Prose warping for realtime animation
dc.contributor.advisor | Leeney, Dr. Mark | en |
dc.contributor.author | Maloney, Darragh | en |
dc.date.accessioned | 2017-03-21T14:05:01Z | |
dc.date.available | 2017-03-21T14:05:01Z | |
dc.date.issued | 2007 | |
dc.identifier.other | MSc in Computing | en |
dc.identifier.uri | https://research.thea.ie/handle/20.500.12065/1182 | |
dc.description.abstract | 3D computer games with animated characters are restricted to the animations provided by an animator. This thesis explores a method for having a character perform different animations using only simple base animations and discrete poses incorporating a digital signal processing approach. Treating the animations as a series of digital signals allows digital signal processing techniques to be applied to create new motions. This facilitates a decreased animator workload while allowing a character to interact better with its environ ment. These techniques involve treating an animation as a continuous signal, sampling it and shifting it about another signal to combine an animation and a pose. To eliminate dead poses the use of filters on animations with a view to creating new animations with the aid of timewarping is also explored | en |
dc.format | en | |
dc.language.iso | en | en |
dc.title | Prose warping for realtime animation | en |
dc.type | Masters (research) | en |
dc.publisher.institution | Letterkenny Institute of Technology | en |
dc.rights.access | Creative Commons | en |
dc.subject.department | Computing | en |
dc.subject.keyword | Computer animation | en |