13,186 research outputs found

    Improvements on a simple muscle-based 3D face for realistic facial expressions

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    Facial expressions play an important role in face-to-face communication. With the development of personal computers capable of rendering high quality graphics, computer facial animation has produced more and more realistic facial expressions to enrich human-computer communication. In this paper, we present a simple muscle-based 3D face model that can produce realistic facial expressions in real time. We extend Waters' (1987) muscle model to generate bulges and wrinkles and to improve the combination of multiple muscle actions. In addition, we present techniques to reduce the computation burden on the muscle mode

    The Evolution of Stop-motion Animation Technique Through 120 Years of Technological Innovations

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    Stop-motion animation history has been put on paper by several scholars and practitioners who tried to organize 120 years of technological innovations and material experiments dealing with a huge literature. Bruce Holman (1975), Neil Pettigrew (1999), Ken Priebe (2010), Stefano Bessoni (2014), and more recently Adrián Encinas Salamanca (2017), provided the most detailed even tough partial attempts of systematization, and designed historical reconstructions by considering specific periods of time, film lengths or the use of stop-motion as special effect rather than an animation technique. This article provides another partial historical reconstruction of the evolution of stop-motion and outlines the main events that occurred in the development of this technique, following criteria based on the innovations in the technology of materials and manufacturing processes that have influenced the fabrication of puppets until the present day. The systematization follows a chronological order and takes into account events that changed the technique of a puppets’ manufacturing process as a consequence of the use of either new fabrication processes or materials. Starting from the accident that made the French film-pioneer Georges Méliès discover the trick of the replacement technique at the end of the nineteenth century, the reconstruction goes through 120 years of experiments and films. “Build up” puppets fabricated by the Russian puppet animator Ladislaw Starevicz with insect exoskeletons, the use of clay puppets and the innovations introduced by LAIKA entertainment in the last decade such as Stereoscopic photography and the 3D computer printed replacement pieces, and then the increasing influence of digital technologies in the process of puppet fabrication are some of the main considered events. Technology transfers, new materials’ features, innovations in the way of animating puppets, are the main aspects through which this historical analysis approaches the previously mentioned events. This short analysis is supposed to remind and demonstrate that stop-motion animation is an interdisciplinary occasion of both artistic expression and technological experimentation, and that its evolution and aesthetic is related to cultural, geographical and technological issues. Lastly, if the technology of materials and processes is a constantly evolving field, what future can be expected for this cinematographic technique? The article ends with this open question and without providing an answer it implicitly states the role of stop-motion as a driving force for innovations that come from other fields and are incentivized by the needs of this specific sector

    Space-Time Transfinite Interpolation of Volumetric Material Properties

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    The paper presents a novel technique based on extension of a general mathematical method of transfinite interpolation to solve an actual problem in the context of a heterogeneous volume modelling area. It deals with time-dependent changes to the volumetric material properties (material density, colour and others) as a transformation of the volumetric material distributions in space-time accompanying geometric shape transformations such as metamorphosis. The main idea is to represent the geometry of both objects by scalar fields with distance properties, to establish in a higher-dimensional space a time gap during which the geometric transformation takes place, and to use these scalar fields to apply the new space-time transfinite interpolation to volumetric material attributes within this time gap. The proposed solution is analytical in its nature, does not require heavy numerical computations and can be used in real-time applications. Applications of this technique also include texturing and displacement mapping of time-variant surfaces, and parametric design of volumetric microstructures

    Annual Report, 2008-2009

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    Ant Tribe

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    Ant Tribe describes the post-80s generation university graduates who live together in poor conditions without Social security in communities around China\u27s major metropolises. They dream of a better life in big cities but struggle with low-paying jobs. These struggling elites have become the fourth weak Social group, after peasants, migrant workers and unemployed people. The reason why these college graduates are compared to ants is that they are like ants: clever, hardworking, politically weak and living in groups. The real world is always different from the ideal world of the Ant Tribe in China. They often lose their purposes in a complex society. It is more important for them to recognize the distance between the real and imaginary in order to rethink whether it is a right choice to stay in a big city and try to realize their dreams. The intention of the Ant Tribe installation is to explore the process and concept of changing between the real and fantasy. In the installation, I hope to portray the Ant Tribe phenomenon widely and deeply from an artist\u27s perspective. The most important thing for me is using my artistic practice to investigate the power of the media over the contemporary subject in order to activate the viewers to question some Social issues regarding humanity consciousness. My artwork should be thought - provoking for them. I would like to use my visual language to convey specific Social issues to inquire how far the viewers are from their dreams. I hope they think about themselves in their complex society physically and psychologically when they go through my work
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