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  • 1
    Electronic Resource
    Electronic Resource
    Amsterdam : Elsevier
    Computer Physics Reports 11 (1989), S. 221-291 
    ISSN: 0167-7977
    Source: Elsevier Journal Backfiles on ScienceDirect 1907 - 2002
    Topics: Computer Science , Physics
    Type of Medium: Electronic Resource
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  • 2
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 1 (1985), S. 15-23 
    ISSN: 1432-2315
    Keywords: Logos ; Beta-spline ; Computer animation ; Control graph
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Various models and methods for generating three-dimensional texts and logos are reviewe. These methods are classified into area-modelled methods, surface methods and structural methods. Two innovative techniques are introduced. One is based on the propagation of polygons to generate beta-spline surfaces. The second is based on ruled surfaces which are generated with polygonal characters. Each method is illustrated by means of original examples. A methodology for creating animated logos is also illustrated with two examples.
    Type of Medium: Electronic Resource
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  • 3
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 2 (1986), S. 384-390 
    ISSN: 1432-2315
    Keywords: Lifegame ; Transition functions ; Cellular automata ; Bump mapping ; Solid texture
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Conway's Lifegame is a trivial and wellknown application of a more general theory called the theory of cellular automata. Complex systems modeling may be based on the theory of cellular automata, originated by John von Neumann. Our approach is to define simple components that we call “analog automata”. An analog automaton is a finite state automaton where the state is defined in terms of real numbers representing physical quantities such a position, velocity, mass or color. Deterministic state transition function are applied to these automata using information from the state of neighboring automata. In our case, successive generations in the evolution of these cellular automata are mapped onto polygonal meshes in order to build and texture arbitrary surfaces.
    Type of Medium: Electronic Resource
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  • 4
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 1 (1985), S. 241-248 
    ISSN: 1432-2315
    Keywords: Computer animation ; Heart ; Ventricle ; Atrium ; Subactor
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper presents a strategy for the production of a computer-generated film showing the complete motion of a human heart. The model for construction and animation is discussed. The heart is decomposed into different parts; each part is considered as a subactor of the heart which is viewed as the main actor. The left ventricle simulation is emphasized, because it is based on medical measures. The atrium simulation is based on beta-spline surfaces and blood volume considerations.
    Type of Medium: Electronic Resource
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  • 5
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 3 (1988), S. 290-297 
    ISSN: 1432-2315
    Keywords: Facial animation ; Muscle ; Phoneme ; Expression ; Script
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract A new way of controlling human face animation and synchronizing speech is proposed. It is based on the concept of abstract muscle action procedure (AMA procedure). An AMA procedure is a specialized procedure which simulates the specific action of a face muscle. This paper describes the new technique and presents a methodology for animating the face of synthetic actors based on three levels: the AMA-procedure level, the expression level and the script level. The role of multiple tracks is also emphasized. Practical examples are also explained in detail, based on the filmRendez-vous à Montréal with the synthetic actors Marilyn Monroe and Humphrey Bogart.
    Type of Medium: Electronic Resource
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  • 6
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 5 (1989), S. 32-39 
    ISSN: 1432-2315
    Keywords: Synthetic actor ; Computer animation ; Local transformation ; Inbetweening
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Creation of new human faces for synthetic actors is a tedious and painful task. The situation may be improved by introducing tools for the creation. Two approaches are discussed in this paper: modification and edition of an existing synthetic actor using local transformations; generation of new synthetic actors obtained by interpolation between two existing actors; creation of a synthetic actor by composition of different parts. This paper also describes the methods used in the facial animation of synthetic actors who change their personalities from one person to another. This means that our purpose is to transform one character into another, and also to transform the animation at the same time. The interpolation must be at several levels: the shape level, the parameter level, the expression level and the script level. For the animation, we introduce three levels of inbetweens: inbetween parameters, inbetween expressions and inbetween scripts. The method has been completely implemented and integrated into the Human Factory software.
    Type of Medium: Electronic Resource
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  • 7
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 1 (1985), S. 207-208 
    ISSN: 1432-2315
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Type of Medium: Electronic Resource
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  • 8
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 3 (1988), S. 253-253 
    ISSN: 1432-2315
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Type of Medium: Electronic Resource
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  • 9
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 3 (1987), S. 145-151 
    ISSN: 1432-2315
    Keywords: Fractals ; Recursive midpoint subdivision ; Revolution volumes ; Stochastic textures
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract For producing numerous frames as in computer animation, the direct application of the Mandelbrot theory of fractals is very expensive. The recursive midpoint subdivision is much more efficient although it sacrifices mathematical purity for execution speed. In our implementation, fractal polygons are created using subdivisions of meshes of triangles. But the midpoint is randomly generated inside a revolution volume where the axis is the edge itself. Based on this implementation, we study the impact of three geometric parameters for controlling this algorithm: the edge threshold, the eccentricity of the smallest cylinder surrounding the revolution volume and the displacement of the revolution volume towards the segment center. Several examples are provided. The subdivision algorithm is also applied to generate textures by perturbation of the normal length.
    Type of Medium: Electronic Resource
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  • 10
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 5 (1989), S. 1-1 
    ISSN: 1432-2315
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Type of Medium: Electronic Resource
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