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Physical Sciences and Mathematics Commons

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Computer Sciences

Brigham Young University

Animation

Publication Year

Articles 1 - 5 of 5

Full-Text Articles in Physical Sciences and Mathematics

Motion Capture Of Character Interactions With A Rope, Bryce Zachary Porter Oct 2012

Motion Capture Of Character Interactions With A Rope, Bryce Zachary Porter

Theses and Dissertations

We present a solution to animating interactions between characters and thin, non-rigid bodies using a passive optical motion capture system. Prior work in human body motion capture can accurately recreate human motion but this work is not adequate because it does not allow for interactions with a non-rigid body. Prior work in face and cloth motion capture handles non-rigid planes but rope is better handled with a curved spline rather than a curved plane. The segmented motion is in the form of un-indexed motion capture data. After segmenting the motion of the thin, non-rigid body and the human character the …


Coherent Turbulence: Synthesizing Tree Motion In The Wind Using Cfd And Noise, Anthony Frank Selino May 2011

Coherent Turbulence: Synthesizing Tree Motion In The Wind Using Cfd And Noise, Anthony Frank Selino

Theses and Dissertations

Animating trees in wind has long been a problem in computer graphics. Progress on this problem is important for both visual effects and biomechanics and may inform future work on two-way coupling between turbulent flows and deformable objects. Synthetic turbulence added to a coarse fluid simulation has been used to produce convincing animations of turbulent flows, but only considers one-way coupling between fluid and solid. We produce accurate animations of tree motion by creating a two-way coupling between synthetic turbulence and semipermeable proxy geometry. The resulting animations exhibit global wind sheltering effects and branch tips have motion paths which match …


Stylized Hatching For 3d Animation, Trent Fielding Crow Mar 2007

Stylized Hatching For 3d Animation, Trent Fielding Crow

Theses and Dissertations

Much research has been done in creating non-photorealistic renderings of objects that mimic the look of hand-made drawings by traditional artists. This thesis extends work in this area by presenting an NPR hatching method that can be applied to 3D animated films to help them feel more hand drawn. In contrast to most other NPR methods, this method preserves the 3D lighting and effects of the film that make it interesting to watch. This process includes a procedural algorithm to create a hatching pattern that can be easily integrated into any film's pipeline that uses Renderman. In addition, we create …


Real-Time Motion Transition By Example, Cameron Quinn Egbert Nov 2005

Real-Time Motion Transition By Example, Cameron Quinn Egbert

Theses and Dissertations

Motion transitioning is a common task in real-time applications such as games. While most character motions can be created a priori using motion capture or hand animation, transitions between these motions must be created by an animation system at runtime. Because of this requirement, it is often difficult to create a transition that preserves the feel that the actor or animator has put into the motion. An additional difficulty is that transitions must be created in real-time. This paper provides a method of creating motion transitions that is both computationally feasible for interactive speeds, and preserves the feel of the …


Accelerated Ray Traced Animations Exploiting Temporal Coherence, Darwin Tarry Baines Jul 2005

Accelerated Ray Traced Animations Exploiting Temporal Coherence, Darwin Tarry Baines

Theses and Dissertations

Ray tracing is a well-know technique for producing realistic graphics. However, the time necessary to generate images is unacceptably long. When producing the many frames that are necessary for animations, the time is magnified. Many methods have been proposed to reduce the calculations necessary in ray tracing. Much of the effort has attempted to reduce the number of rays cast or to reduce the number of intersection calculations. Both of these techniques exploit spatial coherence. These acceleration techniques are expanded not only to exploit spatial coherence but also to exploit temporal coherence in order to reduce calculations by treating animation …