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dc.contributor.advisorAndrew Grant.en_US
dc.contributor.authorSmith, Robert L. M. Eng. Massachusetts Institute of Technologyen_US
dc.contributor.otherMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science.en_US
dc.date.accessioned2017-01-12T18:18:18Z
dc.date.available2017-01-12T18:18:18Z
dc.date.copyright2016en_US
dc.date.issued2016en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/106376
dc.descriptionThesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2016.en_US
dc.descriptionThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.en_US
dc.descriptionCataloged from student-submitted PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (page 48).en_US
dc.description.abstractOne of the notable distinctions of traditional animation techniques is the emphasis placed on motion. Objects in motion often make use of visual stylistic effects to visually enhance the motion, such as speed lines or afterimages. Unfortunately, at present, 2D animation makes much more use of these techniques than 3D animation, which is especially clear in the stylistic differences between 2D and 3D videogames. For 3D videogame designers fond of the look and feel of traditional animation, it would be beneficial if 3D models could emulate that 2D style. In that regard, I propose two techniques that use the location history of 3D models to, in real time, construct non-photorealistic motion blur effects in the vein of 2D traditional animation. With these procedural techniques, designers can maximize the convenience of 3D models while still retaining an aesthetic normally constrained to 2D animation.en_US
dc.description.statementofresponsibilityby Robert L. Smith.en_US
dc.format.extent48 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectElectrical Engineering and Computer Science.en_US
dc.titleAfterimage Toon Blur : procedural generation of cartoon blur for 3D models in real timeen_US
dc.title.alternativeProcedural generation of cartoon blur for 3D models in real timeen_US
dc.typeThesisen_US
dc.description.degreeM. Eng.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
dc.identifier.oclc967348305en_US


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