scholarly journals ЦИФРОВІ ТЕХНОЛОГІЇ ЯК ЗАСІБ ТВОРЕННЯ НОВОЇ ЕКРАННОЇ РЕАЛЬНОСТІ

World Science ◽  
2020 ◽  
Vol 2 (4(56)) ◽  
pp. 21-27
Author(s):  
Тимофіїва Я. Ю. ◽  
Довженко І. Б.

The article devoted to analyzing cinematic entertainment and connections between traditional techniques and computer graphics technologies. Have been analyzed the historical development and the popularity of computer graphics and digital effects. Have been identified difference between special and visuals effects, revealed the most popular techniques at the filmmaking, such as scale modelling, animatronics, stop-motion, slow-motion, time lapse, and the main of tracking methods − motion capture, match-moving, deepfake, also chroma- and lumakey. Have been revealed of their essence. All methods and techniques are compared by the number of highly qualified specialists involved, the budget spent, the time of creation and the audience's attention. Determined the most popular and effective visual method for viewers. Have been identified the perspectives of computer graphics and digital visual effects. Identified the relevance of combining computer graphics with footage.

2016 ◽  
Vol 8 (1) ◽  
pp. 29-40
Author(s):  
Zbigniew Filutowicz ◽  
Krzysztof Przybyszewski ◽  
Józef Paszkowski

Abstract In recent years there has been a marked increase in the competitiveness of some very interesting (user) applications software within the field of computer graphics and animation. This paper presents an analysis of selected examples of the use of graphic applications software designed for professional use within various areas of human activity, and also focusses on the potential for further development of this software. Graphic applications software that makes use of motion capture, performance capture, time-lapse, morphing, Augmented Reality and the use of avatars in human-computer communication has become increasingly popular, cheap and simple.


2017 ◽  
Vol 8 (2) ◽  
pp. 187-192
Author(s):  
Gertrud Koch

"Operative Ontologien werden in diesem Artikel als relationale kommunikative Situationen vorgestellt, in denen Medien und Technik Teil einer Praxis sind, aber nicht einfach mit dieser zusammenfallen. Die Ontologie bezieht sich auf eine temporäre Konstellation, beispielsweise eine Verknüpfung von Maschine, Körper und Bild, in der die ontologische Frage der Anthropologie perspektivisch immer wieder verschoben wird. Wie das genau zu verstehen ist, wird am Fallbeispiel der Motion-Capture-Technik deutlich, in der durch eine Verschmelzung von Live Action Movie und der animierten Welt der Visual Effects eine permanente Veränderung dessen erfolgt, was als Mensch oder menschliche Umwelt angesehen wird. This article presents operational ontologies as communicative situations in which media and technology are part of a practice, but do not simply coincide with it. Ontology refers to a temporary constellation, for example a link between machine, body and image, which shifts the ontological question of anthropology in perspective time and again. This thesis is further illustrated by a case study of the motion capture technique, whose merging of live action movie and the animated world of visual effects leads to a permanent modification of our notions of the human being and human environment. "


2018 ◽  
Vol 53 (3) ◽  
pp. 035019 ◽  
Author(s):  
Michael Vollmer ◽  
Klaus-Peter Möllmann

2013 ◽  
Vol 347-350 ◽  
pp. 2781-2784 ◽  
Author(s):  
Man Yu Zhang

In todays animation films, virtual character animation is a research field developing rapidly in computer graphics, and motion capture is the most significant component, which has brought about revolutionary change for 3D animation production technology. It makes that animation producers are able to drive animation image models directly with the use of actors performance actions and expressions, which has simplified animation manufacturing operation greatly and enhanced quality for animation production.


Leonardo ◽  
2013 ◽  
Vol 46 (4) ◽  
pp. 376-385 ◽  
Author(s):  
Cécile Welker

This paper provides an historical summary of the emergence of computer graphics research and creation in France between 1970 and 1990, a period of innovation that transformed artistic practice and French visual media. The paper shows the role of these developments in the history of art, the evolution of digital technology, and the expansion of animation and visual effects in the film industry.


2003 ◽  
Vol 19 (6) ◽  
pp. 360-376 ◽  
Author(s):  
Jane Wilhelms ◽  
Allen Van Gelder

2012 ◽  
Vol 3 (1) ◽  
pp. 49-52
Author(s):  
Paula Quigley

Art cinema is often celebrated for its commitment to duration. Genre film, on the other hand, tends to articulate time in terms of narrative momentum. Natan offers an opportunity to explore the tension between these contestatory temporal registers in film through its economy of narrative, character and style.


2021 ◽  
Author(s):  
◽  
Richard Roberts

<p>Motion capture is attractive to visual effects studios because it offers a fast and automatic way to create animation directly from actors' movements. Despite extensive research efforts toward motion capture processing and motion editing, animations created using motion capture are notoriously difficult to edit. We investigate this problem and develop a technique to reverse engineer editable keyframe animation from motion capture.  Our technique for converting motion capture into editable animation is to select keyframes from the motion capture that correspond to those an animator might have used to create the motion from scratch. As the first contribution presented by this thesis, we survey both traditional and contemporary animation practice to define the types of keyframes created by animators following conventional animation practices. As the second contribution, we develop a new keyframe selection algorithm that uses a generic objective function; using different implementations, we can define different criteria to which keyframes are selected. After presenting the algorithm, we return to the problem of converting motion capture into editable animation and design three implementations of the objective function that can be used together to select animator-like keyframes. Finally, as a minor contribution to conclude the thesis, we present a simple interpolation algorithm that can be used to construct a new animation from only the selected keyframes.  In contrast to previous research in the topic of keyframe selection, our technique is novel in that we have designed it to provide selections of keyframes that are similar in structure to those used by animators following conventional practices. Consequently, both animators and motion editors can adjust the resulting animation in much the same way as their own, manually created, content. Furthermore, our technique offers an optimal guarantee paired with fast performance for practical editing situations, which has not yet been achieved in previous research. In conclusion, the contributions of this thesis advance the state of the art in the topic by introducing the first fast, optimal, and generic keyframe selection algorithm. Ultimately, our technique is not only well suited to the problem of recovering editable animation from motion capture, but can also be used to select keyframes for other purposes - such as compression or pattern identification - provided that an appropriate implementation of the objective function can be imagined and employed.</p>


1979 ◽  
Vol 101 (2) ◽  
pp. 232-237 ◽  
Author(s):  
W. L. Carson ◽  
R. S. Haney

An interactive computer graphics program has been developed to structually synthesize force systems which will drive a 4R-4Bar linkage to have a desired dynamic motion time response. The program is also useful for iterative dimensional synthesis. The program contains a coupler curve “boxing” technique to help the designer identify generalized force “characteristic” curve shapes for translational force elements between nonadjacent links. Some general observations about generalized force “characteristic” curve shapes are also presented.


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