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EN
The analysis of movements is one of the notable applications within the field of computer animation. Sophisticated motion capture techniques allow to acquire motion and store it in a digital form for further analysis. The combination of these two aspects of computer vision enables the presentation of data in an accessible way for the user. The primary objective of this study is to introduce an artificial intelligence-based system for animating tennis motion capture data. The Dual Attention Graph Convolutional Network was applied. Its unique approach consists of two attention modules, one for body analysis and the other for tennis racket alignment. The input to the classifier is a sequence of three dimensional data generated from the Mocap system and containing an object of a player holding a tennis racket and presenting fundamental tennis hits, which are classified with great success, reaching a maximum accuracy over 95%. The recognised movements are further processed using dedicated software. Movement sequences are assigned to the tennis player's 3D digital model. In this way, realistic character animations are obtained, reflecting the recognised moves that can be further applied in movies, video games and other visual projects.
2
Content available remote On the Representation of Human Motions and Distance-based Retargeting
EN
Distance-based motion adaptation leads to the formulation of a dynamical Distance Geometry Problem (dynDGP) where the involved distances simultaneously represent the morphology of the animated character, as well as a possible motion. The explicit use of inter-joint distances allows us to easily verify the presence of joint contacts, which one generally wishes to preserve when adapting a given motion to characters having a different morphology. In this work, we focus our attention on suitable representations of human-like animated characters, and study the advantages (and disadvantages) in using some of them. In the initial works on distance-based motion adaptation, a 3ndimensional vector was employed for representing the positions of the n joints of the character at a given frame. Here, we investigate the use of another, very popular in computer graphics, representation that basically replaces every joint position in the three-dimensional space with a set of three sorted Euler angles. We show that the latter can in fact be useful for avoiding some of the artifacts that were observed in previous computational experiments, but we argue that this Euler-angle representation, from a motion adaptation point of view, does not seem to be the optimal one. By paying particular attention to the degrees of freedom of the studied representations, it turns out that a novel character representation, inspired by representations used in structural biology for molecules, may allow us to reduce the character degrees of freedom to their minimal value. As a result, statistical analysis on human motion databases, where the motions are given with this new representation, can potentially provide important insights on human motions. This study is an initial step towards the identification of a full set of constraints capable of ensuring that unnatural postures for humans cannot be created while tackling motion adaptation problems.
EN
Realism is an important aspect of the virtual shooting range, which increases the quality of the shooting training conducted there. An important element of realism is the modeling of damage arising during the impact of the projectile on the target. This article concerns damage modelling in computer simulation systems. Using the Unity environment, example simulations of damage caused by projectile impact on basic construction materials have been performed. The obtained solutions have been analysed, with the results compared with those of real experiments; conclusions pertaining to the optimal method of modelling destruction in simulation systems meant for visualisation at virtual shooting ranges have been drawn.
PL
Artykuł dotyczy modelowania zniszczeń w komputerowych systemach symulacyjnych. Przy zastosowaniu środowiska Unity zaprogramowano oraz przeprowadzono przykładowe symulacje zniszczeń na skutek trafienia pociskiem podstawowych materiałów budowlanych. Otrzymane rozwiązania przeanalizowano, wyniki porównano z efektami rzeczywistych eksperymentów oraz wyciągnięto wnioski dotyczące sposobu optymalnego modelowania zniszczeń w systemach symulacyjnych przeznaczonych do wizualizacji na wirtualnych strzelnicach.
EN
This paper presents description of a computer program for motion visualization of a lifeboat lowered along ship’s side. The program is a post-processor which reads results of numerical calculations of simulated objects’ motions. The data is used to create scene composed of 3D surfaces to visualize mutual spatial positions of a lifeboat, ship’s side and water waving surface. Since the numerical data contain description of a simulation as a function of time it is possible to screen a static scene showing the simulated objects in an arbitrary instance of time. The program can also reproduce a sequence of scenes in the form of animation and control its speed. The static mode allows to view an arbitrary crosssection of the scene, rotate and enlarge specific details and make the image more realistic by hiding invisible lines or shading. The application of the program is aimed at making it possible to assess and analyze numerical calculation results in advance of their experimental verification.
PL
Artykuł dotyczy opracowania sposobu budowy modelu trójwymiarowego mięśnia dwugłowego ramienia człowieka tak aby mięsień wyglądał i zachowywał się realistycznie podczas animacji. Dane do animacji są pozyskiwane przez systemy akwizycji ruchu - Motion Capture. Do zaprojektowania modelu bryły wykorzystano oprogramowanie Blender v.2.76. Na jego podstawie możliwe jest przeprowadzanie badań dotyczących analizy ruchu ramienia z wykorzystaniem danych zapisanych w plikach BVH.
EN
The article concerns the development of three-dimensional model of how to build biceps human with the muscle looked and behaved realistically when animation. Data for animation are obtained by acquisition systems Motion - Motion Capture. Blender software v.2.76 was used to design a solid model. On this basis it is possible to carry out research on the analysis of the movement of the arm using data stored in BVH files.
EN
In recent years there has been a marked increase in the competitiveness of some very interesting (user) applications software within the field of computer graphics and animation. This paper presents an analysis of selected examples of the use of graphic applications software designed for professional use within various areas of human activity, and also focusses on the potential for further development of this software. Graphic applications software that makes use of motion capture, performance capture, time-lapse, morphing, Augmented Reality and the use of avatars in human-computer communication has become increasingly popular, cheap and simple.
EN
Computer animation has a positive effect on memorizing knowledge by students. Used in the process of teaching of technical subjects, it is conductive to the development of mind. Animation allows to familiarize the students with the schemes of solving technical problems and shows the mode of operation of machinery and equipment. In the technique, animations are used, inter alia, in the processes of designing, engineering calculations, visualisation and monitoring technological processes and visualisation of assembly processes. The article discusses the role of computer animation in the teaching process and the examples of applications using computer animation and supporting the teaching process of technical subjects. Selected examples of technical processes in both computer-aided design and manufacturing programs as well as in graphics and animation programs are presented.
PL
W pracy zaproponowano metodę tworzenia symulatora przepływu płynu i wykorzystania utworzonego modelu do realistycznej wizualizacji wzbijanego puchu śnieżnego. Symulator bazuje na uproszczonym i stabilnym rozwiązaniu równań Naviera-Stokesa w przestrzeni wokselowej. Przedstawiony został wpływ poszczególnych składników równań (adwekcja, dyfuzja, wpływ sił zewnętrznych i ciśnienia) na uzyskiwany rozkład gęstości płynu. W pracy opisano przykładowe animacje i przedstawiono analizę wydajności rozwiązania.
EN
Computer animation combines art and engineering in order to create artificial but realistic images. It is widely used in movie industry, advertisement, and in all areas where visual imaging is applied. Modeling natural phenomena including fluid flows is an important part of this task.In our paper we propose a method of simulation and rendering of fluid to get realistic images of selected natural phenomena. We concentrate on an animation of powder snow and pretend to produce video sequences of entrained snow by a skier or a snowboarder, snow making devices, and snow blown off from a roof. The model of snow movement is based on Navier-Stokes equations solved in an unconditionally stable way in the voxel space. All factors effecting fluid movement, including advection, external forces, diffusion and pressure impact, are considered. We propose the method for calculations of these factors assuming a number of simplifications in our solver. The volume ray-tracer from the Blender 3D open-source visualization environment is applied to render subsequent frames. As a result we present examples of created animations showing the behavior of entrained snow. This is to prove that our solver can produce accepted visual reality of the considered phenomenon. We analyze the efficiency of the proposed modeling method concluding that some factors may significantly reduce the computing power and memory requirements.
9
Content available remote EMOT - an evolutionary approach to 3D computer animation
EN
Key-framing and Inverse Kinematics are popular animation methods, but new approaches are still developed. We propose a new evolutionary method of creating animation - the EMOT (Evolutionary MOTion) system. It enables automation of motion of animated characters and uses a new evolutionary approach - Gene Expression Programming (GEP). Characters are controlled by computer programs, an animator providing the way of motion's evaluation. GEP works with a randomly selected initial population, using directed but random selection. Experiments have shown that the proposed method is capable of developing robust controllers.
10
Content available remote Computer animation in creative design
EN
The paper proposes a new approach to graphic design with the use of computer animation. The class of designs considered are periodic patterns. First, the characterization of rosettes, borders and periodic planar designs is given. Then, a generative system which produces a great variety of periodic designs is equipped with animation. As in-between animation frames ensure the continuity and fluidity of pattern movement, a dynamic continuous design space is obtained. The changes in pattern symmetry groups which result from the use of animation are described. The role of animation in supporting perception of the emergent shapes in the generated patterns is also mentioned. The paper is illustrated by periodic designs produced by the DARTAN animated generative system.
11
Content available remote MCFI-based animation tweening algorithm for 2D parametric motion flow/optical flow
EN
In hand drawn animation, some of the animations are created at very low frame rates (12 frames per second) because of a limited budget. A simple technique for increasing frame rates is animation tweening. In fact, most animation tweening applications process only vector-based objects. Further, there is no algorithm which can automatically define extensive modelling and animation of 3D objects for the animation tweening process. In this work, a raster-based animation tweening algorithm which does not require extensive modelling and animation of 3D objects is presented. The algorithm is based on motion-compensated frame rate up-conversion (MC-FRC), whose performance depends heavily on motion estimation (ME). A more accurate flow field, which is a combination of 2D parametric motion flow field and optical flow field, is developed. The results obtained for various types of hand drawn animation scenes are illustrated. The experimental results show that higher quality in-between frames can be obtained by the proposed algorithm.
12
Content available remote Animacja komputerowa oparta na symulacji metodą cząstek
PL
Artykuł prezentuje podstawowe zagadnienia związane z komputerową animacją układu elastycznych obiektów makroskopowych metodą cząstek. Głównym założeniem powstających animacji jest maksymalny realizm obserwowanej na ekranie komputera dynamiki animowanej sceny. Obiekty (ciała stale) oddziaływają ze sobą mechanicznie. Ruchy i deformacje ciał stałych obliczane są metodą cząstek. Symulowane są zjawiska związane z ruchem ciał w polu grawitacyjnym, ich deformacją powstałą na skutek wzajemnych zderzeń oraz oddziaływania z opcjonalnie występującym w animowanej scenie ośrodkiem ciekłym. Ośrodek ten symulowany jest metodą automatu komórkowego. Artykuł przedstawia oba schematy symulacyjne (metodę cząstek i automatów komórkowych) oraz sposób połączenia ich w jednym programie animacyjnym. W celu przyspieszenia działania programu została opracowana wersja rozproszona w oparciu o sieć stacji roboczych. Artykuł przedstawia sposób zrównoleglenia algorytmów, a także porusza zagadnienia równoważenia obciążenia, wykrywania kolizji, synchronizacji procesów i sterowania animacją.
EN
The paper presents the main issues of a computer animation of a set of elastic macroscopic objects based on the particle method. The main assumption of the generated animations is to achieve very realistic movements in a scene observed on the computer display. The objects (solid bodies) interact mechanically with each other. The movements and deformations of solids are calculated using the particle method. Phenomena connected with the behaviour of solids in the gravitational field, their deformations caused by collisions and interactions with the optional liquid medium are simulated. The simulation of the Iiquid is performed using the cellular automata method. The paper presents both simulation schemes (particle method and cellular automata rules) and the method of combining them in the single animation program. In order to speed up the execution of the program the parallel version based on the network of workstation was developed. The paper describes the methods of the parallelization and it considers problems of load-balancing, collision detection, process synchronization and distributed control of the animation.
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