National Repository of Grey Literature 15 records found  previous11 - 15  jump to record: Search took 0.00 seconds. 
Procedural Animation of Human Walk
Klement, Martin ; Žák, Pavel (referee) ; Polok, Lukáš (advisor)
This thesis describes the implementation of the program displaying procedural animation of human walk. This program uses the so-called skeletal animation, in which a virtual skeleton is being moved by a forward and inverse kinematics, and subsequently the vertexes of the 3D model of a human are transformed in accordance to the skeleton. Setting of the weight of the bones for individual vertexes is done via the envelope method, the model is loaded from the "ASE" format. The application is written in the C++ programming language and for the visualization the OpenGL library with the GLUT expansion is used.
Graphics Demo with Inverse Kinematics
Kárníková, Pavlína ; Jošth, Radovan (referee) ; Herout, Adam (advisor)
This work deals with the creation of a graphic demo with the use of inverse kinematics. It explains the motivations that led to the creation of the demo; it briefly mentions the history of the demo as well as the principles of animation. It describes in detail the fundamentals of inverse kinematics as well as the terminology needed for the understanding of inverse kinematics. It also includes some selected algorithms. The issue of inverse kinematics is further developed in the part of the work where the principles of skinning are being described. The principles of the collision detection are also mentioned here. The conclusion consists of a detailed explanation of some of the techniques used in graphic demo, such as the L-systems or procedural textures.
Complex Animation in 3D Studio Max
Černý, Miloš ; Pečiva, Jan (referee) ; Přibyl, Jaroslav (advisor)
The goal of this project is to inform a reader about compact workflow of creating complex computer animation using 3D modelling and animation software 3ds Max. It guides him through the whole process from creating models, texturing and skinning them, to animation pointed at more difficult parts of the animation process. Beside the practical examples, this paper includes necessary theoretical explanation of particular problems. After reading this paper, the reader should be well acquainted with the compact process of creating the complex animation.
Realistic Figure Modelling
Palguta, Miloš ; Chudý, Peter (referee) ; Jošth, Radovan (advisor)
This document discusses making of masters thesis, which is devoted to modeling of realistic human character. The goal of this thesis is to introduce process of making a 3D realistic character. It contains quick review of todays computer graphic industry, theoretical preparation for making this character and a review of few different modeling techniques. Mesh Flow theory is explained in detail, which is fundamental for todays organic modelling. In process of making character, all acquired knowledge will be used. In stages all theoretical and practical processes of mapping, texturing and skinning will be explained. Demonstration of how junction of different applications may achieve greater speed, effectiveness and quality during process of making model and textures will be presented. Last chapter of this thesis is devoted to programming an application to display character in OpenGL.
Fusion of Procedural and Keyframe Animation
Klement, Martin ; Pečiva, Jan (referee) ; Polok, Lukáš (advisor)
The goal of this work is to create an application, which will combine procedural and keyfram animations with subsequent visualization. Composition of this two different animations techniques is used to animate a virtual character. To combine this two techniques one starts with interpolations from keyframe animation and then enchance them by procedural animations to properly fit into the characters surroundings. This procedural part of animation is obtained by using forward and inverse kinematics. Whole application is written in C++, uses GLM math library for computations and OpenGL and GLUT for final visualization.

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