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dc.contributor.advisorLeeney, Dr. Marken
dc.contributor.authorMaloney, Darraghen
dc.date.accessioned2017-03-21T14:05:01Z
dc.date.available2017-03-21T14:05:01Z
dc.date.issued2007
dc.identifier.otherMSc in Computingen
dc.identifier.urihttps://research.thea.ie/handle/20.500.12065/1182
dc.description.abstract3D 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 exploreden
dc.formatPDFen
dc.language.isoenen
dc.titleProse warping for realtime animationen
dc.typeMasters (research)en
dc.publisher.institutionLetterkenny Institute of Technologyen
dc.rights.accessCreative Commonsen
dc.subject.departmentComputingen
dc.subject.keywordComputer animationen


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