1,884 research outputs found

    Presenting in Virtual Worlds: Towards an Architecture for a 3D Presenter explaining 2D-Presented Information

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    Entertainment, education and training are changing because of multi-party interaction technology. In the past we have seen the introduction of embodied agents and robots that take the role of a museum guide, a news presenter, a teacher, a receptionist, or someone who is trying to sell you insurances, houses or tickets. In all these cases the embodied agent needs to explain and describe. In this paper we contribute the design of a 3D virtual presenter that uses different output channels to present and explain. Speech and animation (posture, pointing and involuntary movements) are among these channels. The behavior is scripted and synchronized with the display of a 2D presentation with associated text and regions that can be pointed at (sheets, drawings, and paintings). In this paper the emphasis is on the interaction between 3D presenter and the 2D presentation

    Study on the Design Method of Cartoon Character Modeling Based on Evolutionary Computation

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    The animation industry is in a relatively advanced development state among emerging industries in China. Due to the excellent expression of anime character images and their ability to fully express the theme ideas through language, expressions, music, and other means, they have received good evaluations. However, in 3D anime design, the aesthetics and quality of cartoon character designs will directly aff ect the artistic expression of the work. Therefore, this article fi rst outlines the background of cartoon character design in anime, and on this basis, proposes the use of evolutionary calculus methods to design the evolutionary generation and styling of cartoon character components. Through experiments, it has been shown that the method of evolutionary computation is benefi cial for improving the design speed of cartoon character designs and greatly reducing the workload of designers

    Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter

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    Multiparty-interaction technology is changing entertainment, education, and training. Deployed examples of such technology include embodied agents and robots that act as a museum guide, a news presenter, a teacher, a receptionist, or someone trying to sell you insurance, homes, or tickets. In all these cases, the embodied agent needs to explain and describe. This article describes the design of a 3D virtual presenter that uses different output channels (including speech and animation of posture, pointing, and involuntary movements) to present and explain. The behavior is scripted and synchronized with a 2D display containing associated text and regions (slides, drawings, and paintings) at which the presenter can point. This article is part of a special issue on interactive entertainment

    A study of how Chinese ink painting features can be applied to 3D scenes and models in real-time rendering

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    Past research findings addressed mature techniques for non-photorealistic rendering. However, research findings indicate that there is little information dealing with efficient methods to simulate Chinese ink painting features in rendering 3D scenes. Considering that Chinese ink painting has achieved many worldwide awards, the potential to effectively and automatically develop 3D animations and games in this style indicates a need for the development of appropriate technology for the future market. The goal of this research is about rendering 3D meshes in a Chinese ink painting style which is both appealing and realistic. Specifically, how can the output image appear similar to a hand-drawn Chinese ink painting. And how efficient does the rendering pipeline have to be to result in a real-time scene. For this study the researcher designed two rendering pipelines for static objects and moving objects in the final scene. The entire rendering process includes interior shading, silhouette extracting, textures integrating, and background rendering. Methodology involved the use of silhouette detection, multiple rendering passes, Gaussian blur for anti-aliasing, smooth step functions, and noise textures for simulating ink textures. Based on the output of each rendering pipeline, rendering process of the scene with best looking of Chinese ink painting style is illustrated in detail. The speed of the rendering pipeline proposed by this research was tested. The framerate of the final scenes created with this pipeline was higher than 30fps, a level considered to be real-time. One can conclude that the main objective of the research study was met even though other methods for generating Chinese ink painting rendering are available and should be explored

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

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    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

    Painterly rendering techniques: A state-of-the-art review of current approaches

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    In this publication we will look at the different methods presented over the past few decades which attempt to recreate digital paintings. While previous surveys concentrate on the broader subject of non-photorealistic rendering, the focus of this paper is firmly placed on painterly rendering techniques. We compare different methods used to produce different output painting styles such as abstract, colour pencil, watercolour, oriental, oil and pastel. Whereas some methods demand a high level of interaction using a skilled artist, others require simple parameters provided by a user with little or no artistic experience. Many methods attempt to provide more automation with the use of varying forms of reference data. This reference data can range from still photographs, video, 3D polygonal meshes or even 3D point clouds. The techniques presented here endeavour to provide tools and styles that are not traditionally available to an artist. Copyright © 2012 John Wiley & Sons, Ltd

    A Process to Create Dynamic Landscape Paintings Using Barycentric Shading with Control Paintings

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    In this work, we present a process that uses a Barycentric shading method to create dynamic landscape paintings that change based on the time of day. Our process allows for the creation of dynamic paintings for any time of the day using simply a limited number of control paintings. To create a proof of concept, we have used landscape paintings of Edgar Payne, one of the leading landscape painters of the American West. His specific style of painting that blends Impressionism with the style of other painters of the AmericanWest is particularly appropriate for the demonstration of the power of our Barycentric shading method

    Design and Production of 3D Animation Short Film “Memories of the Post-80s”

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    “The memories of the post-80s” is a 2minutes and 8 seconds 3D animated short film which tells a story of a young man named Kai who born in the post-80s in China, living in a modern, high-tech environment, but falling into a fantasy dream and reminiscing about his simple and happy life as a child. The most important question expressed in this short film is whether a more convenient, high-tech, fast-paced modern life is proportional to people\u27s happiness index. The main reasons for this problem are multiple, such as working pressure, stressful life, repayment of loans, health, and so on. The boredom and indifference to modern life is a manifestation caused by multiple aspects of social life problems. Because of this invisible pressure, and also to form a sharp contrast with the differences of the times, the film\u27s author gathered many of the typical games and snacks as the main elements of childhood and brought them together to create a fantasy world full of the post-80s childhood memories which reflects how children spend their free time before the Internet and the self-media became popular to commemorate their special and wonderful time. This short film is presented in 3D. 3D is chosen to better show people\u27s feelings when playing games. Although the design of these games was mainly based on 2D, the mood of playing at that time was as immersive as the current 3D scene. And using 3d to express the dynamics of the game is more vivid and exaggerated. The author combines various fantasies of the author\u27s dreams around the game world. The purpose of creating in this form is to express the world in the memory of people in the post-80s, to express their mentality of escaping from the real world and their yearning for the unknown and wonderful world
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