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Resource for Computer Graphics - Ke-Sen Huang's Home Page. More than animation: Software supports animated storytelling. Disney Research has developed new tools to help people use animation to tell stories by eliminating distracting details that hamper creativity, suggesting ways to fill holes in plots and assisting in the creation of virtual worlds where stories can play out. "We are empowering anyone to create their own animated stories," said Mubbasir Kapadia, a former Associate Research Scientist at Disney Research and now Assistant Professor at Rutgers University. This could include anyone from a professional screenwriter who is creating pre-production storyboards to casual users who simply want to try their hand at animated storytelling.

The researchers have developed two such tools - CANVAS, a computer-assisted tool for creating narratives, and Story World Builder, a graphical platform where people can create "story worlds" populated with characters and props. Earlier this summer, CANVAS was presented at the ACM SIGGRAPH / Eurographics Symposium on Computer Animation held in Zurich, Switzerland. From a 2-D view comes a 3-D face model using deep neural networks. (Tech Xplore)—Whether it's for gaming, entertainment, or education purposes, you can expect to see researchers aiming for techniques to bring you high visual impact in the virtual space, now that we are becoming increasingly linked to living and learning online.

Recent news is that a detailed 3-D face can be created just from a single picture. You input a 2-D image and the output is a good, textured 3-D face model. Sidney Fussell in Gizmodo said the researchers' results were "remarkably accurate. " The team is from the University of Southern California and USC Institute for Creative Technologies. They have their paper on arXiv and it is titled "Photorealistic Facial Texture Inference Using Deep Neural Networks. " Dunja Djudjic in DIYPhotography made the point that in general detailed and accurate face mapping is a complex task. When actors want to star in a video game, they said, "the process is incredibly complex.

Share Video This group has their own method. . © 2016 Tech Xplore. 15+ Satirical Evolution Cartoons To Celebrate Darwin Day. Today, on the birthday of Charles Darwin, we celebrate Darwin Day, to promote science and highlight his contributions to the field. Darwin is best known for his groundbreaking book, “On The Origin Of Species,” published in 1859, that convincingly argued the theory of species evolution. Evolution, however, can take many forms, and we at ​Bored Panda​ compiled this list to show it. Did we get better or did we get worse? Have we advanced technology, or become enslaved by it? Show 30 more Add Image Recent submissions to this list Stop! Evolution (by Kotrha) Evolution (by Horia Crisan) Evolution Of Writing Evolution Of Man's Consciousness Degenerative Evolution Drag Image Select File Rules: 1) no ugly watermarks 2) no borders 3) no low quality images Ooops!

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Central European Seminar on Computer Graphics

Eurographics. SIGGRAPH. Symposium on Applied Perception in Graphics and Visualization. Computers & Graphics | Vol 36, Iss 5, Pgs 305-584, (August, 2012) (6) Ernst Kohlrausch: a forgotten pioneer of chronophotography | Deac Rossell. Associations, and he enthusiastically embraced the new games. Kohlrausch’s book onteam games, setting out rules and providing guidance on organizing competitions, Turnspiele nebst Anleitung zu Wettkämpfen und Turnfahrten...eine Sammlung vonSpielen , written with A. Martens, became a standard work and went through eleveneditions between 1882 and 1919.On 28 September 1880, Kohlrausch gave a speech at the 4th General Assemblyof the Northwest German Gymnastics Teacher's Association in Braunschweig whichindicated the direction that his personal research in gymnastics would take for the nextthree decades: "The Mechanics of Gymnastics, a Physical Sketch.

" His careful, precise observations of the proper body positions for various exercises produced aclassic book in 1887, The Physics of Gymnastics , which was heavily illustrated by thedetailed drawings of J. Together in particular exercises. Today unsurpassed. " Jahrbücher der deutschen Turnkunst DeutscheTurn-Zeitung. Narratology and Narration in Film and Transmedia Storytelling. 2012 | Cebit 2012: 3D animations for everyone. March 06, 2012 3D movies like "Toy Story" or "Transformers" are based on everyday objects that are able to move like humans. Such 3D characters are created by skilled experts in time-consuming manual work.

Computer scientists at the Max Planck Institute for Informatics have now developed two computer programs that can accomplish the same process in mere seconds and can easily be handled even by inexperienced users. The researchers present their unique software for the first time at F34 in Hall 26 at the Cebit from March 6 -10, 2012. Zoom Image 3D characters such as these are created by skilled experts in time-consuming manual work. 3D characters such as these are created by skilled experts in time-consuming manual work. 3D characters such as these are created by skilled experts in time-consuming manual work.

. © Saarland University In the 3D movie "Toy Story", the astronaut "Space Ranger Buzz Lightyear" elicits great laughs from the audience. Www.cs.cmu.edu/afs/cs/academic/class/15462-f12/www/lec_slides/Lesseter.pdf. Lucasfilm shows off Star Wars 1313 concept video game with customisable assets. Computers & Graphics. Computer Graphics Conference and Special Issue 2010. Now that the first volume of Game Development Tools has gone to the printers and will be available shortly, we invite you to submit a proposal for an innovative article to be included in a forthcoming book, Game Development Tools 2, which will be edited by Marwan Y.

Ansari and published by CRC Press/A. K. Peters. We expect to publish the volume in time for Siggrah 2012. We are open to any tools articles that you feel would make a valuable contribution to this book. Content Pipeline tools (creation, streamlining, management) Graphics/Rendering tools Profiling tools Collada import/export/inspection tools Sound tools In-Game debugging tools Memory management & analysis tools Console tools (single and cross platform) Mobile Device (phone/tablet) tools.

GRAIL Publications. Publications by members of the GRAIL community, organized chronologically. The title of each publication links to more information about the publication - abstract, links to the publication itself, and auxiliary material. Illumination-Aware Age ProgressionIra Kemelmacher-Shlizerman and Supasorn Suwajanakorn and Steve M. Seitz CVPR 2014, June 2014. Offline Policy Evaluation Across Representations with Applications to Educational GamesTravis Mandel and Yun-En Liu and Sergey Levine and Emma Brunskill and Zoran Popović International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2014), May 2014.

Internet-based Morphable ModelIra Kemelmacher-Shlizerman International Conference on Computer Vision, December 2013. 3D Face Reconstruction from Single Two-Tone and Color ImagesIra Kemelmacher-Shlizerman and Ronen Basri and Boaz Nadler In Shape Perception in Human and Computer Vision, pp. 275-284, Springer London, 2013. Multi-Attribute Queries: To Merge or Not to Merge? Computer animation research resources. Real-Time Rendering Resources. JCGT. CGI Research Paper - Creating an Emotional Response - Jonathan Joly. Introduction The subject I have chosen to investigate is an extremely broad one, which requires months of extensive research. Therefore I have decided to investigate the following sub topics: The Uncanny Valley, Character Design and Character Animation.

What I am investigating is the constant question about the validity of 3d mesh objects replacing real world objects in the entertainment industry. Is it possible for the user or viewer to get emotionally involved with their chosen platform of entertainment if CGI is present? I will be using a method of practical simulation and theory research to investigate the cognitive response to animation. I will also animate a practical experiment demonstrating this. I will also look at how character motion systems are applied. Finally I will write up a conclusion to review my findings and set out some sort of basic formula for creating an emotional response from polygons.

Continue to Chapter 1.1 The Uncanny Valley. The use of Silhouettes in Concept Design. Silhouette thumbnails are among the most helpful and productive methods of design when it's necessary to produce a large quantity of variations of concepts within a short period of time. It's not a method used by all concept artist and it's certainly not a necessity to design a creature or a character purely based off of a silhouette shape.

That doesn't go to say that all designers don't subconsciously focus on shapes and designs that make a strong impact on the viewer. We often refer to a silhouette as a black outlined shape, much like a shadow. This doesn't always need to be the case, as a simple line sketch or simple shades of value can still provide the same effect and are just as efficient. Whether consciously or subconsciously we are always designing through the use of interesting dominate shapes that work well together. (Note: Designs by Ben Mauro, copyright Sony Pictures Animation) Ben's work can be found at The Art of Ben Mauro (Note: Artwork below is by Feng Zhu) Welcome to The Computer Graphics Society. Walt Disney Animation Studios Research. Walt Disney Animation Research Library [us]

Animation Notes Contents. Cut Outs - Straight Ahead Animation The projects below are not required submissions but the notes may be of interest to you. Please refer to Chris Barker for your animation assignments Metamorphosis - Hand Drawn AnimationKey Pose drawingsWalk Cycle - Character AnimationLip Sync - Making a Character TalkClaymation "The Audition"Pixillation Experimental Animation.

(1) Anthropomorphic character design in animation and sequential art: The symbolic use of the animal to portray personality | Tim Jardim. 3 |Page character is. On this scale I shall place inanimate objects on one end andhuman beings as the opposite extreme.Examples of inanimate objects include cars, clocks, candlesticks, mechanicalwindup teeth and many other examples that can be found in anythingbetween Saturday morning cartoons and Walt Disney blockbusters.

Many ofthese objects may or may not have features that resemble the human face,but the items upon which they are based certainly are not sentient at anylevel. Examples such as Pixar‟s Luxo Jr . and Cars are anthropomorphised inanimateobjects. . the lamps are still undeniably lamps and movein the manner a lamp is expected to move, but they are infused with humanpersonality and emotion in the manner in which they move (Figure 1). The Lion King (Figure 3) and Finding Nemo (Figure 4) byDisney and Pixar respectably, as well as literature such as Watership Down. A new angle on parallel languages: the contribution of visual arts to a vocabulary of graphical projection in video games « G|A|M|E. It is fair to argue that in the short history of game studies, the concept of graphical projection has not been used in all its dimensions. In a way, we might even say that the idea has been systematically overlooked.

Therefore, in order to fully express the potential of graphical projection in game studies, we have to properly define the vocabulary used to describe its various forms. Indeed, while the press and gamers have only applied catch-all terms like top-down view and isometric graphics, researchers need a more robust and complex categorization of each type of projection.

My opinion is that a proper use of the language of visual arts will provide a more robust analytical tool for game studies. The main idea is to use terms in keeping with the traditional perspectives from which they derive. Out of which tradition—mathematical, scientific or artistic—should we envision graphical projection? Graphic projection systems Friday The 13th The Legend of Zelda. Research Group. Animation Research Labs. Animation Research Centre. Animation Research Centre.