National Repository of Grey Literature 9 records found  Search took 0.01 seconds. 
Videogame animation
Pošta, Martin ; PIXA, Libor (advisor) ; JAVORA, Ondřej (referee)
This bachelor thesis is about videogame animation. The work is divided into four chapters. The first chapter describes the history of videogame animation. The second chapter is focused on differences between movie and videogame animation. The third chapter points how twelve animation principles are used differently in videogames and the last fourth chapter is trying to explain the future of animation in VR (Virtual reality).
Ryan by Chris Landreth
Šafus, Martin ; PIXA, Libor (advisor) ; Horáček, Pavel (referee)
The thesis synthetizes traceable information about Chris Landreth’s partly biographical film Ryan, as well as summarizes events preceding and concerning its creation. In the second part of the thesis I analyze especially psychorealism that links to the personality of Chris Landreth, but lacks clearly formulated definition. The first part emphasizes information quality about the author Ryan Lrkin and understanding of circumstances of the film creation. In the second part I put the film through analysis and then search for analogies with other episodes. Using subsequent synthesis I search for new evidence. It results in an attempt to define psychorealism. In order to familiarize with artistic movements and their means it is essential to describe them theoretically and psychorealism waved spluttered in void. I intent to change it with this thesis.
Digital comic
Zajíčková, Žofie ; PIXA, Libor (advisor) ; KLIMT, Aurel (referee)
The aim of this work is to give some insight into the enviroment of digital comic and look at what kind of language is this new medium using, what is it´s specific quality. The work should put some light on what we can imagine when we say „Digital comic“, scatch out some possible issues around comics that had been transferd into digital form after they were released like a classical comicbooks. After that I am trying to analyse few works that had been designed specificly for the digital enviroment. At the end I am comparing these works to the classical comicbooks and trying to find out what makes them specific. I´m also finding an answer to the question what are the basis of these digital comics that didn´t lost characteristics of their original comic medium and at the same time were able to absorbed some new media.
The animation in the interactive application environment, using new technology
Kokolia, Jan ; PIXA, Libor (advisor) ; BUBENÍČEK, Jan (referee)
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
Using real-life performance in animation
Berger, Marek ; PIXA, Libor (advisor) ; KLIMT, Aurel (referee)
In this thesis I analyze and compare the technologies, which are responsible for wiping off the boundaries between animated movies and movies with real-life actors. From the traditional form of rotoscoping to the most recent forms of the performance capture, used mostly for feature trick movies. I do compare these exact, half-automatic methods with some examples of classical animation that also works with pre-acted videoreferences a lot. I give some examples of movies that rely on more or less successful methods and approaches. Instead of technological issues, I focus on the aesthetical approach, such as the animation and the character design in different forms, between the total realism and strong stylization. I point especially on the big problems with transferring the real-life action literally to the animation, and the troubles resulting from this difficult method
Aesthetics of Digital Animation
Náprstek, Marek ; PIXA, Libor (advisor) ; PAVLÁTOVÁ, Michaela (referee)
The thesis deals with aesthetics of computer animation, its evolution and direction. It tries to identify the determining factors of the visual aspect of computer animation and uses examples to compare different approaches pursued by large studios and certain small productions. The work's goal is to explore the reasons behind the continuing uniformity of the genre, which persists despite the fact that computer animation has become technically practically limitless, and offer a prognosis of its future development.
History and development of video games and animation in video games
Dolejší, Ondřej ; PIXA, Libor (advisor) ; KLIMT, Aurel (referee)
This bachelor's thesis deals with a history and developement of video game and video game animation. The work is divided into four chapters. The first chapter is trying to explain term "video game". The second chapter describes the history of this media - from the beginning till now. The third chapter specifies genres in contemporary game production and their way of using animation. At the end the thesis is trying to include video game among the other meda.
Futurama
Wilhelm, Prokop ; PIXA, Libor (advisor) ; MERTOVÁ, Michaela (referee)
This work is about cartoon Futurama and its culture-historical context. The reader gets introduced to the strong retrofuturistic influence, with its legacy of Cosmic Age.
3D Computer Animation in Live Action Feature Film
Pixa, Libor ; Klimt, Aurel (advisor) ; Vojtěchovský, Miloš (referee)
The subject of this thesis is to provide a compact overview of the 3D computer animation in the live action feature films in a chronological way. The intention is to map its evolution in continuity and allow the reader a whole and transparent summary of such a highly developed area of the cinematography. The thesis is not focused only at the summary of concrete films and their makers but also covers film and postproduction studios and pioneers who brought the technological inventions into the live and thus moved the 3D film tricks on today?s level.

See also: similar author names
1 Pixa, Libor
Interested in being notified about new results for this query?
Subscribe to the RSS feed.