نتایج جستجو برای: experimental and animation animation
تعداد نتایج: 16914173 فیلتر نتایج به سال:
Abstract The study aims to explore a new form of immersive animation scene design and improve the application effect virtual reality (VR) in design. First, research status VR related concepts are analyzed, basic characteristics visual effects scenes summarized. Second, three elements create immersion color, light shadow, digital information technology. Finally, technology an is problem vertigo ...
Frame buffer animation creates the illusion of limited real-time animation with static pic tures stored in the image memory of a digital frame buffer. Hardware features in the output video chain such as the video controller, the crossbar switch, and the colour tables allow tech niques like zoom-pan-scroll animation, crossbar animation, three forms of colour table animation, and various combin...
Many of the techniques which had recently only been used in off-line animation, like skeletal animation, real-time deformation and skinning of meshes, are now established methods for the implementation of real-time 3D character animation. The importance of real-time character animation in computer games has increased considerably over the past decade. Due to advances in computer hardware and es...
The aim of this study is to investigate the effects of segmented-animation and continuous-animation presentation in facilitating the learning of students, with different spatial visualization ability. An animation showing the cellular signal transmission process was developed for the purpose of this research. It was tested under a teacher-controlled projected presentation condition, which makes...
Oftentimes facial animation is created separately from overall body motion. Since convincing facial animation is challenging enough in itself, artists tend to create and edit the face motion in isolation. Or if the face animation is derived from motion capture, this is typically performed in a mo-cap booth while sitting relatively still. In either case, recombining the isolated face animation w...
Recap: In the last couple of lectures we introduced the principal elements of skeletal models and how to represent animations. Recall that a skeletal model consists of a collection of joints, which have been joined into a rooted tree structure. Recall that a pose is defined by rotating each of the joints in a specific way. Rotations are defined relative to a default pose, called the bind pose o...
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