4,097 research outputs found

    THE REALISM OF ALGORITHMIC HUMAN FIGURES A Study of Selected Examples 1964 to 2001

    Get PDF
    It is more than forty years since the first wireframe images of the Boeing Man revealed a stylized hu-man pilot in a simulated pilot's cabin. Since then, it has almost become standard to include scenes in Hollywood movies which incorporate virtual human actors. A trait particularly recognizable in the games industry world-wide is the eagerness to render athletic muscular young men, and young women with hour-glass body-shapes, to traverse dangerous cyberworlds as invincible heroic figures. Tremendous efforts in algorithmic modeling, animation and rendering are spent to produce a realistic and believable appearance of these algorithmic humans. This thesis develops two main strands of research by the interpreting a selection of examples. Firstly, in the computer graphics context, over the forty years, it documents the development of the creation of the naturalistic appearance of images (usually called photorealism ). In particular, it de-scribes and reviews the impact of key algorithms in the course of the journey of the algorithmic human figures towards realism . Secondly, taking a historical perspective, this work provides an analysis of computer graphics in relation to the concept of realism. A comparison of realistic images of human figures throughout history with their algorithmically-generated counterparts allows us to see that computer graphics has both learned from previous and contemporary art movements such as photorealism but also taken out-of-context elements, symbols and properties from these art movements with a questionable naivety. Therefore, this work also offers a critique of the justification of the use of their typical conceptualization in computer graphics. Although the astounding technical achievements in the field of algorithmically-generated human figures are paralleled by an equally astounding disregard for the history of visual culture, from the beginning 1964 till the breakthrough 2001, in the period of the digital information processing machine, a new approach has emerged to meet the apparently incessant desire of humans to create artificial counterparts of themselves. Conversely, the theories of traditional realism have to be extended to include new problems that those active algorithmic human figures present

    User-Centered Design of GPU-Based Shader Programs

    Get PDF

    A Study of Self-Image Through Portraiture

    Get PDF
    This active research study reviewed the relationship between portraiture and self-image in eighth grade students. The question that guided the research asked: How might student self-image of eighth graders at American Fork Junior High change when comparing portraits made as the subject, verses self-portraits made as the artist? Twelve students were asked to complete a selfportrait in graphite and respond to a series of interview questions designed to interpret whether the drawing and/or art medium influenced self-image. Next, the researcher completed a thirtyminute, video recorded head drawing of each student in blue colored pencil. The participants took part in another interview that explored the effects of portraiture on self-perception and the data from both drawings were compared. The main objective was to determine how style, quality, and art media in portraiture could influence student self-esteem. The findings were evaluated and showed that students were more worried about sitting as the subject for a drawing, but were generally happier with the results of the portrait for multiple reasons. The blue colored pencil, more often than not, was more appealing than the graphite; the style of the life drawings created an interesting aesthetic and students felt the drawing from life represented them in a positive and uplifting way. With the results of the study curricular adjustments can be made to portraiture units and relationships between teachers and students can be nurtured. Key Terms: Self-image, portraiture, head drawing, self-portrait, art media, aesthetic, trait specific esteem, state specific estee

    Computer-assisted animation creation techniques for hair animation and shade, highlight, and shadow

    Get PDF
    制度:新 ; 報告番号:甲3062号 ; 学位の種類:博士(工学) ; 授与年月日:2010/2/25 ; 早大学位記番号:新532

    Digital Hair Creation for Archaeological Facial Approximation: George Dixon, the Last Captain of the Hl Hunley

    Get PDF
    This study explores the application of digital hair creation techniques in archaeological facial approximation, focusing on the case of George Dixon, the last captain of the HL Hunley submarine. While digital hair creation techniques have been previously employed in facial approximation, this research seeks to investigate further their potential and advantages over traditional methods, particularly regarding flexibility and the ability to create multiple variations. Facial approximation is a critical method for reconstructing the physical appearance of historical individuals. However, accurately recreating their hairstyle presents a significant challenge due to limited information and reliance on artistic interpretation. This research aims to harness digital hair creation techniques to address these limitations by integrating archaeological evidence, historical records, and scientific principles. The methodology involves five steps: data collection, hair modeling, hair simulation, styling and texturing, and integration and evaluation. The data collection phase involves gathering archaeological evidence, historical accounts, and visual references of hairstyles from the relevant time period. Hair modeling involves creating a three-dimensional model of Dixon\u27s head using computed tomography (CT) scans or available data. Hair simulation employs advanced computer graphics techniques to simulate the physical properties of hair. Styling and texturing involve sculpting and manipulating the digital hair strands into the desired hairstyle and adding color and other attributes for a lifelike appearance. Finally, the reconstructed hairstyle is integrated with Dixon\u27s facial approximation model and evaluated for accuracy and realism. One of the key advantages of this digital approach is the ability to easily create alternate versions and conduct look development in consultation with archaeologists. This allows for a more comprehensive exploration of possible hairstyles and facial hair variations for Dixon, enhancing the accuracy and authenticity of the facial approximation. This research contributes to the growing body of work on the application of digital techniques in archaeological facial approximation. The findings from this study will offer valuable insights into the appearance of George Dixon and provide a useful reference for future research in the field. Keywords: digital hair creation, archaeological facial approximation, hairstyle reconstruction, George Dixon, HL Hunley, computed tomography, three-dimensional modeling, hair simulation, styling, texturing, accuracy, authenticity, forensic archaeology

    Reproducing the Chinese Ancient Heroic Figure “Xiang Yu” Using 3D Graphics Technology

    Get PDF
    The ancient country of China has a long history. It has many fascinating historical stories, historical figures, and an elaborate history. For people who want to learn about Chinese history it can often seem overwhelming. I am planning to find an easy and interesting approach for people who are interested in learning about Chinese history. The effective approach to communicate to people could be enhanced visuals depicting the rich his€tory of China. Out of this long history, I decided to reproduce a Chinese ancient heroic figure with 3D graphics tech€nology. I will achieve this by using 3D modeling technology, using nCloth, particles, fur, lighting, and rendering to cre€ate an ancient Chinese hero, and historic environment. I will create 3D animation, and use motion graphics to make the beginning and end pieces for historical scenes. This piece of scene will display a realistic historic story; with two main characters (the hero and his wife) in this project

    A Lighting Coordinate Database for 3D Art Objects

    Get PDF
    Cataloged from PDF version of article.Artists making three-dimensional art objects have an idea in their minds about how to illuminate their creations. For museums and galleries to illuminate these objects successfully according to the ideas of the artist, the types of light sources and their locations must be known. To fulfil this requirement, we propose a lighting coordinate database (LCD) to establish the coordinates of light sources. We describe two possible methods of obtaining data for this database: a computer software method and a hardware method. The head of Michelangelo's David is used to test the applicability of the two methods. In the software method, the scanned image of David's head is illuminated on the computer screen and data for the location of light sources are created. In the hardware method, a second set of data is created by illuminating a scale model of David using light emitting diodes (LED)

    Montana Folk Festival 2023, Butte, Montana

    Get PDF
    This study was conducted for the non-profit Mainstreet Uptown Butte to provide insight into the characteristics of attendees of the 2023 Montana Folk Festival. Paper surveys were completed by 860 attendees of the event. Results show that 82% of respondents were residents of Montana, and of those Montana residents, 45% were from Butte-Silver Bow County. Out-of-county respondents spent an average of 3.43 nights in Butte-Silver Bow County and more people spent money on restaurants/bars and hotel/motel while visiting the area than any other spending categories. Respondents to the survey reported a total spending of $199,074.00 in the Butte-Silver Bow County area. Results provide event organizers and Mainstreet Uptown Butte with useful data for future event planning, making improvements to the event, event marketing/promotion, and understanding the visitor spending associated with the event
    corecore