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1.
周晓波 《数码设计:surface》2008,(9):129-131
动画场景教学在国内开展时间较短,各种教学理论、方法还在不断探索之中,针对动画场景教学中的一些问题进行积极地探索,丰富国内动画场景的教学实践。 相似文献
2.
李木子 《数码设计:surface》2014,(7):89-90
场景设计是一种集艺术创作和图景绘制为一体的艺术造型活动。但它既不同于环艺设计,也并非单纯的绘景,在动画中肩负着刻画人物性格、拖动故事情节发展、为剧情冲突作好铺垫等重要使命,是一种服务于动画的时空造型艺术。自动画电影产生之日起,美术风格就是其艺术魅力和创作质量的重要影响因素,它在动画电影发展的各个时期中都发挥着关键性的创作养分作用。 相似文献
3.
C. A. Vanegas D. G. Aliaga P. Wonka P. Müller P. Waddell B. Watson 《Computer Graphics Forum》2010,29(1):25-42
Urban spaces consist of a complex collection of buildings, parcels, blocks and neighbourhoods interconnected by streets. Accurately modelling both the appearance and the behaviour of dense urban spaces is a significant challenge. The recent surge in urban data and its availability via the Internet has fomented a significant amount of research in computer graphics and in a number of applications in urban planning, emergency management and visualization. In this paper, we seek to provide an overview of methods spanning computer graphics and related fields involved in this goal. Our paper reports the most prominent methods in urban modelling and rendering, urban visualization and urban simulation models. A reader will be well versed in the key problems and current solution methods. 相似文献
4.
三维景观系统的研究与实现 总被引:4,自引:0,他引:4
三维可视化技术为人们描述现实中的三维世界提供了很大的方便和可能性。作为该项技术的体现,“三维景观系统”已在多个领域中得到充分的应用。文章首先阐述在三维景观系统中三维虚拟场景的构造方法,然后介绍了景观系统中交互漫游模块的设计,并对三维景观系统中交互漫游模型一些主要功能的实现做出了说明。这些研究都已应用到作者开发的三维景观系统当中,收到了满意的效果。 相似文献
5.
在多媒体教学软件中嵌入虚拟场景可以实现生动教学的目的。采用AutoCAD2000三维建模技术建立对象的三维模型,然后利用3DMAXR3.0对三维模型进行渲染和动画制作,最后通过程序生成虚拟场景。嵌入虚拟场景的多媒体教学软件更具生动性、直观性,可以达到身临其境的效果。 相似文献
6.
程序化内容生成作为一种数字化内容生产的辅助手段,已经越来越多地应用到了游戏、建筑设计、数字娱乐等领域,极大提高了数字内容的生产效率。作为程序化内容生成算法的一种,波函数坍缩算法(wave function collapse,WFC)提出了一种网格化的基于关联规则的解决方案。借助Unity3d平台,以WFC算法为基础,提出了插槽多维细分的改进方法,该方法能够在单层次的场景模型生成基础上,基于规则有序进行场景的细化,并辅助以一定的交互功能,最终创建出精细、可信且具有细节可控性的场景环境。 相似文献
8.
祝殿超 《数码设计:surface》2010,(2):243-245
场景转换即"转场",在动画片的分镜头设计中是极为重要的一环,直接影响着整部动画片分镜头设计的成功与否,以及整部动画片镜头语言的整体感和节奏感。本文通过对动画片中时间与空间关系的初步探讨,明确了场景转换的重要性,归纳了动画片中常见的场景转换方式。 相似文献
9.
人物运动规划对于表现动画主题方面有着突出的作用.当前手机短信3D动画自动生成系统只能进行单人运动规划,不具备人物交互运动规划自动生成这一功能.本文对此进行设计并实现,提出了一种基于三层动作识别和Kinesiology的交互规划方法,包括定性规划以及定量计算.采用基于语义网技术的规划方法结合动作知识建立交互动作本体库,通过情节推理,在定性规划阶段根据信息抽取的主题和模版来推出与短信内容相符的交互动作,最終在定量计算阶段确定动作执行双方的身体姿态以及规划交互双方的时空关系.经实验结果表明,本文所提出的规划能够使的动画中的人物完成较为复杂的交互动作. 相似文献
10.
文章考察了目前选择景象匹配区的准则的缺陷,阐述了景象适配性分析方法应该综合考虑景象的独特性度量值、时效性特征、专家经验知识、末段飞行约束条件等因素。将基准图的特征结合匹配概率估计值表达成决策表的形式,基于粗糙集理论进行适配性分析系统的知识提取,融合专家经验、末段飞行约束条件形成知识库。然后结合模型方法库,通过不确定性推理机制,建立了基于知识的景象适配性分析决策系统。 相似文献
11.
This paper presents a method for modelling graphics scenes consisting of multiple volumetric objects. A two-level hierarchical representation is employed, which enables the reduction of the overall storage consumption as well as rendering time. With this approach, different objects can be derived from the same volumetric dataset, and 2D images can be trivially integrated into a scene. The paper also describes an efficient algorithm for rendering such scenes on ordinary workstations, and addresses issues concerning memory requirements and disk swapping. 相似文献
12.
One of the fundamental problems in computer vision is the segmentation of an image into semantically meaningful regions, based only on image characteristics. A single segmentation can be determined using a linear number of evaluations of a uniformity predicate. However, minimising the number of regions is shown to be an NP-complete problem. We also show that the variational approach to segmentation, based on minimising a criterion combining the overall variance of regions and the number of regions, also gives rise to an NP-complete problem.When a library of object models is available, segmenting the image becomes a problem of scene analysis. A sufficient condition for the reconstruction of a 3D scene from a 2D image to be solvable in polynomial time is that the scene contains no cycles of mutually occluding objects and that no range information can be deduced from the image. It is known that relaxing the no cycles condition renders the problem NP-complete. We show that relaxing the no range information condition also produces an NP-complete problem. 相似文献
13.
Inspired by the drawings of "impossible" objects by artists such as M.C. Escher, we describe a mathematical theory which captures some of the underlying principles of their work. Using this theory, we show how impossible three-dimensional scenes may be modeled and rendered synthetically. 相似文献
14.
高倩 《数码设计:surface》2009,(6):74-76
广告的形式五花八门,传播效果参差不齐。本文通过对广告形式的分析来解读情景互动广告的优势所在,并对情景互动广告的要素及应用进行阐述和分析,将这种无声的互动广告形式以有声的方式转述,解析创意情景和互动交流在广告传播过程中的重要意义。 相似文献
15.
空间环境可视化仿真体系对于管理、分析、展现空间物体工作方式至关重要.结合计算机图形学,天文学,数学,运动学等知识,建立了一个以地球为中心的空间环境仿真平台,在此基础上开发出卫星在轨运行实时仿真系统.对仿真系统的设计及实现进行了详细地描述,并论述了系统的主要功能和框架、场景的几何建模和动态建模、卫星覆盖范围建模、通讯特殊... 相似文献
16.
Gregory M. Nielson 《Computer Aided Geometric Design》1984,1(3):199-205
We describe a new type of parametrically defined space curve. The parameters which define these curves allow for the convenient control over local shape attributes while maintaining global second order geometric continuity. The coordinate functions are defined by piecewise segments of rational functions, each segment being the ratio of cubic polynomials and a common quadratic polynomial. Each curve segment is a planar curve and where two segments meet the curvature is zero. This simple mathematical representation permits these curves to be efficiently manipulated and displayed. 相似文献
17.
基于为高校三维动漫教学提供良好的教学技术和实验平台,研究了三维动漫制作与虚拟现实技术相结合的方法,采用三维计算机图形技术CG(Computer Graphics)、影像技术和运动捕捉系统,实现高质量高效率的三维动漫制作。介绍了将动漫技术、虚拟现实VR(Virtual Reality)设备和网络技术相整合的交互动漫虚拟环境建设方案。 相似文献
18.
Detailed animation of 3D articulated body models is in principle desirable but is also a highly resource‐intensive task. Resource limitations are particularly critical in 3D visualizations of multiple characters in real‐time game sequences. We investigated to what extent observers perceptually process the level of detail in naturalistic character animations. Only if such processing occurs would it be justified to spend valuable resources on richness of detail. An experiment was designed to test the effectiveness of 3D body animation. Observers had to judge the level of overall skill exhibited by four simulated soccer teams. The simulations were based on recorded RoboCup simulation league games. Thus objective skill levels were known from the teams' placement in the tournament. The animations' level of detail was varied in four increasing steps of modelling complexity. Results showed that observers failed to notice the differences in detail. Nonetheless, clear effects of character animation on perceived skill were found. We conclude that character animation co‐determines perceptual judgements even when observers are completely unaware of these manipulations. Copyright © 2000 John Wiley & Sons, Ltd. 相似文献
19.
《Computer Graphics Forum》1999,18(2):193-196
VisSym'99: Joint EUROGRAPHICS – IEEE TCVG Symposium on Visualization
6th Eurographics Workshop on Design, Specification, and Verification of Interactive Systems '99 相似文献
6th Eurographics Workshop on Design, Specification, and Verification of Interactive Systems '99 相似文献
20.
矢量化的视频图像相对于光栅化的视频图像具有储存容量小、缩放不失真等诸多优点。相对于真实视频,卡通视频因色块明显、线条清晰等特点更适合于进行矢量化处理。基于卡通的特性提出了一种基于Canny边缘检测的优化分割算法。主要针对Canny边缘提取不封闭的特点进行优化,并将其用于图像分割。提出了一种算法来提取卡通动画的素材,并为卡通动画构建素材库。通过素材重用的方式大大地缩小了卡通视频的储存空间,并且很好地解决了卡通视频矢量化问题中极易产生的帧间不一致的问题。实现了一个全自动地进行卡通视频矢量化的系统,其中包括卡通视频的镜头分割、素材库的构建等过程。该系统能够适应多种卡通视频,并能对视频中的细节区域产生较好的效果。 相似文献