51,789 research outputs found

    Reducing animator keyframes

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    The aim of this doctoral thesis is to present a body of work aimed at reducing the time spent by animators manually constructing keyframed animation. To this end we present a number of state of the art machine learning techniques applied to the domain of character animation. Data-driven tools for the synthesis and production of character animation have a good track record of success. In particular, they have been adopted thoroughly in the games industry as they allow designers as well as animators to simply specify the high-level descriptions of the animations to be created, and the rest is produced automatically. Even so, these techniques have not been thoroughly adopted in the film industry in the production of keyframe based animation [Planet, 2012]. Due to this, the cost of producing high quality keyframed animation remains very high, and the time of professional animators is increasingly precious. We present our work in four main chapters. We first tackle the key problem in the adoption of data-driven tools for key framed animation - a problem called the inversion of the rig function. Secondly, we show the construction of a new tool for data-driven character animation called the motion manifold - a representation of motion constructed using deep learning that has a number of properties useful for animation research. Thirdly, we show how the motion manifold can be extended as a general tool for performing data-driven animation synthesis and editing. Finally, we show how these techniques developed for keyframed animation can also be adapted to advance the state of the art in the games industry

    Experiences using Z animation tools.

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    In this paper we describe our experience of using three different animation systems. We searched for and decided to use these tools in the context of a project which involved developing formal versions (in Z) of informal requirements documents, and then showing the formal versions to people in industry who were not Z users (or users of any formal techniques). So, an animator seemed a good way of showing the behaviour of a system described formally without the audience having to learn Z. A requirement, however, that the tools used have to satisfy is that they correctly animated Z (whatever that may mean) and they behave adequately in terms of speed and presentation. We have to report that none of the tools we looked at satisfy these requirements--though to be fair all of them are still under development

    A General Simulation Framework for Supply Chain Modeling: State of the Art and Case Study

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    Nowadays there is a large availability of discrete event simulation software that can be easily used in different domains: from industry to supply chain, from healthcare to business management, from training to complex systems design. Simulation engines of commercial discrete event simulation software use specific rules and logics for simulation time and events management. Difficulties and limitations come up when commercial discrete event simulation software are used for modeling complex real world-systems (i.e. supply chains, industrial plants). The objective of this paper is twofold: first a state of the art on commercial discrete event simulation software and an overview on discrete event simulation models development by using general purpose programming languages are presented; then a Supply Chain Order Performance Simulator (SCOPS, developed in C++) for investigating the inventory management problem along the supply chain under different supply chain scenarios is proposed to readers.Comment: International Journal of Computer Science Issues online at http://ijcsi.org/articles/A-General-Simulation-Framework-for-Supply-Chain-Modeling-State-of-the-Art-and-Case-Study.ph

    IUPUC Spatial Innovation Lab

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    During the summer of 2016 the IUPUC ME Division envi-sioned the concept of an ā€œImagineering Labā€ based largely on academic makerspace concepts. Important sub-sections of the Imagineering Lab are its ā€œActualization Labā€ (mecha-tronics, actuators, sensors, DAQ devices etc.) and a ā€œSpatial Innovation Labā€ (SIL) based on developing ā€œdream stationsā€ (computer work stations) equipped with exciting new tech-nology in intuitive 2D and 3D image creation and Virtual Reality (VR) technology. The objective of the SIL is to cre-ate a work flow converting intuitively created imagery to an-imation, engineering simulation and analysis and computer driven manufacturing interfaces. This paper discusses the challenges and methods being used to create a sustainable Spatial Innovation Lab

    Towards a methodology for rigorous development of generic requirements patterns

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    We present work in progress on a methodology for the engineering, validation and verification of generic requirements using domain engineering and formal methods. The need to develop a generic requirement set for subsequent system instantiation is complicated by the addition of the high levels of verification demanded by safety-critical domains such as avionics. We consider the failure detection and management function for engine control systems as an application domain where product line engineering is useful. The methodology produces a generic requirement set in our, UML based, formal notation, UML-B. The formal verification both of the generic requirement set, and of a particular application, is achieved via translation to the formal specification language, B, using our U2B and ProB tools

    Expressions, Summer 2016

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    College of Humanities and the Arts Newsletter, Volume 1
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