Otwarty dostęp

Research on Virtual Character Behavior Simulation and Control Algorithm in Digital Movie Production

  
18 lis 2024

Zacytuj
Pobierz okładkę

Garstki, K. (2017). Virtual representation: the production of 3D digital artifacts. Journal of Archaeological Method and Theory, 24, 726-750. Search in Google Scholar

Dooley, K. (2017). Storytelling with virtual reality in 360-degrees: a new screen grammar. Studies in Australasian cinema, 11(3), 161-171. Search in Google Scholar

He, L. W., Cohen, M. F., & Salesin, D. H. (2023). The virtual cinematographer: A paradigm for automatic real-time camera control and directing. In Seminal Graphics Papers: Pushing the Boundaries, Volume 2 (pp. 707-714). Search in Google Scholar

Pope, V. C., Dawes, R., Schweiger, F., & Sheikh, A. (2017, May). The geometry of storytelling: Theatrical use of space for 360-degree videos and virtual reality. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (pp. 4468-4478). Search in Google Scholar

Ding, N., Zhou, W., & Fung, A. Y. (2018). Emotional effect of cinematic VR compared with traditional 2D film. Telematics and Informatics, 35(6), 1572-1579. Search in Google Scholar

Tantawy, R. R., Muhammad, K., Farghaly, S. T., Alaswad, M. H., Fiad, N. S., & Hassabo, A. G. (2024). Advancements in 3d digital technology for virtual fashion design and education. Journal of Textiles, Coloration and Polymer Science, 21(2), 477-485. Search in Google Scholar

Louarn, A., Christie, M., & Lamarche, F. (2018, November). Automated staging for virtual cinematography. In Proceedings of the 11th ACM SIGGRAPH Conference on Motion, Interaction and Games (pp. 1-10). Search in Google Scholar

Pan, Y., Kim, K., Lee, J., Sang, Y., & Cheon, J. (2022). Research on the application of digital human production based on photoscan realistic head 3D scanning and unreal engine metahuman technology in the metaverse. International journal of advanced smart convergence, 11(3), 102-118. Search in Google Scholar

Bindman, S. W., Castaneda, L. M., Scanlon, M., & Cechony, A. (2018, April). Am I a bunny? The impact of high and low immersion platforms and viewers’ perceptions of role on presence, narrative engagement, and empathy during an animated 360 video. In Proceedings of the 2018 CHI conference on human factors in computing systems (pp. 1-11). Search in Google Scholar

Gorisse, G., Christmann, O., Houzangbe, S., & Richir, S. (2019). From robot to virtual doppelganger: Impact of visual fidelity of avatars controlled in third-person perspective on embodiment and behavior in immersive virtual environments. Frontiers in Robotics and AI, 6, 8. Search in Google Scholar

Achenbach, J., Waltemate, T., Latoschik, M. E., & Botsch, M. (2017, November). Fast generation of realistic virtual humans. In Proceedings of the 23rd ACM symposium on virtual reality software and technology (pp. 1-10). Search in Google Scholar

Rothe, S., Buschek, D., & Hußmann, H. (2019). Guidance in cinematic virtual reality-taxonomy, research status and challenges. Multimodal Technologies and Interaction, 3(1), 19. Search in Google Scholar

Habermann, M., Liu, L., Xu, W., Zollhoefer, M., Pons-Moll, G., & Theobalt, C. (2021). Real-time deep dynamic characters. ACM Transactions on Graphics (ToG), 40(4), 1-16. Search in Google Scholar

Seymour, M., Riemer, K., & Kay, J. (2018). Actors, avatars and agents: Potentials and implications of natural face technology for the creation of realistic visual presence. Journal of the association for Information Systems, 19(10), 4. Search in Google Scholar

Black, D. (2017). Why can I see my avatar? Embodied visual engagement in the third-person video game. Games and Culture, 12(2), 179-199. Search in Google Scholar

Thambiraja, B., Habibie, I., Aliakbarian, S., Cosker, D., Theobalt, C., & Thies, J. (2023). Imitator: Personalized speech-driven 3d facial animation. In Proceedings of the IEEE/CVF International Conference on Computer Vision (pp. 20621-20631). Search in Google Scholar

Seymour, M., Yuan, L. I., Dennis, A., & Riemer, K. (2021). Have we crossed the uncanny valley? Understanding affinity, trustworthiness, and preference for realistic digital humans in immersive environments. Journal of the Association for Information Systems, 22(3), 9. Search in Google Scholar

Ross, M., & Munt, A. (2018). Cinematic virtual reality: Towards the spatialized screenplay. Journal of Screenwriting, 9(2), 191-209. Search in Google Scholar

Lingyi Song. (2023). Research of 3D Virtual Characters Reconstructions Based on NeRF. Journal of Electronics and Information Science(6), Search in Google Scholar

Razan Ghzouli,Thorsten Berger,Einar Broch Johnsen,Andrzej Wasowski & Swaib Dragule. (2023). Behavior Trees and State Machines in Robotics Applications. IEEE Transactions on Software Engineering(9), 4243-4267. Search in Google Scholar

Yıldırım Şahin & Arslan Erdem. (2019). A Comparison of Six Legged ODE (Open Dynamics Engine) Based Gait control Algorithm and Standard Walking Gaits. European Journal of Science and Technology 242-255. Search in Google Scholar

Mathis Mackenzie W. & Schneider Steffen. (2021). Motor control: Neural correlates of optimal feedback control theory. Current Biology(7),R356-R358. Search in Google Scholar

Javier Alexis Abdor Sierra,Emmanuel Alejandro Merchán Cruz,Flavio Arturo Sánchez Garfias,Ricardo Gustavo Rodríguez Cañizo,Edgar Alfredo Portilla Flores & Valentin Vázquez Castillo. (2021). PARTICLE SWARM OPTIMIZATION FOR INVERSE KINEMATICS SOLUTION AND TRAJECTORY PLANNINg OF 7-DOF AND 8-DOF ROBOT MANIPULATORS BASED ON UNIT QUATERNION REPRESENTATION. Journal of Applied Engineering Science(3), Search in Google Scholar

Alexei A. Deriglazov. (2024). Rotation Matrix of a Charged Symmetrical Body: One-Parameter Family of Solutions in Elementary Functions. Universe(6),250-. Search in Google Scholar

Język:
Angielski
Częstotliwość wydawania:
1 razy w roku
Dziedziny czasopisma:
Nauki biologiczne, Nauki biologiczne, inne, Matematyka, Matematyka stosowana, Matematyka ogólna, Fizyka, Fizyka, inne