495 research outputs found

    The 3-D Animated Codescape: Imperfection and Digital Labor Zones in Wall-E (2008) and Wreck-It Ralph (2012)

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    Live-action film and video games share a presence and convergence in each media’s visuality and narrative storytelling; this is especially apparent over the last four decades – from Tron (1982) to Run Lola Run (1998) to The Beach (2000) and now ‘machinima’ as new computational genre cinema via Minecraft (2014). To complicate matters, only recently are cinema and video games now tropes in 3-D computer animation, with films such as Wall-E (Andrew Stanton, 2008) and Wreck-It Ralph (Rich Moore, 2012) absorbing these cultural relations. In this article, the authors explicate on two interwoven yet separable themes in the Walt Disney/Pixar films. First, they theorize aspects of the ‘imperfect aesthetic’ as connected to an audience and industry’s desire to aesthetically ‘deskill’ – as explained in John Roberts’s article ‘Art after deskilling’ (2010) – the image of its characters, in the process making the characters more vulnerable and thus more endearing. This imperfect aesthetic is typically associated with avant-garde animation or animated shorts, yet to link imperfection to 3-D computer animation illustrates a new visual tendency since the 2000s. Second, they draw on the scholarship of Maurizio Lazzarato to relate immaterial labor to what each character does in their animated worlds, what they call ‘digital labor zones’: the Wall-E robot is prone to affective labor while in Wreck-It Ralph, Ralph, the goofy villain, begins to question the reasons for his rampaging behavior and the labor behind such actions

    Group Egotism in the Pergamon Altar: Debunking the idea of individualism in Hellenistic Art

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    Digital imperfections : analog processes in 21st century cinema

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    Present day cinema’s singular pursuit of digital visual effects has resulted in a perceptual alienation of the audience due to missing constructive collaboration between artist and audience resulting from the imperfect mix of multiple analog and digital sources in the creation of the illusions. The digital’s ability to represent anything and everything on its own reduces the viewer to a mere spectator and no longer an imaginative participant. The reintroduction of imperfect analog effects, married to the digital medium, allows the viewer to contribute to the illusion rather than be pushed away by the perfectionist digital rendering that does not require their assistance. Both absence and imperfection are essential to selling the illusions of the cinematic landscape. This thesis project, the feature film Prairie Dog, is designed to address this singular digital disconnect in present day cinematic illusions by creating and experimenting in a variety of analog effects in combination with digital processing to illustrate the viability of analog incorporation in present day digital cinema

    Journeys through Architecture: the Body, Spaces, and Arts in Dorothy Richardson’s Pilgrimage

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    The inter-arts potential of Dorothy Miller Richardson’s life’s work, Pilgrimage, has been gaining critical attention since the end of the twentieth century, with continuous scholarly efforts dedicated in revealing the cinematic, painterly, and musical depths of the novel sequence. Building on such established foundation, this study responds to this inter-arts call of Richardson scholarship by taking an architectural turn, and contends Pilgrimage as a piece of architectural construct—a literary work that demonstrates the coming together of the body, spaces, and arts. Interdisplinary in nature, this study draws on diverse fields of inquiry in its configuration of the architectural as manifested in Pilgrimage, with two interconnecting sections. Merleau-Ponty’s perceptual phenomenology and recent theorisations of body-space interaction in various disciplines, such as cultural geography and anthropology, underpin the first section of the discussion, which attempts to explicate the spatial significance implied in Miriam’s (the protagonist) sensuous interactions with the different kinds of space around or within her. While the first section underscores how the art of literature embodies Miriam’s sensuous-spatial dynamics, the second section illuminates how the spatial arts of painting and architecture come into contact with Pilgrimage. Collaborating biographical, painterly, literary, and phenomenological approaches, the thesis considers the sequence’s manoeuver over the issues of simultaneity, instaneity, moment, and subject matter as the manifestation of literary impressionism. After contemplating Pilgrimage as a piece of literary impressionism, the discussion concludes by considering the sequence as a piece of haptic architecture, with the notion of ‘fragile architecture’ formulated by Juhani Pallasmaa. By re-examining how Miriam’s body, spaces, and arts interact and integrate throughout Pilgrimage, the thesis aspires to bring to light its architectural disposition

    Non-photorealistic rendering: a critical examination and proposed system.

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    In the first part of the program the emergent field of Non-Photorealistic Rendering is explored from a cultural perspective. This is to establish a clear understanding of what Non-Photorealistic Rendering (NPR) ought to be in its mature form in order to provide goals and an overall infrastructure for future development. This thesis claims that unless we understand and clarify NPR's relationship with other media (photography, photorealistic computer graphics and traditional media) we will continue to manufacture "new solutions" to computer based imaging which are confused and naive in their goals. Such solutions will be rejected by the art and design community, generally condemned as novelties of little cultural worth ( i.e. they will not sell). This is achieved by critically reviewing published systems that are naively described as Non-photorealistic or "painterly" systems. Current practices and techniques are criticised in terms of their low ability to articulate meaning in images; solutions to this problem are given. A further argument claims that NPR, while being similar to traditional "natural media" techniques in certain aspects, is fundamentally different in other ways. This similarity has lead NPR to be sometimes proposed as "painting simulation" — something it can never be. Methods for avoiding this position are proposed. The similarities and differences to painting and drawing are presented and NPR's relationship to its other counterpart, Photorealistic Rendering (PR), is then delineated. It is shown that NPR is paradigmatically different to other forms of representation — i.e. it is not an "effect", but rather something basically different. The benefits of NPR in its mature form are discussed in the context of Architectural Representation and Design in general. This is done in conjunction with consultations with designers and architects. From this consultation a "wish-list" of capabilities is compiled by way of a requirements capture for a proposed system. A series of computer-based experiments resulting in the systems "Expressive Marks" and 'Magic Painter" are carried out; these practical experiments add further understanding to the problems of NPR. The exploration concludes with a prototype system "Piranesi" which is submitted as a good overall solution to the problem of NPR. In support of this written thesis are : - • The Expressive Marks system • Magic Painter system • The Piranesi system (which includes the EPixel and Sketcher systems) • A large portfolio of images generated throughout the exploration

    Implementing non-photorealistic rendreing enhancements with real-time performance

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    We describe quality and performance enhancements, which work in real-time, to all well-known Non-photorealistic (NPR) rendering styles for use in an interactive context. These include Comic rendering, Sketch rendering, Hatching and Painterly rendering, but we also attempt and justify a widening of the established definition of what is considered NPR. In the individual Chapters, we identify typical stylistic elements of the different NPR styles. We list problems that need to be solved in order to implement the various renderers. Standard solutions available in the literature are introduced and in all cases extended and optimised. In particular, we extend the lighting model of the comic renderer to include a specular component and introduce multiple inter-related but independent geometric approximations which greatly improve rendering performance. We implement two completely different solutions to random perturbation sketching, solve temporal coherence issues for coal sketching and find an unexpected use for 3D textures to implement hatch-shading. Textured brushes of painterly rendering are extended by properties such as stroke-direction and texture, motion, paint capacity, opacity and emission, making them more flexible and versatile. Brushes are also provided with a minimal amount of intelligence, so that they can help in maximising screen coverage of brushes. We furthermore devise a completely new NPR style, which we call super-realistic and show how sample images can be tweened in real-time to produce an image-based six degree-of-freedom renderer performing at roughly 450 frames per second. Performance values for our other renderers all lie between 10 and over 400 frames per second on homePC hardware, justifying our real-time claim. A large number of sample screen-shots, illustrations and animations demonstrate the visual fidelity of our rendered images. In essence, we successfully achieve our attempted goals of increasing the creative, expressive and communicative potential of individual NPR styles, increasing performance of most of them, adding original and interesting visual qualities, and exploring new techniques or existing ones in novel ways.KMBT_363Adobe Acrobat 9.54 Paper Capture Plug-i

    An Artistic Approach for Intuitive Control of Light Transfer in Participating Media

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    The sole purpose of every form of visual representation is to make something look believable. Even among abstract or conceptual representation, the purpose is to create something that within the defined visual language the audience will consider believable and accepted. In the field of computer generated representation there are numerous visual languages that have been developed throughout the years, attempting to solve different visualization or artistic problems. This thesis presents an alternative light transfer model for participating media focused on the intuitive control of the illumination data and the artistic value of the resulting image. The purpose is not focused on accurately modeling lights physical behavior and its interaction with the surfaces and elements. My thesis describes an artistic approach which aims to offer an organic and intuitive control of the glow and temperature of the effects of participating media and direct the value and hues through the surfaces. The system described in the thesis approximates light transfer through a given volume by calculating light contribution in the volume with discreet sampling and subsequently gathering these values to determine the diffuse scattering contribution for the volume. I will also discuss the assumptions made to allow such approximations, as well as how the intuitive control offered by the approach and these approximations allow new forms or representation and artistic direction
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