animation techniques 中文意思是什麼

animation techniques 解釋
動畫技法
  1. Then the paper introduced dendriform model and the principles of animation in skeletal animation, and introduced two improved skeletal ani mation techniques : vertex blending and bone blending. at last, implement of the whole system is finished

    接著論文介紹了骨骼動畫系統中的樹型模型和動畫原理,並介紹了改進基本骨骼動畫系統的視覺效果的頂點混合和骨混合兩種技術。
  2. Create believable walk cycles and learn effective animation techniques in xsi

    在xsi中創建真實可信的環線行走,學習有效的動畫技術。
  3. Through a mixture of pioneering animation techniques, magical reconstructions time - lapse, aerial, widlife and landscape photography, this extraordinary evolutionary jigsaw slots seamlessly together befor your eyes. the results are simply jaw - dropping

    《歐洲探索》融合了先進動畫科技重建,以及跨越時空的空中景觀攝影,將這套讓人驚心動魄的自然演進史節目完美的呈現在你眼前,保證你看得驚嘆不已,大呼過癮!
  4. Various techniques, like photo touchup, animation, 3d object drafting, and lighting are combined onto a multi - planed line drawing stand, with a challenge to express a unique sense of unity and compression

    把各種各樣的技術,如相片修飾、動畫和立體圖案的繪畫、燈光的浸透等等,結合在同一個平面上,務求表達出一種一體化和壓迫的感覺。
  5. Drawing on years of production experience in various studios, aaron guides you through the tools & techniques to rig a character typical of major feature animation studios completely, from head to toe

    本教學的作者曾在多家動畫工作室工作,本教學他將通過為一個生物從頭到角建立動畫綁定介紹給大家目前主流的動畫製作流程
  6. Motion capture and motion editing are one of the most pivotal computer animation techniques

    運動捕獲和運動編輯是計算機動畫中最關鍵的技術。
  7. This animation is created with combination of chinese traditional water - ink paintings and 3d images via animation techniques

    這部動畫藉著動畫技巧來將中國傳統的水墨畫和3d影像作結合。
  8. This course is a classical - animation approach to timing, rhythm and 2d animation techniques as they apply to computer animation

    動畫時機課程教授在計算機製作動畫時,對時間、節奏和二元動畫技術三體的經典處理手法。
  9. This report is that i have inquisition and research about the realm 3d facial animation techniques in the television and film, the contents includes three parts of the model, animation techniques and typical facial animation system

    這編報告是我對電視電影領域3d表情動畫技術領域的調查和研究,內容包括模型,動畫技術和典型的表情系統三部分
  10. Drawing and animation using skeletal strokes. in proc. the 21st annual conference on computer graphics and interactive techniques, acm press, orlando, florida, usa, 1994, pp. 109 - 118

    骨架抽取的方法很多,但我們將採用我們自己開發的一種抽取方法,因為它操作靈活,能更好地適應我們工作的需要。
  11. Presents the perception mechanism of virtual humans based on a dead - reckoning algorithm to overcome the drawback of the synthetic vision approach, promotes the study of perception techniques in behavioral animation, and lays the foundation for the behavior control study for virtual humans, and points out that with the development of behavioral animation in more than one decade, researchers have been more and more convinced of the importance of the behavior study for virtual humans ; perception mechanism is the core of the above study ; the perception mechanism for virtual humans has been generally founded by the sensory approach, not by the synthetic vision approach because the complexity of virtual human itself and the dynamic quality of environments make it difficult to transmit visual information between virtual humans in multi virtual human environment like a virtual war field

    近十幾年來,隨著對行為動畫研究的開展,研究者們越來越認識到行為研究對虛擬人研究的重要性.感知機制是虛擬人行為研究的核心,迄今為止研究者們一般採用傳感器方法而不是合成視覺方法建立虛擬人的感知機制,這是因為在象虛擬戰場這樣的多虛擬人環境中,虛擬人本身的復雜性、環境的動態性,使得虛擬人間可視信息的傳遞很困難.為了解決這個問題,提出了基於位置推算演算法的虛擬人感知機制.該項研究彌補了合成視覺方法的不足,豐富了行為動畫中感知技術的研究,從而為虛擬人行為控制的研究奠定了基礎
  12. During the three days, a schedule of live performances and demonstrations by well - qualified instructors of scs was open to public viewing. they included chinese classical music, brain gym, qi gong, the art of paper - cutting, special photographic techniques and computer animation techniques. these were practical ways of bringing the schools spirit of learning into the community

    為期三天的展覽設有精采表演,由學院資深導師及專人表演中樂、健腦操、氣功、剪紙藝術、特別攝影技巧、及介紹運用電腦自動化技術將動畫內的角色變得立體化的方法等,將終身學習的精神帶到社區每一個角落。
  13. This method is mainly based on high level parameters control mechanisms, and uses inverse kinematics algorithms to generate human animation on uneven terrain. these techniques can reduce computational time, and so ensure motions are generated in real - time

    主要基於高層參數的控制機制,採用逆運動學的控制方法實現了適應于任意三維復雜地形的人體行走跑步運動,降低了系統的運算量,保證了運動的實時性。
  14. Apart from featuring various programme offerings, there will be chinese music performance, qi gong, seminar on photographic techniques, and 3d character animation automaticity etc. scs will be hosting a series of celebratory events between march and december

    連串四十周年慶祝活動將於3月至12月陸續舉行,包括:健康生活系列、創意手機游戲設計比賽、 java
  15. At last, this paper introduced the key techniques of researching and developing real - time 3 - d opengl missile fight animation software. a 3 - d animation simulation software was developed to show vividly the process of air - to - air missile attacking target

    最後,介紹了opengl研製空戰動畫軟體需要解決的關鍵技術,通過編制空空導彈攻擊目標的三維動畫模擬軟體,生動地演示了導彈攻擊目標的全過程。
  16. The art of animation is the creation of moving images through the manipulation of all varieties of techniques apart from live action methods

    動畫藝術是將現實中的運動事物通過各種技術手段表現成為活動圖像的創作過程。
  17. In addition, motion capture data records the motion of a real character, so it is natural that traditional animation techniques such as key - frame, dynamics, kinematics, space - time constraints, and dynamical simulation are closely relative to the processing and analysis of motion capture data

    運動捕捉數據記錄的是角色的運動信息,這就決定了對運動數據的分析研究勢必和傳統的角色動畫技術發生關系。這些技術包括關鍵幀動畫,運動學和動力學,時空約束,動態模擬等。
  18. Animation techniques and animation culture spread widely with the export of animation from america and japan, and have much influence on local animation industry where they approach, and become the important part of international competition power for local animation industry by combining with the cheap labor. this paper analyzes and studies the construction and cause of international trade on animation by regarding animation as object in the perspectives of double attributes along the two clues of economic factor and cultural factor, by using the

    本文正是適應了上述理論和實踐的要求,以動畫產品為研究對象,從文化產品的雙重屬性出發,緊密圍繞經濟因素和文化因素兩條線索,運用歸納與演繹相結合、歷時分析與共時分析相結合的方法,從經濟學、營銷學、傳播學和社會學等多學科的視野分析和研究了動畫產品國際貿易的結構和成因。
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