mirage

Browsing by Subject "Computer animation"

DSpace/Manakin Repository

Browsing by Subject "Computer animation"

Sort by: Order: Results:

  • Oregon State University. Dept. of Computer Science; Carlson, Paul M.; Burnett, Margaret, 1949- (Corvallis, OR : Oregon State University, Dept. of Computer Science, 1995-04)
    How might capabilities for algorithm animation be seamlessly integrated into a programming language that is both visual and declarative? Until now, visual programming language researchers have not attempted to answer tha ...
  • Carlson, Paul M. (1995-04-18)
    How might capabilities for algorithm animation be seamlessly integrated into a programming language that is both visual and declarative? Until now, visual programming language researchers have not attempted to answer tha ...
  • Hermens, Benjamin J. (2006-07-24)
    We present an approach for generating a character’s response in anticipation of an impending impact. Protective anticipatory movement is built upon several simple actions that have been identified as response mechanism ...
  • Srinivasan, Madhusudhanan (2009-02-09)
    In this dissertation, we present a user-in-the-loop method for the design of an interactive motion data structure that benefits from the advantages of both motion graphs and blend-based techniques. Our novel approach au ...
  • McGregor, Jessica L. (2006-07-07)
    The high cost of manually producing background characters creates a demand for a way to automatically generate plausible behaviors. These background extras need to behave in a manner that is believable such that they d ...
  • Korada, Suman (2008-12-02)
    Recent efforts in user-control of data-driven characters have focused on designing high-level graph data-structures that we call a Behavior Finite State Machine (BFSM). A BFSM is an interactive data-structure that bene ...
  • Rose, Robert W. (2006-10-02)
    Full dynamic control of physically simulated characters is the holy grail of video games and other interactive applications. Recent advances in the field have presented controllers that can handle the balance and fall ...
  • Oregon State University. Dept. of Computer Science; Neill, Patrick J.; Metoyer, Ronald A., 1971-; Zhang, Eugene (Corvallis, OR : Oregon State University, Dept. of Computer Science, 2007)
    Fluid simulation on interacting deformable surfaces is a challenging problem that has many applications. In this paper, we present a framework in which artistic as well as physically realistic flows can be generated on s ...
  • Srinivasan, Madhusudhanan (2005-03-17)
    Graph-based approaches for sequencing motion capture data have produced some of the most realistic and controllable character motion to date. Most previous graph-based approaches have employed a run-time global search to ...
  • Strawn, Jordan J. (2006-07-07)
    The computer game industry continues to progress toward realistic-looking character motion. However, even in state-of-the-art games, the use of motion capture data in character animation may result in errors such as “fo ...
  • Terra, Silvio Cesar Lizana (2004-12-16)
    This thesis presents a novel technique for retiming keyframe-based animation. We call our approach Performance Timing. Keyframing is a standard technique for generating computer animation that typically requires artist ...
  • Oregon State University. Dept. of Computer Science; Srinivasan, Madhusudhanan; Metoyer, Ronald A., 1971- (Corvallis, OR : Oregon State University, Dept. of Computer Science, 2005)
    This paper presents an empirical approach for measuring and characterizing the responsiveness of a character to changes in goal. Our approach is based on keeping track of the character's progress towards a frequently cha ...
  • Dodge, Jonathan E. (2009-11-25)
    Communicating dynamic motion content, such as exercise, with a static medium, such as paper, is difficult. The technology exists for presenting 3D animated exercise content to patients; however, the tools for allowing exer ...

Search ScholarsArchive@OSU

Browse

My Account