Now showing items 1-2 of 2

    • Automated real-time animation 

      Qin, Ting (Letterkenny Institute of Technology, 2008)
      Producing animation for the computer game/entertainment industry is a time- consuming, difficult process. One approach to maximizing the utility of previously animated sequences is to blend and warp pre-existing sequences ...
    • Prose warping for realtime animation 

      Maloney, Darragh (Letterkenny Institute of Technology, 2007)
      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 ...