705 resultados para Animation (Cinematography)


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balance animation

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In this paper we extend the reuse of paths to the shot from a moving light source. In the classical algorithm new paths have to be cast from each new position of a light source. We show that we can reuse all paths for all positions, obtaining in this way a theoretical maximum speed-up equal to the average length of the shooting path

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In this article, we present FACSGen 2.0, new animation software for creating static and dynamic threedimensional facial expressions on the basis of the Facial Action Coding System (FACS). FACSGen permits total control over the action units (AUs), which can be animated at all levels of intensity and applied alone or in combination to an infinite number of faces. In two studies, we tested the validity of the software for the AU appearance defined in the FACS manual and the conveyed emotionality of FACSGen expressions. In Experiment 1, four FACS-certified coders evaluated the complete set of 35 single AUs and 54 AU combinations for AU presence or absence, appearance quality, intensity, and asymmetry. In Experiment 2, lay participants performed a recognition task on emotional expressions created with FACSGen software and rated the similarity of expressions displayed by human and FACSGen faces. Results showed good to excellent classification levels for all AUs by the four FACS coders, suggesting that the AUs are valid exemplars of FACS specifications. Lay participants’ recognition rates for nine emotions were high, and comparisons of human and FACSGen expressions were very similar. The findings demonstrate the effectiveness of the software in producing reliable and emotionally valid expressions, and suggest its application in numerous scientific areas, including perception, emotion, and clinical and euroscience research.

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Sign language animations can lead to better accessibility of information and services for people who are deaf and have low literacy skills in spoken/written languages. Due to the distinct word-order, syntax, and lexicon of the sign language from the spoken/written language, many deaf people find it difficult to comprehend the text on a computer screen or captions on a television. Animated characters performing sign language in a comprehensible way could make this information accessible. Facial expressions and other non-manual components play an important role in the naturalness and understandability of these animations. Their coordination to the manual signs is crucial for the interpretation of the signed message. Software to advance the support of facial expressions in generation of sign language animation could make this technology more acceptable for deaf people. In this survey, we discuss the challenges in facial expression synthesis and we compare and critique the state of the art projects on generating facial expressions in sign language animations. Beginning with an overview of facial expressions linguistics, sign language animation technologies, and some background on animating facial expressions, a discussion of the search strategy and criteria used to select the five projects that are the primary focus of this survey follows. This survey continues on to introduce the work from the five projects under consideration. Their contributions are compared in terms of support for specific sign language, categories of facial expressions investigated, focus range in the animation generation, use of annotated corpora, input data or hypothesis for their approach, and other factors. Strengths and drawbacks of individual projects are identified in the perspectives above. This survey concludes with our current research focus in this area and future prospects.

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Sociologisk Forsknings digitala arkiv

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As far back as I can remember, I have always been interested in studio art. Whether it be painting, drawing, printmaking, or photography, it has consistently been a part of my life. Upon enrolling in Colby, I became interested in computers and decided to major my undergraduate college career in Computer Science. Not forgetting past interests, I continued my studio art education, taking several classes within the Art department. In due time, I began combining interests and began studying Computer Graphics and Design. With limited resources in this field at Colby, the majority of my computer graphic education and experience has been done on my own time apart from regular classroom work. As time progressed, so did my interests. Starting with simple image manipulation of digitally scanned photographs, I moved on to Web Page design, eventually leading to Desktop Publishing. Ultimately, I wanted to take a step further and expand my overall computer graphic knowledge by learning 3D modeling and animation. With even fewer resources in 3D animation at Colby, I perceived having trouble finding the information and tools I would need to gain the necessary skills for this new field. The Senior Scholars program gave me the opponunity to find and acquire the necessary tools to pursue my interest. This program also allowed me to devote the proper amount of time required for learning these new tools.

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With digital compositing and digital special effects, the traditional edits of cut, dissolve and wipe, are being augmented by a more complex, yet liberating, creative process. This paper will explore how the language of film editing may be shifting and evolving due to new tools at the filmmakers disposal (and the ease with which to use them).

With the convergence of all media into the digital realm, the distinctions between animation and live-action filmmaking are continuing to blur. In fact, editing live-action film is now often similar to the process of animation. In many ways, the film editor is becoming like an “animation-inbetweener, ” of the “key posses” that have been “drawn” by the cinematographer.

This new animator/compositor/editor uses a variety of methods for creating inbetweens in order to connect two distinctly different scenes. These can include the use of; morphing, animated mattes, digital animation, and controlled complex dissolves. Not only can this process create a unique visual style, but in addition, new languages can also be explored.

Eisenstein was very interested in how new meanings can be created by the linear juxtaposition of distinctly different scenes. But what does it mean when these two scenes are allowed to evolve into each other?

Furthermore, the editor, can now easily allow selected elements to transcend between shots. It is now possible for the editor to decide what portions of the scene are most important, and what the viewer should take with them into the next scene. What should be highlighted, or what elements should be suppressed.

In order to illustrate these ideas, this paper will look at the earlier film editing theories of, Eisenstein, Pudovkin and G.W. Pabst, and the traditions and theories of animation. It will also showcase contemporary compositing/editing examples.

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This thesis investigates 'Frankenstein', in the light of Cultural Poetic practices and modern psychological theories, illustrating the pivotal role it played in the transition of developmental psychology from philosophy to science. Drawing on Locke, Rousseau and Godwin, Shelley presents the monster as an exaggerated case study of the danger of ineffective nurturing.

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The thesis includes theoretical and practice based project work that examines the role of animation within architecture, and the relationship between change, time and design through techniques of animation.