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Advisor(s)
Abstract(s)
A computação gráfica (computer graphics) nasceu na década de 1960, ajudando na forma como
o cinema representa o mundo. Nos dias de hoje é uma ciência multidisciplinar. É responsável pelo
constante desenvolvimento e aperfeiçoamento de diversas áreas, desde a medicina à indústria
automóvel.
A evolução do cinema permitiu à computação gráfica integrar-se na sétima arte. Sendo a mesma,
hoje em dia, uma importante ferramenta das produções cinematográficas. Começando por simples
introduções da computação gráfica em curtas metragens na década de 1970, acabou por se tornar
numa ferramenta muito utilizada em longas metragens totalmente computadorizadas, já no século
XXI.
O foco desta investigação passa por compreender a construção e animação da personagem virtual,
através da captura de movimento de atores. As diversas representações do ser humano através de
uma personagem digital, ao longo da história do cinema, demonstram que existem diversas técnicas
para chegar ao resultado final. No entanto, ainda há uma indefinição sobre a melhor a ser abordada
e utilizada.
Este documento visa entender o processo de construção da personagem virtual, focado no filme
The Adventures of Tintin: The Secret of the Unicorn (2011). Serve assim, para perceber as
características de animação indicadas para determinados momentos cinematográficos, tendo em
conta a representação do ser humano através de uma personagem virtual.
Esta investigação pretende ser um arquivo de dados relevante, através de uma pesquisa
epistemológica reflexiva justificada na literatura das ciências sociais e humanas. Tornar-se um ponto
de partida para que mais etapas de conceção, modelação, animação e produção sejam compreendidas
e estudadas por novas gerações da era da computação gráfica.
ABSTRACT: Computer graphics was born in the 1960s, helping the way cinema represents the world. Nowadays, it is a multidisciplinary science, responsible for the constant development and improvement of several areas, from medicine to the automotive industry. The cinema has evolved and, as a result, has allowed computer graphics to integrate into the seventh art, and is nowadays an important tool of major film productions. Starting with simple introductions of computer graphics in short films in the 1970s, it ended up becoming a widely used tool in fully computerized feature films, already in the 21st century. The focus of this investigation is to understand the construction and animation of the virtual character, by capturing the movement of actors. The diverse representations of the human being through a digital character, throughout the history of cinema, demonstrate that there are several techniques to reach the final result. However, there is still a lack of definition as to the best to be addressed and used. This document aims to understand the process of building the virtual character, focused on the movie The Adventures of Tintin: The Secret of the Unicorn (2011). Thus, it serves to understand the animation characteristics indicated for certain cinematographic moments, taking into account the representation of the human being through a virtual character. This investigation intends to be a relevant data archive, through a reflective epistemological research justified in the social sciences and humanities literature. Become a starting point so that more stages of conception, modeling, animation and production are understood and studied by new generations of the computer graphics era.
ABSTRACT: Computer graphics was born in the 1960s, helping the way cinema represents the world. Nowadays, it is a multidisciplinary science, responsible for the constant development and improvement of several areas, from medicine to the automotive industry. The cinema has evolved and, as a result, has allowed computer graphics to integrate into the seventh art, and is nowadays an important tool of major film productions. Starting with simple introductions of computer graphics in short films in the 1970s, it ended up becoming a widely used tool in fully computerized feature films, already in the 21st century. The focus of this investigation is to understand the construction and animation of the virtual character, by capturing the movement of actors. The diverse representations of the human being through a digital character, throughout the history of cinema, demonstrate that there are several techniques to reach the final result. However, there is still a lack of definition as to the best to be addressed and used. This document aims to understand the process of building the virtual character, focused on the movie The Adventures of Tintin: The Secret of the Unicorn (2011). Thus, it serves to understand the animation characteristics indicated for certain cinematographic moments, taking into account the representation of the human being through a virtual character. This investigation intends to be a relevant data archive, through a reflective epistemological research justified in the social sciences and humanities literature. Become a starting point so that more stages of conception, modeling, animation and production are understood and studied by new generations of the computer graphics era.
Description
Dissertação de mestrado apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.
Keywords
Cinema Computação gráfica Animação digital Captura de movimento Personagem virtual Multimédia Tintin Computer graphics Digital animation Motion capture Virtual character
Citation
Gomes, N. M. C. (2021). O motion capture no cinema de animação - um estudo de caso sobre o filme Aventuras de Tintin: O Segredo do Licorne (2011). [Dissertação de mestrado, Escola Superior de Comunicação Social]. Repositório Científico do Instituto Politécnico de Lisboa. http://hdl.handle.net/10400.21/13193
Publisher
Instituto Politécnico de Lisboa, Escola Superior de Comunicação Social