• Title/Summary/Keyword: 렌더패스

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A Study on Synthetic Techniques Utilizing Map of 3D Animation - A Case of Occlusion Properties (오클루전 맵(Occlusion Map)을 활용한 3D애니메이션 합성 기법 연구)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.157-176
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    • 2015
  • This research describes render pass synthetic techniques required to use for the effectiveness of them in 3D animation synthetic technology. As the render pass is divided by property and synthesized after rendering, elaborate, rapid synthesis can be achieved. In particular, occlusion pass creates a screen as if it had a soft, light shading, expressing a sense of depth and boundary softness. It is converted into 2D image through a process of pass rendering of animation projects created in 3D space, then completed in synthetic software. Namely, 3D animation realizes the completeness of work originally planned through compositing, a synthetic process in the last half. To complete in-depth image, a scene manufactured in 3D software can be sent as a synthetic program by rendering the scene by layer and property. As recently the occlusion pass can express depth notwithstanding conducting GI rendering of 3D graphic outputs, it is an important synthetic map not omitted in the post-production process. Nonetheless, for the importance of it, currently the occlusion pass leaves much to be desired for research support and books summarizing and analyzing the characteristics of properties, and the principles and usages of them. Hence, this research was aimed to summarize the principles and usages of occlusion map, and analyze differences in the results of synthesis. Furthermore, it also summarized a process designating renderers and the map utilizing the properties, and synthetic software usages. For the future, it is hoped that effective and diverse latter expression techniques will be studied beyond the limitation of graphic expression based on trends diversifying technique development.