scholarly journals Introduction to 3 Dimensional Computer Graphics. (9). Computer Animation.

1992 ◽  
Vol 46 (9) ◽  
pp. 1141-1148 ◽  
Author(s):  
Kazuo Fukui
Author(s):  
J.R. McIntosh ◽  
D.L. Stemple ◽  
William Bishop ◽  
G.W. Hannaway

EM specimens often contain 3-dimensional information that is lost during micrography on a single photographic film. Two images of one specimen at appropriate orientations give a stereo view, but complex structures composed of multiple objects of graded density that superimpose in each projection are often difficult to decipher in stereo. Several analytical methods for 3-D reconstruction from multiple images of a serially tilted specimen are available, but they are all time-consuming and computationally intense.


Author(s):  
A.B. Duisebaeva ◽  

In this paper, an attempt is made to study the features of teaching future mathematics teachers in computer graphics and multimedia in the context of informatization of education and to identify some important points that affect the effectiveness of improving their mathematical training. Today, despite the abundance of various application software packages, the problem of learning computer animation remains relevant. The use of computer graphics in educational systems not only allows you to increase the speed of information transfer and increase its level of understanding, but also contributes to the development of imaginative thinking. Of great educational and psychological importance is the fact that the color of graphic images affects thoughts and feelings, stimulating the imagination. The competent use of computer graphics technology allows us to provide not only the best development of educational material, but also create all the conditions for a more effective learning process as a whole.


1978 ◽  
Vol 7 (2) ◽  
pp. 111-113 ◽  
Author(s):  
D. R. Broome

A program has been written which enables two dimensional visualization of leg movements on a computer graphics display. Hip, knee, ankle angle, and pelvic displacement information can be input and processed to obtain Fourier coefficients characterizing these motions. The thigh, shank and foot are then displayed at, for example, two hundred points within each walking cycle, at natural speed or as slowly as desired.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Alejandra Quiroga ◽  
Jim Carré

The authors present the key elements of the storyboard and computer graphics that must be contained in the computer animations that are broadcast as miniseries and are based on world-known literary works. The first analyses are established to set a differentiation between the contents aimed at the adult and the child audience. Finally, the authors make known the necessary strategies of storytelling applied to computer animation, bearing in mind the time and production cost factor.


Proceedings ◽  
2020 ◽  
Vol 49 (1) ◽  
pp. 69
Author(s):  
Taisei Mori ◽  
Yohei Ogino ◽  
Akihiro Matsuda ◽  
Yumiko Funabashi

In this paper, 3-axial knee joint torques given by compression sports tights were performed by numerical simulations using 3-dimensional computer graphics of a human model. Running motions of the human model were represented as the 3-dimensional computer graphics, and the running motions were determined by the motion capturing system of human subjects. Strain distribution on the surface of the 3-dimentional computer graphics of the human model was applied to the boundary conditions of the numerical simulations. An anisotropic hyperelastic model considering stress softening of fabric materials was implemented to reproduce the mechanical characteristics of the compression sports tights. Based on the strain-time relationships, knee joint torques in 3-dimentional coordinates given by the compression sports tights were calculated. As a result, the three types of knee joint torque generated by the compression sports tights in running motions were calculated. From the calculated results, the maximum value of flexion/extension, varus/valgus, and internal/external knee joint torques were given as 2.52, 0.59, and 0.31 Nm, respectively. The effect of compression sports tights on the knee joint was investigated.


2012 ◽  
Vol 472-475 ◽  
pp. 1357-1360
Author(s):  
Xu Min Liu ◽  
Xu Zhai

Real time modeling and rendering of natural Phenomena has been a hotspot and One of the most difficult tasks in Computer Graphics, it has been found wide application in many domains such as computer animation, computer games, special effects of movie, landscaping, battlefield simulation and virtual reality etc.. Realistic simulation is generally consisting of natural elements simulation and man-made elements simulation, natural elements simulation is relatively complicated. However, in natural elements simulation trees simulation is one of the most complex technologies. In this paper, propose a method that is real-time visualization of animated trees in the wind. Compared with other previous studies, our work is to develop a physical model of real movement by the trees swaying animation. We describe the method is consistent with nature scene that branches move in the wind. Then, we describe a simple animation of trees swaying, in the local graphics processor.


2005 ◽  
Vol 33 (3) ◽  
pp. 241-257 ◽  
Author(s):  
Nicoletta Adamo-Villani ◽  
John Doublestein ◽  
Zachary Martin

We present a new highly interactive computer animation tool to increase the mathematical skills of deaf children. We aim at increasing the effectiveness of (hearing) parents in teaching arithmetic to their deaf children, and the opportunity of deaf children to learn arithmetic via interactive media. Using state-of-the-art computer animation technology we have designed and modeled three 3-dimensional virtual signers. The signs for mathematical terminology, performed by a non-hearing signer, have been captured with an electro-mechanical motion capture system and have been applied to the 3D characters. Macromedia Director MX Shockwave Studio has provided the platform for the design of interactive learning activities and for Web delivery. Smoothness of motion (in real time) and interactivity have been achieved via a new method of programmable blending of animation segments. Our program is the first attempt at using interactive 3D animation to improve the mathematical abilities of deaf pupils. Though our research follows the general trend of systems of 3D animated sign language (none of which has been geared specifically toward mathematics), we have made progress of a nature qualitatively different from previous work. Focusing on the need to represent the signs with clarity, realism, and emotional appeal for deaf children, we have invested our research efforts in developing a very natural, non-mechanical animated representation of the signs. The realization of this natural gesture language by interactive computer animation has been the main challenge that this research has met and solved.


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