Computer Animation

This document was uploaded by one of our users. The uploader already confirmed that they had the permission to publish it. If you are author/publisher or own the copyright of this documents, please report to us by using this DMCA report form.

Simply click on the Download Book button.

Yes, Book downloads on Ebookily are 100% Free.

Sometimes the book is free on Amazon As well, so go ahead and hit "Search on Amazon"

During the last decades, computer-aided engineering (CAE) methodologies have deeply changed the way of designing and developing products, systems and services. Thanks also to significant hardware and software improvements, CAE techniques are widely used by designers from the early conceptual phases up to the final stages of engineering processes. At the industry level, these methodologies have become a fundamental tool to be competitive and to ensure high quality standards. In industrial engineering, computer-aided methodologies typically are instrumental for design teams in shape modelling, behavioural simulations, digital mock-ups and realistic animations. They are able to follow the development of a product from conception to production, also managing its life-cycle. Character animation is one of the key research areas in computer graphics and multimedia. It has applications in many fields, ranging from entertainment, games, virtual presence and others. This new important book gathers the latest research from around the globe in this dynamic field.

Author(s): Jaron S. Wright, Lloyd M. Hughes
Series: Computer Science, Technology and Applications
Publisher: Nova Science
Year: 2010

Language: English
Pages: 252

COMPUTER ANIMATION......Page 4
CONTENTS......Page 6
PREFACE......Page 8
Abstract......Page 12
Introduction......Page 13
The Windmill......Page 14
Working......Page 15
Methodology......Page 23
2. Creation of CAD Model with AutoCAD and Import to Autodesk 3ds Max......Page 24
2.1. Fieldwork......Page 26
2.2.2. From Autodesk 3ds Max, by Importing .dwg Files......Page 27
3. Cameras and Illumination......Page 28
3.1. Camera Movement. Creation of Path......Page 29
3.2. Illumination......Page 31
4. Animation of Working Parts......Page 33
4.1. Runner Stone Raising Mechanism......Page 34
4.2. Brake Rim Mechanism......Page 39
5. Materials and Maps. Mapping Coordinates......Page 44
6. Creation of Textures......Page 47
7. Rendering and Video Creation......Page 50
Conclusion......Page 65
References......Page 66
1.1. The Role of Virtual Engineering......Page 68
1.2. Augmented Reality......Page 70
1.3. Motivation and Objectives......Page 73
2.1. Hardware Setup......Page 74
2.2. Software Setup......Page 75
2.3. Examples......Page 77
3. Simulating and Animating in AR......Page 78
3.1. Multibody Animation......Page 79
3.2. FEM Pre and Postprocessing......Page 87
3.3. CFD Postprocessing......Page 89
4. Conclusion......Page 91
References......Page 92
1. Introduction......Page 96
2.1.Static Mesh Compression......Page 97
2.2.1.Registration-Based Compression......Page 99
2.2.3.Multiresolution Representation......Page 100
3. Vertex Clustering for Dynamic Geometry Coding......Page 101
3.1.1.Topology-Based Clustering......Page 102
3.1.2.Geometry-Based Clustering......Page 103
3.1.3.Spectral-Based 3D Mesh Segmentation......Page 105
3.1.4.Analysis of Registration-Based Coding Algorithms......Page 107
3.2.ICP-based 3D Dynamic Geometry Compression......Page 108
3.2.1.PerformanceMetrics......Page 110
3.3.2.ExperimentalResults......Page 111
3.4.Comparison with PCA-Based Algorithms......Page 116
4.Conclusion......Page 118
References......Page 119
Abstract......Page 124
2.Emotion Models and Related Work......Page 125
3.The Emotion Hypercube......Page 127
3.1.Derived Emotions......Page 128
4.1.Affective Pattern Description......Page 129
4.2.The Dynamics of an Affective Pattern......Page 130
5.VeeM: Virtual Emotion to Expression Model......Page 131
6.The MPEG-4 Standard......Page 132
7.VeeM applied on an MPEG-4 Face Model......Page 134
References......Page 137
1.Introduction......Page 140
2.Previous and Related Work......Page 142
3.Creating Key Expressions on An Anatomy-based Face Model......Page 144
4.Face Deformation Subspace Model......Page 145
5.Tracking the Face......Page 146
6.Facial Expression Retargeting......Page 149
7.Results......Page 150
8.Conclusion......Page 152
References......Page 153
1.Introduction......Page 156
2.RelatedWork......Page 158
3.The Occlusion Index......Page 159
4.Modification of Viewpoint......Page 160
6.Making Buildings Transparent......Page 161
8.Results and Discussion......Page 162
9.Conclusions......Page 164
References......Page 166
1. Introduction......Page 168
2.1. Raw Data......Page 169
2.2. Boundary Representation (Brep)......Page 170
2.3. Volume Modeling......Page 171
2.4. Higher-Level Representations in CAD......Page 172
3.1. Numerical Constraint Solvers......Page 173
Rule-Constructive Solvers......Page 174
3.5. Hierarchical and Hybrid Approaches......Page 175
4.1. Parametric Feature Based Design in Manufacturing Systems......Page 176
4.2. Feature-Based Modeling for Reverse Engineering......Page 180
References......Page 183
1.Introduction......Page 188
2.Powell-Sabin Splines......Page 189
2.1. Polynomials on Triangles......Page 190
2.2.The Powell-Sabin Spline Space......Page 191
2.3. A B-spline Representation......Page 192
2.4.Properties of the B-spline Basis......Page 193
2.5. A Bernstein-BĀ“ezier Representation......Page 196
3.Spline Subdivision......Page 197
3.1.Refinement Rules of the Triangulation......Page 198
3.2.The Construction of Refined Control Triangles......Page 199
3.3.Applications......Page 201
4.1.The Hierarchical Powell-Sabin Spline Space......Page 204
4.3.Properties of the QHPS B-spline Basis......Page 206
4.4. A Practical Implementation......Page 208
5.NURPS Surfaces......Page 209
5.1.Rational Powell-Sabin Surfaces......Page 210
5.2.Modelling with NURPS Surfaces......Page 211
5.3.NURPS Subdivision......Page 212
5.4.Quadrics as NURPS Surfaces......Page 214
6.Conclusion......Page 216
References......Page 217
1. Introduction......Page 220
2.1.2. Object Behaviour......Page 221
2.2.1. The External World......Page 222
2.2.4. Relationships between the Three Worlds......Page 223
2.2.5. A More Detailed Framework of Design Interactions......Page 224
2.3. The Situated Function-Behaviour-Structure Framework......Page 225
3.1.1. Process Function......Page 227
3.1.3. Process Structure......Page 228
3.2. An Ontology of Design Processes......Page 229
4. An Ontological Framework for Computer-Aided Design Support......Page 231
4.1.1. Support for Communicating the Design......Page 233
4.1.2. Support for Initiating Reflective Conversation......Page 234
4.2. Computer-aided Design Support for FBSo Transformations and
Evaluation......Page 235
4.3. Computer-aided Design Support for Focussing......Page 237
4.4.2. Support for Re-Interpretation of Design Concepts......Page 239
4.5. Computer-aided Design Support for Constructive Memory......Page 240
5. Conclusion......Page 241
References......Page 242
INDEX......Page 246