• Title/Summary/Keyword: 모션캡처 애니메이션

Search Result 37, Processing Time 0.029 seconds

A study on motion capture animation process : Focusing on short animation film 'Drip' (모션 캡처 애니메이션 프로세스 연구 : 단편 애니메이션 'Drip'을 중심으로)

  • kim, Jisoo
    • Journal of Korea Game Society
    • /
    • v.16 no.4
    • /
    • pp.97-104
    • /
    • 2016
  • This study suggests a technique to implement the production of animation by blending between key frame animation and motion capture animation through short animation 'Drip.' It reduced the time taken to produce an animation by not only enabling efficient process management through mutual organic connection but also conducting a process of mutually making up for weak points of key frame animation and motion capture animation. Through this, it was intended to be helpful in efficient animation production by overcoming the limitation of key frame animation and motion capture animation and perceiving and applying a complex process.

Comparison and Analysis of Motion Capture and Key Animation - Focused on Animation of Countenance - (모션 캡처와 키 애니메이션의 비교분석 - 얼굴표정애니메이션을 중심으로 -)

  • Jang, Wook;Choi, Sung-Kyu;Lee, Tae-Gu
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.4
    • /
    • pp.160-169
    • /
    • 2007
  • Main problem in the domestic motion capture type production is that motion data are used even in the case when the human sensibility is needed. In other words it fails to give human images to the work, and production method only use motion capture data unconditionally and impetuously. Even though motion capture is effective and are various and applicable to various areas, it would cause enormous lose of capital and manual labor if these problems are not solved. In the present study, we compare motion capture with key animation production and analyze the merits and short comings of them. Also, we analyze them through the actual production and present the efficient method of key animation production when the expensive motion capturing devices are not available.

The Design of Abstract Layer for Motion Capture System (모션캡처 시스템을 위한 추상레이어의 설계)

  • Lee, Hee-Man
    • Journal of the Korea Society of Computer and Information
    • /
    • v.12 no.1 s.45
    • /
    • pp.25-32
    • /
    • 2007
  • In this paper, the abstract layer for motion capture system is designed and implemented to meet the various hardware and different capturing method. The abstract layer can offer the unified programming by providing device independent API(Application Programming Interface). The device drivers of the optical system and mechanical system are emulated to verify the designed abstract layer. The optical system employs the AOA Ole while the mechanical system uses BVH file. An application program is written to call the abstract layer functions to drive both optical and mechanical drivers and receive the frame data, simulated motion data, that are displayed sequentially on the computer screen by utilizing Direct3D.

  • PDF

Comparison of the Character Movements from Key-frame and Motion Capture Animation (키 프레임과 모션캡처 애니메이션의 캐릭터 움직임 비교)

  • Yoo, Mi-Ohk;Park, Kyoung-Ju
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.9
    • /
    • pp.74-83
    • /
    • 2008
  • In animation films, the movements of characters are exaggerated and comical. Traditional key-frame animation techniques allow to control exaggeration and comicality of characters at animators' wills. But, recently introduced motion capture techniques have limits on representing comicality and exaggeration although it is convenient to capture subjects' natural looks. This paper chooses two animations from key-frame and motion capture techniques and looks into comicality and exaggeration of characters by analyzing movements and motion of them Movements are classified as four fundamental motion elements - running, jump, gesture and walking - and are analyzed to compare the way of representation from two films. By studying similarity and differentiation of movements of two films, this paper discusses the advantages and disadvantages of key-frame and motion capture techniques in terms of exaggeration and comicality. Comparison of the character movements from two techniques shows that there are common differentiations of those movements.

The Multi-marker Tracking for Facial Optical Motion Capture System (Facial Optical Motion Capture System을 위한 다중 마커의 추적)

  • 이문희;김경석
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2000.04a
    • /
    • pp.474-477
    • /
    • 2000
  • 최근 3D 애니메이션 , 영화 특수효과 그리고 게임제작시 모션 캡처 시스템(Motion Capture System)을 통하여 실제 인간의 동작 및 표정을 수치적으로 측정해내어 이를 실제 애니메이션에 직접 사용함으로써 막대한 작업시간 및 인력 드리고 자본을 획기적으로 줄이고 있다. 그러나 기존의 모션 캡처 시스템은 고속 카메라를 이용함으로써 가격이 고가이고 움직임 추적에서도 여러 가지 문제점을 가지고 있다. 본 논문에서는 일반 저가의 카메라와 신경회로망 및 영상처리를 이용하여 얼굴 애니메이션용 모션 캡처 시스템에 적용할 수 있는 경제적이고 효율적인 얼굴 움직임 추적 기법을 제안한다.

  • PDF

3D Animation Body Profiles from Full-body Scans and Motion Capture (풀바디 스캔과 모션 캡처를 활용한 3D 애니메이션 바디 프로필)

  • Jaewon Song;Sang Wook Chun;Subin Lee
    • Journal of the Korea Computer Graphics Society
    • /
    • v.29 no.3
    • /
    • pp.59-67
    • /
    • 2023
  • This paper proposes a 3D animated body profile using 3D body scanning and motion capture devices. Users can create their own personalized body profiles with animation by performing 3D scans for a predetermined set of poses. To achieve this, a template animation was obtained through motion capture for a series of poses, and the acquired 3D scan data from users was mapped to the key poses of the animation using Pose-space deformer. The resulting 3D animated body profiles provide users with greater satisfaction compared to traditional static 2D images or 3D scan data.

Marker-Free Motion Capture System (마커프리 모션캡처 시스템)

  • Park, C.J.;Kim, S.E.;Lee, I.H.
    • Electronics and Telecommunications Trends
    • /
    • v.20 no.4 s.94
    • /
    • pp.16-28
    • /
    • 2005
  • 최근 컴퓨터비전 기술을 이용하는 새로운 패러다임의 마커프리 모션캡처 기술이 미국의 MIT, CMU, MS, 일본의 ATR, MERL, 영국의 Oxford 대학 등에서 개발되고 있다. 마커프리 모션캡처는 연기자의 몸에 마커나 센서를 부착하지 않으며 특별한 조명이 필요 없으므로, 애니메이션 제작뿐만 아니라 일반인을 대상으로 하는 동작 인터페이스분야로의 확대 적용이 가능한 모션캡처 방식이다. ETRI에서는 여러 응용 분야에 모션인터페이스로 활용할 수 있는 환경 변화에 강인한 마커프리 모션캡처 시스템을 개발하고 있다. 몸에 마커나 센서를 부착하지 않은 자유 복장 상태의 동작자에 대해 조명 조건 변화 및 배경 변화에 강건하게 실시간 모션캡처 할 수 있는 기술 개발을 목표로 한다. 본 연구 개발이 성공한다면, 2007년에 876억 달러 규모로 확대될 전망인 영화, 방송물, 게임 등을 포함한 세계 영상 콘텐츠 시장에서 핵심 요소 기술 역할을 할 것이다. 그리고, 차세대 3D OS에서는 직관적 3D 포인팅 수단으로 활용될 수 있을 것이며, 2004년에 18,600만 대가 출고된 PC 시장을 고려하면 폭발적 수요가 예측된다.

The Multi-marker Tracking for Facial Animation (Facial Animation을 위한 다중 마커의 추적)

  • 이문희;김철기;김경석
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2001.06a
    • /
    • pp.553-557
    • /
    • 2001
  • 얼굴 표정을 애니메이션하는 것은 얼굴 구조의 복잡성과 얼굴 표면의 섬세한 움직임으로 인해 컴퓨터 애니메이션 분야에서 가장 어려운 분야로 인식되고 있다. 최근 3D 애니메이션, 영화 특수효과 그리고 게임 제작시 모션 캡처 시스템(Motion Capture System)을 통하여 실제 인간의 동작 및 얼굴 표정을 수치적으로 측정해내어 이를 실제 애니메이션에 직접 사용함으로써 막대한 작업시간 및 인력 그리고 자본을 획기적으로 줄이고 있다. 그러나 기존의 모션 캡처 시스템은 고속 카메라를 이용함으로써 가격이 고가이고 움직임 추적에서도 여러 가지 문제점을 가지고 있다. 본 논문에서는 일반 저가의 카메라와 신경회로망 및 영상처리기법을 이용하여 얼굴 애니메이션용 모션 캡처 시스템에 적응할 수 있는 경제적이고 효율적인 얼굴 움직임 추적기법을 제안한다.

  • PDF

Comparative Analysis of Markerless Facial Recognition Technology for 3D Character's Facial Expression Animation -Focusing on the method of Faceware and Faceshift- (3D 캐릭터의 얼굴 표정 애니메이션 마커리스 표정 인식 기술 비교 분석 -페이스웨어와 페이스쉬프트 방식 중심으로-)

  • Kim, Hae-Yoon;Park, Dong-Joo;Lee, Tae-Gu
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.221-245
    • /
    • 2014
  • With the success of the world's first 3D computer animated film, "Toy Story" in 1995, industrial development of 3D computer animation gained considerable momentum. Consequently, various 3D animations for TV were produced; in addition, high quality 3D computer animation games became common. To save a large amount of 3D animation production time and cost, technological development has been conducted actively, in accordance with the expansion of industrial demand in this field. Further, compared with the traditional approach of producing animations through hand-drawings, the efficiency of producing 3D computer animations is infinitely greater. In this study, an experiment and a comparative analysis of markerless motion capture systems for facial expression animation has been conducted that aims to improve the efficiency of 3D computer animation production. Faceware system, which is a product of Image Metrics, provides sophisticated production tools despite the complexity of motion capture recognition and application process. Faceshift system, which is a product of same-named Faceshift, though relatively less sophisticated, provides applications for rapid real-time motion recognition. It is hoped that the results of the comparative analysis presented in this paper become baseline data for selecting the appropriate motion capture and key frame animation method for the most efficient production of facial expression animation in accordance with production time and cost, and the degree of sophistication and media in use, when creating animation.

A Motion Data Definition for Compatible Human Animation (호환성 있는 인체 애니메이션을 위한 모션 데이터 정의)

  • Jung, Chul-Hee;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
    • /
    • v.14 no.2
    • /
    • pp.35-41
    • /
    • 2008
  • H-Anim is an international standard that Humanoid Animation Working Group in Web3D Consortium defined the data structure necessary for human animation. Various libraries and tools have been generated according to the structure, but they still have restrictions to represent realistic humanoid motions. This paper presents the method of generating realistic human motion using motion capture data in order to define motion for humanoid animation based on H-Anim standard. In order to implement this, we have defined a data structure capable of receiving motion capture data and implemented a motion browser. The human motion data structure defined in this paper is based on X3D and intended to have compatibility through networks and various browsers.

  • PDF