] . 11 2.6 a) krokov´a;b) line´arn´ı;c) kˇrivkov´ainterpolace kl´ıˇcov´ych sn´ımk˚u[30] 14 2.7 Morph targets [4] . 15 2.8 Typick´avizualizace kost´ıa kloub˚u[1] . 17 2.9 Pˇr´ıkladkostry pro humanoidn´ıpostavu [6] . 18 2.10 a) Collapsing elbow efekt, b) Candy-wrapper efekt [30] . 20 2.11 Retˇezeckloub˚ureprezentuj´ıc´ırukuˇ humanoida [23] . 22 2.12 V´ıceˇreˇsen´ıpˇriv´ypoˇctuinverzn´ıkinematiky [30] . 23 2.13 Iteraˇcn´ıpˇribliˇzov´an´ıkoncov´ehoefektoru ke sv´emu c´ıli[6] . 24 3.1 Porovn´an´ınˇekolika softwar˚upro 3D grafiku [36] . 28 3.2 Pˇridˇelen´ymodel robota . 30 3.3 Proporcion´aln´ıeditov´an´ıv programu Blender . 33 3.4 Zjednoduˇsen´evytv´aˇren´ımasky pro humanoidn´ıpostavy v Unity [38] 39 4.1 Robot s oddˇelen´ymiˇc´astmi . 44 4.2 Model s domodelovan´ymiklouby . 44 4.3 Zapeˇcen´atextura robota . 45 4.4 Origin´aln´ı model (vlevo) a model se sn´ıˇzen´ymstupnˇemdetailu (vpravo) . 46 4.5 Kostra robota . 47 4.6 Sc´enaaplikace . 48 4.7 M´ıch´an´ıanimac´ınohou s animacemi rukou . 49 4.8 Aplikace inverzn´ıkinematiky (pˇr´ıklad1) . 50 4.9 Aplikace inverzn´ıkinematiky (pˇr´ıklad2) . 51 4.10 Aplikace inverzn´ıkinematiky (pˇr´ıklad3) . 51 xi Seznam tabulek 4.1 Detaily vytvoˇren´ych animac´ı . 48 4.2 Ovl´ad´an´ıaplikace . 49 xiii Uvod´ Humanoid je bytost, kter´am´avzhled pˇripom´ınaj´ıc´ıˇclovˇeka.Chod´ıpo dvou noh´ach, m´advˇeruce, trup a hlavu. Bˇeˇznˇese s nimi lze setkat v seri´alech, filmech i poˇc´ıtaˇcov´ych hr´ach, at’ uˇzve formˇerobota, elfa, trola, zlobra, nebo jin´efiktivn´ıbytosti. Animace postav kombinuje umˇeleckou tvorbu s precizn´ımstudiem pohybu ˇzivoˇcich˚ua jejich anatomie. Vyˇzadujei znalost fyziky, zejm´enamechaniky. Vy- tvoˇren´ıpˇresvˇedˇciv´eanimace nen´ıjednoduch´e. Kaˇzd´asc´enamus´ıvypr´avˇetsv˚uj vlastn´ıpˇr´ıbˇeh,kaˇzd´apostava mus´ım´ıt vlastn´ıcharakter. Jedno zdviˇzen´eoboˇc´ı m˚uˇzekompletnˇezmˇenitdojem, kter´ym´apostava vyjadˇrovat. Div´acianimo- van´ych film˚uocen´ıplynul´edetailn´ıanimace u kter´ych lze odhadnout osobnost postavy ˇcistˇez toho, jak se pohybuje. Hr´aˇcizase chtˇej´ı,aby se postavy po- hybovaly responzivnˇe.Chtˇej´ım´ıtkontrolu nad t´ım,co a kdy jejich postava dˇel´a.Pokud bojuj´ıs pˇr´ıˇserou, chtˇej´ız pohybu poznat, kdy bude ´utoˇcit.Chtˇej´ı, aby jejich postava interaktivnˇemanipulovala s hern´ımsvˇetem.Anim´atoˇrimus´ı spolupracovat s program´atory, aby naˇslimezi ovl´ad´an´ıma animac´ıkompromis. Z d˚uvodu st´alevˇetˇs´ıhorozvoje hardwarov´etechnologie maj´ıanim´atoˇrist´ale vˇetˇs´ıvolnost ve vytv´aˇren´ıtechnologi´ı a algoritm˚u,kter´epom´ahaj´ıpostavy oˇzivitve virtu´aln´ımsvˇetˇe. Tato pr´acese zamˇeˇrujena cel´yproces, od pˇr´ıpravy postavy, k metod´am samotn´eanimace a vyuˇzit´ıtˇechto animac´ıv poˇc´ıtaˇcov´ych hr´ach. Pr´aceobsa- huje kapitolu o reprezentaci postav v poˇc´ıtaˇcov´egrafice, zp˚usoby jejich tvorby, ´upravy, manipulace a z´asadynutn´epro budouc´ıanimaci. V dalˇs´ıˇc´astijsou pops´any obecn´eprincipy poˇc´ıtaˇcov´eanimace. Co to je vlastnˇeanimace, jak´ymi zp˚usoby se vytv´aˇr´ı,jak se ovl´ad´a,jak se ukl´ad´a,atd. Dalˇs´ıˇc´astse jiˇzzamˇeˇruje na animaci humanoidn´ıch postav pomoc´ıkostern´ıanimace.
Recommended publications
  • Animação De Personagem 3D: Expressão Facial
    209 ANIMAÇÃO DE PERSONAGEM 3D: EXPRESSÃO FACIAL 3D CHARACTERS ANIMATION: FACIAL EXPRESSION LA ANIMACIÓN DE PERSONAJES 3D: EXPRESIÓN FACIAL José Carlos Miranda * ([email protected]) RESUMO Durante os últimos anos, emergiu um interesse crescente em animação 3D de caracteres e expressões faciais. EsTe facto está relacionado com a nova participação de actores virtuais em televisão, cinema e indústrias de jogos interactivos, entre outros. Nestes casos, o objectivo principal é criar personagens virtuais que simulam o corpo e todos os detalhes de movimento do rosto, da forma mais realista possível. Neste artigo é efectuada uma revisão dos métodos mais usados na animação 3D. O método base do esqueleto é o mais utilizado para criar os movimentos principais, como o andar, por exemplo; os métodos base de mistura de formas são usados para criar deformações mais subtis. Em áreas que exigem um maior controlo e realismo, como alguns músculos do rosto, é possível adicionar camadas de deformação. Normalmente, curvas de NURBS ou grelhas de FFD são usadas para realçar algumas características do rosto. Os vários métodos têm vantagens e desvantagens. Assim, a melhor solução é combinar as diferentes técnicas. Palavras-chave: Animação de personagem, Objectos de Deformação, Transformação, Animação do esqueleto, Expressão Facial. ABSTRACT During the last years a growing interest in 3D animation of characters and facial expressions has emerged. This is related with the new participation of virtual actors in television, cinema and interactive games’ industries among others. In these cases, the main goal is to create virtual characters that simulate body and all the facial movement details, in the most realistic possible way.
    [Show full text]
  • Lokasi SMK Muhammadiyah 2 Klaten Utara (SMEA)
    LAPORAN INDIVIDU PRAKTIK LAPANGAN TERBIMBING (PLT) Lokasi SMK Muhammadiyah 2 Klaten Utara (SMEA) Jl. Mayor Kusmanto, Setran, Gergunung, Klaten Utara, Klaten, Jawa Tengah Disusun Guna Memenuhi Tugas Mata Kuliah Praktik Lapangan Terbimbing Periode 15 September 2017 – 15 November 2017 Disusun Oleh : DYAH AYU MEGAWATI NIM. 14520241023 PROGRAM STUDI PENDIDIKAN TEKNIK INFORMATIKA FAKULTAS TEKNIK UNIVERSITAS NEGERI YOGYAKARTA 2017 ii KATA PENGANTAR Puji syukur kehadirat Allah SWT yang telah memberikan limpahan rahmat, taufik, dan karunia-Nya kepada penyusun sehingga diberi kemudahan dalam melaksanakan kegiata Praktik Lapangan Terbimbing (PLT) Universitas Negeri Yogyakarta di SMK Muhammadiyah 2 Klaten Utara. Laporan ini merupakan hasil kegiatan yang telah dilakukan selama melaksanakan kegiatan PLT di SMK Muhammadiyah 2 Klaten Utara yang dimulai pada tanggal 15 September 2017 sampai dengan 15 November 2017. Selama melaksanakan Praktik Lapangan Terbimbing, baik saat persiapan, pelaksanaan kegiatan sampai penyusunan laporan ini banyak mendapatkan bantuan, dukungan, dan bimbingan dari berbagai pihak. Untuk itu, dengan segala kerendahan hati penulis ucapkan terima kasih kepada : 1. Allah SWT yang telah memberikan rahmat dan hidayah serta kesehatan selama melaksanakan kegiatan PLT. 2. Keluarga yang saya cinta terutama kepada orangtua yang telah memberikan dukungan moral dan materi. 3. Bapak Prof. Sutrisna Aji Wibawa, M.Pd selaku rektor Universitas Negeri Yogyakarta yang telah memberikan izin dan kesempatan melaksanakan PLT. 4. Pihak Lembaga Pengembangan dan Penjaminan Mutu Pendidikan (LPPMP) yang telah menyelenggarakan kegiatan PLT dengan baik 5. Bapak Prof. Herman Dwi Surjono, Ph.D. selaku Dosen Pamong dan Dosen Pembimbing Lapangan PLT yang telah memberikan bimbingan dan pemantauan hingga penyusunan laporan ini. 6. Ibu Dra. Hj. Wafir selaku Kepala Sekolah SMK Muhammadiyah 2 Klaten Utara yang telah memberikan izin, sarana, dan prasarana, serta kesempatan kepada mahasiswa untuk melaksanakan program PLT.
    [Show full text]
  • Exposing Minstrelsy and Racial Representation Within American Tap Dance Performances of The
    UNIVERSITY OF CALIFORNIA Los Angeles Masks in Disguise: Exposing Minstrelsy and Racial Representation within American Tap Dance Performances of the Stage, Screen, and Sound Cartoon, 1900-1950 A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Culture and Performance by Brynn Wein Shiovitz 2016 © Copyright by Brynn Wein Shiovitz 2016 ABSTRACT OF THE DISSERTATION Masks in Disguise: Exposing Minstrelsy and Racial Representation within American Tap Dance Performances of the Stage, Screen, and Sound Cartoon, 1900-1950 by Brynn Wein Shiovitz Doctor of Philosophy in Culture and Performance University of California, Los Angeles, 2016 Professor Susan Leigh Foster, Chair Masks in Disguise: Exposing Minstrelsy and Racial Representation within American Tap Dance Performances of the Stage, Screen, and Sound Cartoon, 1900-1950, looks at the many forms of masking at play in three pivotal, yet untheorized, tap dance performances of the twentieth century in order to expose how minstrelsy operates through various forms of masking. The three performances that I examine are: George M. Cohan’s production of Little Johnny ii Jones (1904), Eleanor Powell’s “Tribute to Bill Robinson” in Honolulu (1939), and Terry- Toons’ cartoon, “The Dancing Shoes” (1949). These performances share an obvious move away from the use of blackface makeup within a minstrel context, and a move towards the masked enjoyment in “black culture” as it contributes to the development of a uniquely American form of entertainment. In bringing these three disparate performances into dialogue I illuminate the many ways in which American entertainment has been built upon an Africanist aesthetic at the same time it has generally disparaged the black body.
    [Show full text]
  • Authoring Embodied Conversational Agents for Tutor-User Interfaces
    137 XNAgent: Authoring Embodied Conversational Agents for Tutor-User Interfaces Andrew M. Olney, Patrick Hays, & Whitney L. Cade Institute for Intelligent Systems & Department of Psychology 365 Innovation Drive Memphis, Tennessee 38152 {aolney,dphays,wlcade}@memphis.edu http://iis.memphis.edu Abstract. Embodied conversational agents are virtual characters that engage users in conversation with appropriate speech, gesture, and facial expression. The high cost of developing embodied conversational agents has led to a recent increase in open source agent platforms. In this paper, we present XNAgent, an open source platform for embodied conversational agents based on the XNA Framework. By leveraging the high-level class structure of the XNA Frame- work, XNAgent provides a compact implementation that is suitable both as a starting point for the development of a more advanced system and as a teaching tool for AI curricula. In this paper we describe how we created an embodied conversational agent in XNA using skeletal and morph animation, motion cap- ture, and event-driven animation and how this process can facilitate the use of embodied conversational agents in the Generalized Intelligent Framework for Tutoring. Keywords: XNA, ECA, GIFT, agent, HCI, conversation, interface, tutoring 1 Introduction It is well known that we unconsciously and automatically interact with computers using social norms [1]. Embodied conversational agents (ECAs) capitalize on this phenomena as characters with human-like communicative capabilities. By doing so, ECAs leverage pointing, gestures, facial expressions, and voice to create a richer hu- man-computer interface. As a result ECAs have been used in diverse AI applications, including education [2], where they form an important part of the tutor-user interface.
    [Show full text]
  • Animation Is a Process Where Characters Or Objects Are Created As Moving Images
    3D animation is a process where characters or objects are created as moving images. Rather than traditional flat or 2d characters, these 3D animation images give the impression of being able to move around characters and observe them from all angles, just like real life. 3D animation technology is relatively new and if done by hand would take thousands of hours to complete one short section of moving film. The employment of computers and software has simplified and accelerated the 3D animation process. As a result, the number of 3D animators as well as the use of 3D animation technology has increased. What will I learn in a 3D animation program? Your 3D animation program course content depends largely upon the 3D animation program in which you enroll. Some programs allow you to choose the courses that you are interested in. Other 3D animation programs are more structured and are intended to train you for a specific career or 3D animation role within the industry. You may learn about character creation, storyboarding, special effects, image manipulation, image capture, modeling, and various computer aided 3D animation design packages. Some 3D animation courses may cover different methods of capturing and recreating movement for 3D animation. You may learn "light suit" technology, in which suits worn by actors pinpoint the articulation of joints by a light. This if filmed from various different angles and used to replicate animated movement in a realistic way). What skills will I need for a 3D animation program? You'll need to have both creativity and attention to detail for a career in 3D animation.
    [Show full text]
  • Animated Enchantment: a Psychoanalytic Exploration of The
    Animated Enchantment: A Psychoanalytic Exploration of the Enduring Popularity of Disney’s First Feature Films Howard Jacobs Queen Mary, University of London Thesis submitted for the qualification of Doctor of Philosophy (PhD) March 2014 2 Declaration I declare that the work presented in this thesis is my own. I have received professional assistance with styling, especially in making the bibliography and footnotes consistent, from Ms Chris Steel. (http://www.chrissteel-editorial.com/) Howard Jacobs Date: March 2014 Copyright The images in the Figures in this thesis are from: Snow White and the Seven Dwarfs © Walt Disney Productions; Ivan the Terrible Part I © Mosfilm; Dr Jekyll and Mr Hyde © Paramount Pictures; Pinocchio © Walt Disney Productions; Dumbo © Walt Disney Productions; Bambi © Walt Disney Productions. For all other parts of the thesis, the author’s copyright is Attribution- NonCommercial-NoDerivs (CC BY-NC-ND) 3 Abstract In this thesis I explore reasons for the widespread and enduring popularity of Disney’s first feature-length films (Snow White and the Seven Dwarfs (1937), Pinocchio (1940), Dumbo (1941) and Bambi (1942)). While acknowledging the historical, industrial and aesthetic features that have contributed to their success, my argument is that the continuing fascination of these films is in large part attributable to the manner in which they engage the spectator and evoke unconscious concerns about family cohesion, interpersonal conflicts and the death of parents. My investigation begins with an analysis of the films’ prefilmic provenance and narrative characteristics, placing an emphasis on the role of their narrative and extra-narrative components as embodying social, pedagogical and psychological meanings.
    [Show full text]
  • Alaris Capture Pro Software
    ) \ CONTENTS \ Chai niTTI Paoa llo. \ 1. information Concepts &.Processing 1-20 1 r S\ 1 2. Computer Appreciation 21-58 3. Data Communication & Networks 59-84 i 4. Introduction to Internet Technologies i 95-224^ 5. Concepts in Operating System 4 225-264 I . / X t X I I \ Y\ if \ . / li x- . I,, \'t . SYLLABUS COMPUTER FUNDAMENTAL SECTION A Information Concepts & Processing Definition of information, data vs information, introduction to information system, information representation digital media, images, graphics, animation, audio, video etc. Need a value & quality of information the concept of information entropy & numericals. SECTION B Computer Appreciation Definition of electronic computer, history, generation, characteristics & application of computers, classification of computers, RAM,ROM, computer hardware, CPU, various I/O devices, peripherals, storage media, software definition and concepts. SECTION C Data Communication & Network Computer networks , networking of computers, introduction to LAN, WAN, MAN, network topologies , basic concepts in computers computer n^orks, introduction to GPRS, CDMA,GSM & FM technologies. SECTION D Introdnction to Internet Technologies HTML, DHTML, WWW,FTP, TELINET, web browser, net surfing , search engines, e-mail, ISP, e-commerce, public key, private key, safety of business transaction on web. Concepts in Operation System Elementary concepts in operation system, GUI, introduction to DOS, MS windows. t . classification of computere, RAM, ROM, computer hardware, CPU, various I/O devices, peripherals, storage media, software definition and cimcepts. SECTION C Data Conununication ft Networks Computer networics, networking of computers, introduction to LAN, WAN, MAN, network topologies, basic concepts in computers computer networks, introduction to GPBS, CDMA, GSM & FM technologies. SECTION D Introduction to Internet Technologies HTML, DHTML, WWW, FTP, TELENET, web browser, net surfing, searcbi engines, eomail, ISP, e-commerce, public key, private key, safety of business transaction on web.
    [Show full text]
  • Modellierung, Darstellung Und Interaktive Animierung Virtueller Charaktere in 3D-Echtzeitanwendungen
    Abstrakt 1 Hochschule der Medien, Stuttgart Fachbereich Druck und Medien Studiengang Medieninformatik Modellierung, Darstellung und interaktive Animierung virtueller Charaktere in 3D-Echtzeitanwendungen Die Entstehung eines Charakters und die dynamische Animierung eines ped-Systems für eine interaktive 3D-Welt Diplomarbeit vorgelegt von Valentin Schwind Norman Pohl Erstprüfer: Prof. Dr. Jens-Uwe Hahn Zweitprüfer: Prof. Walter Kriha Stuttgart, den 06.01.2009 Abstrakt 2 Abstrakt Die vorliegende Arbeit befasst sich mit der Entstehung und Animierung virtueller Charaktere in interaktiven 3D- Welten. Anhand des Computerspiels „Die Stadt NOAH“, ein studiengangübergreifendes Projekt an der Hochschule der Medien Stuttgart (HdM), und der Überarbeitung der Hauptfigur „Sophie Faber“, möchten wir den Prozess dieser Entstehung vorstellen, auf die besonderen Herausforderungen dieser Entwicklung eingehen und die Erkenn- tnisse aus dieser Arbeit aufzeigen. Ziel ist es, die Techniken und Vorgehensweisen zu veranschaulichen, die für die grafische und programmiertechni- sche Entstehung solcher glaubwürdiger, dreidimensionaler Charaktere erforderlich sind. Wir lernen in dieser Ausar- beitung die Prozesse kennen, wie aus einem gezeichneten Konzept ein vollständiger, dreidimensionaler Charakter entsteht, der schließlich animiert und gesteuert werden kann. Schwerpunkt dieses Projekts ist hierbei die dynamische Animierung eines Charakters. Untersucht werden dabei die Aspekte der Konzeption, Modellierung, Texturierung, des Skulptierens und der Ani- mierung von
    [Show full text]
  • Real-Time Muscle Animation
    Joni-Petteri Kivistö REAL-TIME MUSCLE ANIMATION Opinnäytetyö Kajaanin ammattikorkeakoulu Luonnontieteiden ala Tietojenkäsittelyn koulutusohjelma Kevät 2012 OPINNÄYTETYÖ TIIVISTELMÄ Koulutusala Koulutusohjelma Luonnontieteiden ala Tietojenkäsittelyn koulutusohjelma Tekijä(t) Joni-Petteri Kivistö Työn nimi Real-Time Muscle Animation Vaihtoehtoisetvaihtoehtiset ammattiopinnot Ohjaaja(t) Nick Sweetman Toimeksiantaja Aika Sivumäärä ja liitteet Kevät 2012 39 Lihasten liikkeiden animointi on hiljalleen yleistymässä peleissä. Työvaiheet lihasanimaation toteuttamiseksi eivät ole vielä vakiintuneet ja erilaisia toteutustapoja hyödynnetään nykypäivän peleissä. Elokuvastudiot ovat hyödyn- täneet kehittyneitä animaatiotyökaluja kohta yli vuosikymmenen ajan luodakseen lihasanimaatioita. Peleissä ei voi suoraan hyödyntää elokuviin tarkoitettuja työkaluja, mutta niiden tuottamia tuloksia pystytään jäljittelemään. Il- man lihasten animointia pelihahmot voivat vaikuttaa nukkemaisilta ja epäuskottavilta. Kun pelihahmon lihasten liikkeet animoidaan, saadaan hahmoista realistisempia ja todentuntuisempia. Opinnäytetyön tavoitteena oli pyrkiä selvittämään millaisia teknologioita pelistudiot käyttävät tuottaakseen li- hasanimaatiota. Pelistudiot ovat vaitonaisia käyttämistään tekniikoista ja metodeista joilla luodaan lihasanimaatio- ta. Haastatteluista, blogeista ja tutkimusraporteista voi kuitenkin saada vinkkejä siitä, millaisia teknologisia ratkai- suja pelistudiot mahdollisesti käyttävät. Toisena tavoitteena oli rakentaa pelihahmoille luurakenne joka mahdollis-
    [Show full text]
  • Affective and Attentive Interaction with Virtual Humans In
    Affective and Attentive Interaction with Virtual Humans in Gaze-based Settings DISSERTATION zur Erlangung des akademischen Grades Doktor der Naturwissenschaften eingereicht an der Fakultät für Angewandte Informatik Universität Augsburg von Dipl.-Inf. Nikolaus Bee Januar 2013 Gutachter: Prof. Dr. Elisabeth André Prof. Dr. Marc Erich Latoschik Prof. Dr. Bernhard Möller Mündliche Prüfung: 08.01.2013 Danksagung Mein besonderer Dank gilt meiner Betreuerin Frau Prof. Dr. Elisabeth André, die mir nicht nur diese Promotion ermöglicht hat, sondern auch in herausfordenden Situation immer unterstützend zur Seite stand. Auch gilt mein Dank Herrn Prof. Dr. Marc Erich Latoschik und Herrn Prof. Dr. Bernhard Möller, die diese Dis- sertation spontan mit ihren hilfreichen Hinweisen und Vorschlägen unterstützt haben. Dank gilt auch meinen Kolleginnen und Kollegen am Lehrstuhl für Human-Cen- tered Multimedia für die gute Zusammenarbeit und die vielen nützlichen Ge- spräche. Besonders möchte ich hier Michael Wißner für die Zusammenarbeit in der Spieleprogrammierung und Weiterentwicklung der Horde3D GameEngine danken. Aber natürlich auch Ionut Damian, Felix Kistler und Dominik Sollfrank, die die Entwicklung der Horde3D GameEngine tatkräfig unterstützt haben. Desweitern möchte ich mich bei allen Studenten bedanken, die in den Lehrver- anstaltungen, Abschlussarbeiten oder als Hilfswissenschaftler meine Arbeiten un- terstüttz haben. Besonders danke ich hier der Susanne Tober, Bernhard Falk, Nico- las Schulz, Stefan Franke und Kathrin Janowski. Zudem möchte ich mich bei Prof. Dr. Helmut Prendinger bedanken, der durch meinen Aufenthalt in Japan nicht nur meinen Blick in kultureller Hinsicht erweit- ert hat. Auch Fred Charles, Diana Arellano und Marilyn Walker möchte ich für ihre Zusammenarbeit danken. Ein ganz besonderer Dank gilt meiner Frau Karin, die dann letztendlich immer wieder den notwendigen Ehrgeiz in mir geweckt hat.
    [Show full text]
  • Chapter 9 Animation System
    Chapter 9 Animation System 9.1 Types of Character Animation Cel Animation Cel animation is a specific type of traditional animation. A cel is a transparent sheet of plastic on which images can be painted or drawn. An animated sequence of cels can be placed on top of a fixed background painting or drawing to produce the illusion of motion without having to redraw the static background over and over. Cel Animation Rigid Hierarchical Animation The earliest approach to 3D character animation is a technique known as rigid hierarchical animation. In this approach, a character is modeled as a collection of rigid pieces. A typical break-down for a humanoid character might be pelvis, torso, upper arms, lower arms, upper legs, lower legs, hands, feet, and head. The rigid pieces are constrained to one another in a hierarchical fashion, analogous to the manner in which a mammal’s bones are connected at the joints. Rigid Hierarchical Animation Per-Vertex Animation and Morph Targets Per-vertex animation. In this approach, the vertices of the mesh are animated by an artist, and motion data is exported which tells the game engine how to move each vertex at runtime. This technique can produce any mesh deformation imaginable (limited only by the tessellation of the surface). However, it is a data-intensive technique, since time-varying motion information must be stored for each vertex of the mesh. For this reason, it has little application to real-time games. Per-Vertex Animation and Morph Targets Per-Vertex Animation and Morph Targets A variation on this technique known as morph target animation is used in some real-time games.
    [Show full text]
  • Skinning & Morphing Videos 2: Special Effects (SFX) Lecture
    2 Lecture 19 of 41 Lecture Outline Skinning & Morphing Reading for Last Class: §4.4 – 4.7, Eberly 2e Videos 2: Special Effects (SFX) Reading for Today: §5.3 – 5.5, Eberly 2e, CGA handout Reading for Next Class: §10.4, 12.7, Eberly 2e, Mesh handout Last Time: Scene Graph Rendering William H. Hsu State: transforms, bounding volumes, render state, animation state Department of Computing and Information Sciences, KSU Managing renderer and animation state Rendering: object-oriented message passing overview KSOL course pages: http://bit.ly/hGvXlH / http://bit.ly/eVizrE Public mirror web site: http://www.kddresearch.org/Courses/CIS636 Today: Skinning and Morphing Instructor home page: http://www.cis.ksu.edu/~bhsu Skins: surface meshes for faces, character models Morphing: animation techniques – gradual transition between skins Readings: Vertex tweening Using Direct3D n (Shader Model m, m n - 6) Today: §5.3 – 5.5, Eberly 2e – see http://bit.ly/ieUq45; CGA handout Next class: §10.4, 12.7, Eberly 2e, Mesh handout GPU-based interpolation: texture arrays, vertex texturing, hybrid Videos: http://www.kddresearch.org/Courses/CIS636/Lectures/Videos/ Videos: Special Effects (SFX) CIS 536/636 Computing & Information Sciences CIS 536/636 Computing & Information Sciences Lecture 19 of 41 Lecture 19 of 41 Introduction to Computer Graphics Kansas State University Introduction to Computer Graphics Kansas State University 3 4 Acknowledgements: Where We Are Computer Animation Intro Jason Lawrence Assistant Professor Department of Computer Science University of Virginia http://www.cs.virginia.edu/~jdl/ Acknowledgment: slides by Misha Kazhdan, Allison Klein, Tom Funkhouser, Adam Finkelstein and David Dobkin http://bit.ly/eB1Oj4 Thomas A.
    [Show full text]