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Application of Virtual Studio Technology and Digital Human Monocular Motion Capture Technology -Based on <Beast Town> as an Example-

  • YuanZi Sang (Department of Visual Contents, Dongseo University) ;
  • KiHong Kim (Department of Visual Contents, Dongseo University) ;
  • JuneSok Lee (Department of Software Contents, Dongseo University) ;
  • JiChu Tang (Department of Visual Contents, Dongseo University) ;
  • GaoHe Zhang (Department of Visual Contents, Dongseo University) ;
  • ZhengRan Liu (Department of Visual Contents, Dongseo University) ;
  • QianRu Liu (Department of Visual Contents, Dongseo University) ;
  • ShiJie Sun (Department of Visual Contents, Dongseo University) ;
  • YuTing Wang (Department of Visual Contents, Dongseo University) ;
  • KaiXing Wang (Department of Visual Contents, Dongseo University)
  • 투고 : 2023.12.21
  • 심사 : 2024.01.22
  • 발행 : 2024.02.29

초록

This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests.

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참고문헌

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