National Repository of Grey Literature 15 records found  1 - 10next  jump to record: Search took 0.00 seconds. 
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.
Skeletal Animation for GPUengine
Minařík, Antonín ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
This paper deals with studying skeletal animation techniques, and the subsequent design and implementation of skeletal animation extension for the GPUEngine library. The theoretical part describes the techniques of animation, skeletal animation and skinning. The following is an analysis of existing skeletal animation systems. The proposed solution seeks to reduce the data redundancy in the memory while rendering more skeletal models. According to the design a basic skeletal animation system has been implemented. Furthermore, a demonstration application has been created showing the skeletal system's use. The resulting skeletal system can be used in simple 3D applications and can serve as a basis for further works.
Advanced Character Animation
Matýšek, Michal ; Polok, Lukáš (referee) ; Kajan, Rudolf (advisor)
This thesis describes modern real-time character animation techniques and their implementation in C++ language using DirectX and PhysX libraries. The first part of the text deals with a presentation of selected animation principles and is focused mailny on key-frame animation, skeletal animation, morphing and ragdoll simulation. Then follows a description of used DirectX and PhysX libraries and description of motion capturing, using iPi Desktop Motion Capture software. The second part of this thesis is focused on particular ways of implementation of the described animation techniques.
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.
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.
Blender add-on for 3D Rigging
Horák, Rostislav ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
The project objective is to create a Blender addon that can automatically generate a skeleton for 3D model and on top of that will be open and easily extendable by more skeleton extraction methods. The core of this project is a framework of this addon which will contain a list of implemented methods from which the user can choose. The project is implemented in Python with Blender API. Part of the project is an implementation of skeleton extraction method using 3D silhouette, emphasis is placed on speed while retaining certain accuracy.
Blender add-on for 3D Rigging
Horák, Rostislav ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
The project objective is to create a Blender addon that can automatically generate a skeleton for 3D model and on top of that will be open and easily extendable by more skeleton extraction methods. The core of this project is a framework of this addon which will contain a list of implemented methods from which the user can choose. The project is implemented in Python with Blender API. Part of the project is an implementation of skeleton extraction method using 3D silhouette, emphasis is placed on speed while retaining certain accuracy.
Advanced Character Animation
Matýšek, Michal ; Polok, Lukáš (referee) ; Kajan, Rudolf (advisor)
This thesis describes modern real-time character animation techniques and their implementation in C++ language using DirectX and PhysX libraries. The first part of the text deals with a presentation of selected animation principles and is focused mailny on key-frame animation, skeletal animation, morphing and ragdoll simulation. Then follows a description of used DirectX and PhysX libraries and description of motion capturing, using iPi Desktop Motion Capture software. The second part of this thesis is focused on particular ways of implementation of the described animation techniques.
Skeletal Animation for GPUengine
Minařík, Antonín ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
This paper deals with studying skeletal animation techniques, and the subsequent design and implementation of skeletal animation extension for the GPUEngine library. The theoretical part describes the techniques of animation, skeletal animation and skinning. The following is an analysis of existing skeletal animation systems. The proposed solution seeks to reduce the data redundancy in the memory while rendering more skeletal models. According to the design a basic skeletal animation system has been implemented. Furthermore, a demonstration application has been created showing the skeletal system's use. The resulting skeletal system can be used in simple 3D applications and can serve as a basis for further works.

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