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Computer Animation (computer + animation)
Selected AbstractsACM/EG Symposium on Computer Animation 2004COMPUTER GRAPHICS FORUM, Issue 4 2004Ronan Boulic No abstract is available for this article. [source] Extended spatial keyframing for complex character animationCOMPUTER ANIMATION AND VIRTUAL WORLDS (PREV: JNL OF VISUALISATION & COMPUTER ANIMATION), Issue 3-4 2008Byungkuk Choi Abstract As 3D computer animation becomes more accessible to novice users, it makes it possible for these users to create high-quality animations. This paper introduces a more powerful system to create highly articulated character animations with an intuitive setup then the previous research, Spatial Keyframing (SK). As the main purpose of SK was the rapid generation of primitive animation over quality animation, we propose Extended Spatial Keyframing (ESK) that exploits a global control structure coupled with multiple sets of spatial keyframes, and hierarchical relationship between controllers. The generated structure can be flexibly embedded into the given rigged character, and the system enables the given character to be animated delicately by user performance. During the performance, the movement of the highest ranking controllers across the control hierarchy is recorded in layered style to increase the level of detail for final motions. Copyright © 2008 John Wiley & Sons, Ltd. [source] A grasp-based motion planning algorithm for character animationCOMPUTER ANIMATION AND VIRTUAL WORLDS (PREV: JNL OF VISUALISATION & COMPUTER ANIMATION), Issue 3 2001Maciej Kalisiak The design of autonomous characters capable of planning their own motions continues to be a challenge for computer animation. We present a novel kinematic motion-planning algorithm for character animation which addresses some of the outstanding problems. The problem domain for our algorithm is as follows: given a constrained environment with designated handholds and footholds, plan a motion through this space towards some desired goal. Our algorithm is based on a stochastic search procedure which is guided by a combination of geometric constraints, posture heuristics, and distance-to-goal metrics. The method provides a single framework for the use of multiple modes of locomotion in planning motions through these constrained, unstructured environments. We illustrate our results with demonstrations of a human character using walking, swinging, climbing, and crawling in order to navigate through various obstacle courses. Copyright © 2001 John Wiley & Sons, Ltd. [source] Embedded Implicit Stand-Ins for Animated Meshes: A Case of Hybrid ModellingCOMPUTER GRAPHICS FORUM, Issue 1 2010D. Kravtsov Abstract In this paper, we address shape modelling problems, encountered in computer animation and computer games development that are difficult to solve just using polygonal meshes. Our approach is based on a hybrid-modelling concept that combines polygonal meshes with implicit surfaces. A hybrid model consists of an animated polygonal mesh and an approximation of this mesh by a convolution surface stand-in that is embedded within it or is attached to it. The motions of both objects are synchronised using a rigging skeleton. We model the interaction between an animated mesh object and a viscoelastic substance, which is normally represented in an implicit form. Our approach is aimed at achieving verisimilitude rather than physically based simulation. The adhesive behaviour of the viscous object is modelled using geometric blending operations on the corresponding implicit surfaces. Another application of this approach is the creation of metamorphosing implicit surface parts that are attached to an animated mesh. A prototype implementation of the proposed approach and several examples of modelling and animation with near real-time preview times are presented. [source] Learner control, cognitive load and instructional animationAPPLIED COGNITIVE PSYCHOLOGY, Issue 6 2007Béatrice Susanne Hasler In order to investigate the influence of learner-controlled pacing in educational animation on instructional efficiency, three versions of an audio-visual computer animation and a narration-only presentation were used to teach primary school students the determinants of day and night. The animations were either system-paced using a continuous animation, learner-paced using discrete segments or learner paced using ,stop' and ,play' buttons. The two learner-paced groups showed higher test performance with relatively lower cognitive load compared to the two system-paced groups, despite the fact that the ,stop' and ,play' buttons were rarely used. The significant group differences regarding test performance were obtained only for more difficult, high element interactivity questions but not for low element interactivity questions. Copyright © 2007 John Wiley & Sons, Ltd. [source] |