16,757 research outputs found
Geometric, Variational Integrators for Computer Animation
We present a general-purpose numerical scheme for time integration of Lagrangian dynamical systems—an important
computational tool at the core of most physics-based animation techniques. Several features make this
particular time integrator highly desirable for computer animation: it numerically preserves important invariants,
such as linear and angular momenta; the symplectic nature of the integrator also guarantees a correct energy
behavior, even when dissipation and external forces are added; holonomic constraints can also be enforced quite
simply; finally, our simple methodology allows for the design of high-order accurate schemes if needed. Two key
properties set the method apart from earlier approaches. First, the nonlinear equations that must be solved during
an update step are replaced by a minimization of a novel functional, speeding up time stepping by more than a
factor of two in practice. Second, the formulation introduces additional variables that provide key flexibility in the
implementation of the method. These properties are achieved using a discrete form of a general variational principle
called the Pontryagin-Hamilton principle, expressing time integration in a geometric manner. We demonstrate
the applicability of our integrators to the simulation of non-linear elasticity with implementation details
Computer animation data management: Review of evolution phases and emerging issues
The computer animation industry has been booming and prospering in recent thirty years. One of the significant changes faced by this industry is the evolution of computer-animation data and, yet, extant literature has offered very little insights into the evolution process and management issues pertinent to computer-animation data. Hence, many questions have surfaced in the extant literature of computer-animation data management. For example, to what extent has the data content expanded in terms of quantity and quality? To what extent has the information technology used to store and process the data changed? To what extent have the user and the community groups diversified in terms of their nature and number? Knowledge pertaining to these issues can provide new research directions to academics and also insights to practitioners for more effective and innovative management of computer-animation data. This conceptual paper, therefore, takes the pioneering step to address these issues by proposing four factors prudent for examining the evolution phases associated with computer-animation data management: technology, content, users, and community. Next, this paper presents a conceptual framework illustrating the inter-dependent relationships between these four factors together with associated theoretical and managerial issues. This paper, albeit limited by its conceptual nature, advances the extant literature of computer animation, information system, and open-product model
Knee kinematics of total knee replacement patients: pre and post operative analysis using computer generated images
This project aims to show a comparison of knee kinematics in pre- and post-operative knee replacement surgery, using computer animation to represent a patient specific model of the knee joint interactions under every day conditions
Computer animation of modal and transient vibrations
An interactive computer graphics processor is described that is capable of generating input to animate modal and transient vibrations of finite element models on an interactive graphics system. The results from NASTRAN can be postprocessed such that a three dimensional wire-frame picture, in perspective, of the finite element mesh is drawn on the graphics display. Modal vibrations of any mode shape or transient motions over any range of steps can be animated. The finite element mesh can be color-coded by any component of displacement. Viewing parameters and the rate of vibration of the finite element model can be interactively updated while the structure is vibrating
Pemanfaatan Media Animasi Komputer dalam Pembelajaran IPS untuk Perolehan Belajar Konsep Perdagangan Internasional di Kelas IX pada MTs. Negeri 1 Pontianak
Computer Animation Media is an alternative media which appropriate to improve MTs.N 1 Pontianak students learning outcome.This research is used qualitative approach in descriptive form. The techniques of the data collecting were interviews, observations, questioners and documentations. This study was done in grade-IX of MTs.N 1 Pontianak. The implementation of learning social science was conducted in three phases; pre-activity, whilst activity and post activity. All of the activities had been done well. The prescription of learning has been appropriate with students characters, students learning style and learning basic ability. The achievement of grade 9 students learning after examining on computer animation media showed the significant increase. It was proved that the achievement of the pre-test was 79,9. And after the implementation of computer animation media, The post-test showed that the achievement increased 100%. It meant that it had 20,30% increases. That increase is obtained after learning and using appropriate computer animation media. The result the research showed that the use of computer animation media could improve studentslearning achievement
PREPARATION OF COMPUTER ANIMATION MODEL FOR LEARNING ELECTRICAL MAGNETIC II PHYSICAL EDUCATION PROGRAM STUDENTS SEMESTER IV TEACHER TRAINING AND EDUCATION FACULTY SARJANAWIYATA TAMANSISWA UNIVERSITY 2014
The experiment was conducted with the purpose : (1) to obtain the product
models of learning computer animation physics electricity magnetism two
physical education programs for students of fourth semester, and (2) to determine
the effectiveness of learning outcomes using computer models animation the
magnetic power of two courses in four semesters students Education Program
Physics FKIP-UST Yogyakarta. This research is about the development of
computer animation models in order to determine the effectiveness of teaching
and learning magnets electric two physical education programs to students. The
location of this research is in the Physical Education Program Guidance and
Counseling-UST Yogyakarta. The subject of research is the development of
developing the model and the effectiveness of learning computer animation
magnetic power of two in a four-semester students in 2014 a number of 30
students. Data collection techniques in this study uses observation sheet
instruments Likert scale models and objective multiple choice test. Data analysis
techniques are quantitative and qualitative assessment to determine the product
descriptive computer animation models to study the effectiveness of learning
outcomes and the two magnet power on students. The results of this study are: (1)
the product obtained by the learning model of computer animation with a score of
two electric magnets valuation predicate 82.76 enter good ranking, and (2) a score
of effectiveness of learning outcomes assessment in groups using a computer
animation model is 84.33 ranked the predicate very effective. The conclusion is
obtained by the product of computer animated models of learning with both
predicate ranking, and student learning outcomes and the effectiveness of using a
computer animation model makes a predicate ranked excellent or very effective.
Keywords: Modeling, Animation, Computer, Learning, Electricity, Magnetism
Frattali e computer animation
Definizione e teoria dei frattali. Modelli e applicazioni alla grafica digitale
Comments on event driven animation
Event driven animation provides a general method of describing controlling values for various computer animation techniques. A definition and comments are provided on genralizing motion description with events. Additional comments are also provided about the implementation of twixt
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