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Visar resultat 1 - 5 av 10 uppsatser som matchar ovanstående sökkriterier.

  1. 1. Bringing Principles to Rigging for Animation : Teaching rigging within game development education

    Magister-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Steven Ekbrand; [2023]
    Nyckelord :Rigging; Animation; Teaching; Pedagogy; Math anxiety;

    Sammanfattning : The subject of digital animation witnessed the indispensable role of rigging in enabling movement and functionality, particularly within the context of game development. While animation principles (Thomas & Johnston, 1995) form the foundation of this discipline, rigging principles remain somewhat elusive, lacking the same fundamental status even to this day. LÄS MER

  2. 2. A study of transfer learning on data-driven motion synthesis frameworks

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Nuo Chen; [2022]
    Nyckelord :Transfer learning; data-driven motion synthesis; objective-driven motion generation; rig-agnostic encoding; deep learning-based clustering model; procedural animation; Kunskapsöverföring; data-driven rörelsesyntetisering; procedurell animation; mål-driven animation-genereringsmodel; rig-agnostisk-kodning; djupinlärningsbaserad klusteringsmodel;

    Sammanfattning : Various research has shown the potential and robustness of deep learning-based approaches to synthesise novel motions of 3D characters in virtual environments, such as video games and films. The models are trained with the motion data that is bound to the respective character skeleton (rig). LÄS MER

  3. 3. Procedurally Generated Eye Features for Real-time Applications

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Sebastian Nyberg; [2021]
    Nyckelord :Procedural; Real-Time; Profiling; Anime; Eyes;

    Sammanfattning : Background. As computing power has increased over the years, larger parts of the digital graphics industries are moving towards using real-time rendering for their solutions. The fast iteration and visual response help make the creative processes and communication more accessible in both the desktop and smartphone markets. LÄS MER

  4. 4. Slab and Powder-Snow avalanche animation on the GPU

    Uppsats för yrkesexamina på avancerad nivå, Blekinge Tekniska Högskola/Fakulteten för datavetenskaper

    Författare :Åleskog Jonthan; Cheh Daniel; [2021]
    Nyckelord :Avalanche; GPU; DEM; Real-time; Games; Lavin; GPU; DEM; Realtid; Spel;

    Sammanfattning : Background: The video game industry has yet to achieve a physically-based real-time avalanche simulation because of the sheer complexity of modeling the behavior of snow avalanches. An avalanche is made out of snow, meaning it would require a snow simulation which itself already shows to be complex. LÄS MER

  5. 5. Animation of humanoid characters using reinforcement learning

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Erik Lindström; [2019]
    Nyckelord :Reinforcement Learning; Animation; Procedural Animation; Simulated Swimming;

    Sammanfattning : Procedural animations are still in its infancy, and one of the techniques to create such is using Reinforcement Learning. In this project, swimming animations are created using UnityML version 0.6 with their Reinforcement Learning training agents, using the policy PPO, created by OpenAI. LÄS MER