39 research outputs found
Extracting 3D motion from hand-drawn animated figures
Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1991.Includes bibliographical references (leaf 58).by Walter Roberts Sabiston.M.S.V.S
Computer generated animation and movie production at LARC: A case study
The process of producing computer generated 16mm movies using the MOVIE.BYU software package developed by Brigham Young University and the currently available hardware technology at the Langley Research Center is described. A general overview relates the procedures to a specific application. Details are provided which describe the data used, preparation of a storyboard, key frame generation, the actual animation, title generation, filming, and processing/developing the final product. Problems encountered in each of these areas are identified. Both hardware and software problems are discussed along with proposed solutions and recommendations
MARS: a tool-based modeling, animation and parallel rendering system
Ankara : Department of Computer Engineering and Information Science and Institute of Engineering and Science, Bilkent Univ., 1992.Thesis (Master's) -- Bilkent University, 1992.Includes bibliographical refences.A b stract: This thesis describes a system for modeling, animating, previewing
and rendering articulated objects. Tl^^ system has a modeler which models objects,
consisting of joints and segments. The animatoi- interactively positions the articulated
object in its stick, control vertex or rectangular prism representation into the
keyframes, interpolates inbetweens and previews the motion in real time. Then the
data representing the motion and the models is sent to a multicomputer {iPSC/2
Ilypercube^). The frames are rendered in parallel by distributed processing techniques,
exploiting the coherence between successive frames, thus cutting down the
rendering time significantly. The main aim of this research has been to make a detailed
study on rendering of a sequence of 3D scenes. The results show that due to
an inherent correlation between the 3D scenes, a much more efficient rendering than
the conventional sequential one can be done.Aktıhanoğlu, MuratM.S
The computer synthesis of expressive three-dimensional facial character animation.
This present research is concerned with the design, development and implementation of three-dimensional
computer-generated facial images capable of expression
gesture and speech.
A review of previous work in chapter one shows that to date
the model of computer-generated faces has been one in which
construction and animation were not separated and which
therefore possessed only a limited expressive range. It is
argued in chapter two that the physical description of the
face cannot be seen as originating from a single generic
mould. Chapter three therefore describes data acquisition
techniques employed in the computer generation of free-form
surfaces which are applicable to three-dimensional faces.
Expressions are the result of the distortion of the surface
of the skin by the complex interactions of bone, muscle and
skin. Chapter four demonstrates with static images and short
animation sequences in video that a muscle model process
algorithm can simulate the primary characteristics of the
facial muscles.
Three-dimensional speech synchronization was the most
complex problem to achieve effectively. Chapter five
describes two successful approaches: the direct mapping of
mouth shapes in two dimensions to the model in three
dimensions, and geometric distortions of the mouth created
by the contraction of specified muscle combinations.
Chapter six describes the implementation of software for
this research and argues the case for a parametric approach.
Chapter seven is concerned with the control of facial
articulations and discusses a more biological approach to
these. Finally chapter eight draws conclusions from the
present research and suggests further extensions
Animation of human motion : an interactive tool
Ankara : Department of Computer Engineering and Information Science and the Institute of Engineering and Science of Bilkent Üniv., 1991.Thesis (Master's) -- Bilkent University, 1991.Includes bibliographical references leaves 74-78.Mahmud, Syed KamranM.S
Generating Continual Human Motion in Diverse 3D Scenes
We introduce a method to synthesize animator guided human motion across 3D
scenes. Given a set of sparse (3 or 4) joint locations (such as the location of
a person's hand and two feet) and a seed motion sequence in a 3D scene, our
method generates a plausible motion sequence starting from the seed motion
while satisfying the constraints imposed by the provided keypoints. We
decompose the continual motion synthesis problem into walking along paths and
transitioning in and out of the actions specified by the keypoints, which
enables long generation of motions that satisfy scene constraints without
explicitly incorporating scene information. Our method is trained only using
scene agnostic mocap data. As a result, our approach is deployable across 3D
scenes with various geometries. For achieving plausible continual motion
synthesis without drift, our key contribution is to generate motion in a
goal-centric canonical coordinate frame where the next immediate target is
situated at the origin. Our model can generate long sequences of diverse
actions such as grabbing, sitting and leaning chained together in arbitrary
order, demonstrated on scenes of varying geometry: HPS, Replica, Matterport,
ScanNet and scenes represented using NeRFs. Several experiments demonstrate
that our method outperforms existing methods that navigate paths in 3D scenes