• Title/Summary/Keyword: 고화질 애니메이션

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Parallel Rendering of High Quality Animation based on a Dynamic Workload Allocation Scheme (작업영역의 동적 할당을 통한 고화질 애니메이션의 병렬 렌더링)

  • Rhee, Yun-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.1
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    • pp.109-116
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    • 2008
  • Even though many studies on parallel rendering based on PC clusters have been done. most of those did not cope with non-uniform scenes, where locations of 3D models are biased. In this work. we have built a PC cluster system with POV-Ray, a free rendering software on the public domain, and developed an adaptive load balancing scheme to optimize the parallel efficiency Especially, we noticed that a frame of 3D animation are closely coherent with adjacent frames. and thus we could estimate distribution of computation amount, based on the computation time of previous frame. The experimental results with 2 real animation data show that the proposed scheme reduces by 40% of execution time compared to the simple static partitioning scheme.

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Multicontents Integrated Image Animation within Synthesis for Hiqh Quality Multimodal Video (고화질 멀티 모달 영상 합성을 통한 다중 콘텐츠 통합 애니메이션 방법)

  • Jae Seung Roh;Jinbeom Kang
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.257-269
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    • 2023
  • There is currently a burgeoning demand for image synthesis from photos and videos using deep learning models. Existing video synthesis models solely extract motion information from the provided video to generate animation effects on photos. However, these synthesis models encounter challenges in achieving accurate lip synchronization with the audio and maintaining the image quality of the synthesized output. To tackle these issues, this paper introduces a novel framework based on an image animation approach. Within this framework, upon receiving a photo, a video, and audio input, it produces an output that not only retains the unique characteristics of the individuals in the photo but also synchronizes their movements with the provided video, achieving lip synchronization with the audio. Furthermore, a super-resolution model is employed to enhance the quality and resolution of the synthesized output.

A Task Decomposition Scheme for Parallel Rendering of Continuous Images (연속 영상의 효과적 병렬 렌더링을 위한 작업분할 기법)

  • Choi, Young-Woon;Rhee, Yun-Seok
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.1042-1044
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    • 2005
  • 고화질 입체 영상의 효과적인 재생을 위해 PC 클러스터를 활용한 여러 형태의 병렬화 기법이 제안되었지만, 영상을 구성하는 객체의 분포가 균일하지 않은 경우 충분한 성능을 발휘하지 못하였다. 본 연구에서는 Maya 렌더러를 채택한 PC 클러스터 기반의 병렬 렌더링 시스템을 구축하고, 병렬화 성능을 높이기 위한 효과적인 부하 균형 기법을 개발하였다. 특히 애니메이션을 구성하는 연속 프레임 작업에서 프레임 간의 연관성(coherence)이 높다는 사실에 근거하여, 임의 프레임의 각 분할 영역에 소요된 계산량을 바탕으로 다음 프레임의 부하 분포를 예측하고 이에 맞게 각 프로세서의 작업 영역을 재조정하는 기법을 제안하였다.

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Creating a High-Definition Animation of Tsunami Propagation (지진해일 수치실험 결과의 고해상도 에니메이션 생성)

  • Kim, Kyeong-Ok;Yuk, Jin-Hee;Min, Byung-Il;Choi, Byung-Ho
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.23 no.5
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    • pp.327-334
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    • 2011
  • Simulation of the trans-oceanic or trans-basin propagation of a tsunami is a computer-intensive task. This study demonstrates an effective and detailed visualization technique to deal with the vast amount of surface-elevation and velocity-field output. This high-definition visualization technique is used to present simulations of the 1960 and 2010 Chilean earthquake tsunamis and the 1983 Central East (Japan) Sea earthquake tsunami. This tsunami-visualization method using high-definition graphic animation is an appropriate tool to show detailed tsunami-propagation behavior over an ocean or coastal sea, as exemplified by the Pacific Ocean and East (Japan) Sea tsunami events.

3D Clothes Modeling of Virtual Human for Metaverse (메타버스를 위한 가상 휴먼의 3차원 의상 모델링)

  • Kim, Hyun Woo;Kim, Dong Eon;Kim, Yujin;Park, In Kyu
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.638-653
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    • 2022
  • In this paper, we propose the new method of creating 3D virtual-human reflecting the pattern of clothes worn by the person in the high-resolution whole body front image and the body shape data about the person. To get the pattern of clothes, we proceed Instance Segmentation and clothes parsing using Cascade Mask R-CNN. After, we use Pix2Pix to blur the boundaries and estimate the background color and can get UV-Map of 3D clothes mesh proceeding UV-Map base warping. Also, we get the body shape data using SMPL-X and deform the original clothes and body mesh. With UV-Map of clothes and deformed clothes and body mesh, user finally can see the animation of 3D virtual-human reflecting user's appearance by rendering with the state-of-the game engine, i.e. Unreal Engine.