• Title/Summary/Keyword: 사실적 이미지

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A Study on the Visual Style of Animation Documentary Genre (애니메이션 다큐멘터리의 시각적 스타일에 관한 연구)

  • Jung, Hye-kyung;Kim, Hye-kyung
    • Cartoon and Animation Studies
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    • s.42
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    • pp.25-52
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    • 2016
  • Animation documentary is a hybrid genre that is newly highlighted with opposite properties. The actual world is reproduced with an unrealistic method in documentary aspect, but the objectivity of documentaries cannot be guaranteed as the boundary of actual pictures and digital images has become ambiguous. As the animation documentary by Ari Folman succeeded in 2008, the focus of this study is on 'how can fictional animations prove the authenticity of documentaries?' in which the study is mainly conducted in documentary aspect. For this, the researcher considers visual style research has important role in understanding and developing a new video genre, and asserts the necessity of research on reproduction image that is produced by the characteristics of animation which is produced in frame units. This paper has contents on the visual style of animation documentaries with pictorial reproduction methods in which animation images were classified into 3 styles based on previous research on animation documentary style. Visual styles are classified into actual image that is based on similarity with reality to deliver objective facts, image that is transformed through emphasis and omission which are factors of animations, and surrealistic image that reproduces non-visual regions such as illusions and the inner side of characters. Through this study that analyzes visual style types and characteristics, animation documentaries are expected to position as a hybrid genre that illustrates reality with a new method instead of being included in the existing reproduction method of documentaries.

Realistic 3D Scene Reconstruction from an Image Sequence (연속적인 이미지를 이용한 3차원 장면의 사실적인 복원)

  • Jun, Hee-Sung
    • The KIPS Transactions:PartB
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    • v.17B no.3
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    • pp.183-188
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    • 2010
  • A factorization-based 3D reconstruction system is realized to recover 3D scene from an image sequence. The image sequence is captured from uncalibrated perspective camera from several views. Many matched feature points over all images are obtained by feature tracking method. Then, these data are supplied to the 3D reconstruction module to obtain the projective reconstruction. Projective reconstruction is converted to Euclidean reconstruction by enforcing several metric constraints. After many triangular meshes are obtained, realistic reconstruction of 3D models are finished by texture mapping. The developed system is implemented in C++, and Qt library is used to implement the system user interface. OpenGL graphics library is used to realize the texture mapping routine and the model visualization program. Experimental results using synthetic and real image data are included to demonstrate the effectiveness of the developed system.

3D Reconstruction from an Image Sequence (연속적인 이미지를 이용한 3차원 물체의 복원)

  • 김성진;김강현;전희성
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.487-490
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    • 2002
  • 이미지를 기반으로 3차원 모델을 생성하기 위한 방법은 많은 사람들의 연구의 대상이 되어 왔다. 본 연구에서는 연속적으로 획득된 여러 장의 이미지로부터 특징점을 추출한 후, 사영복원과 유클리디언 복원을 이용하여 특징점에 대응되는 3차원 데이터를 계산하는 방법을 구현하였고, 이렇게 얻은 3차원 데이터에 텍스쳐 매핑을 결합하여, 보다 사실적인 3차원 모델을 생성할 수 있는 시스템을 구현하였다.

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The study on using Maya Mental Ray Linear Work Flow (멘탈레이 리니어 워크플로우 활용 연구)

  • Kim, Wanyoung;Yoon, Youngdoo
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.161-162
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    • 2013
  • 본 논문에서는 Mental ray 렌더러를 통해 렌더링 된 이미지의 색감과 사실적인 빛의 감쇠효과를 위해 사용되는 Color Management를 활용한 Linear Work Flow 작업과정을 제시하고 그 이론적인 배경을 설명하고자 한다. 디지털로 사용되는 대부분의 이미지 포맷은 모든 모니터에서 동일한 색감을 표현하기 위해 sRGB라는 표준화된 형식을 사용하고 있다. 하지만 Mental ray는 기본적으로 감마 커브가 1.0으로 이루어진 이미지를 렌더링한다. sRGB가 가지고 있는 2.2의 감마커브와 차이가 발생함에 따라 사용자가 원하는 색감을 얻어내기 어렵다. 반면에 Color Management를 활용해 렌더링 된 이미지의 감마 커브를 수정해주면 3D 소프트웨어로 사용 된 텍스쳐의 원본 색감을 렌더링 후에도 유지할 수 있다. 또한 라이팅의 감쇠(Decay)와 산란에도 영향을 주어 보다 풍부한 색감의 이미지를 얻게 된다. 본 연구에서는 Autodesk Maya의 Mental Ray를 이용해 실험을 하고 Color Management를 활용한 이미지와 그렇지 않은 이미지를 비교 분석한다. 연구의 범위는 제품 렌더링을 위한 스튜디오 라이팅 기법으로 한정하였다.

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Development of Maya Shader Plug in Based on Subsurface Scattering for Realistic Skin Rendering (사실적인 피부 렌더링을 위해 표면하 산란 모델을 적용한 마야 쉐이더 플러그인 개발)

  • Yoo Tae Kyung;Lee Won Hyung;Jahng Sung Ghab
    • Journal of Korea Multimedia Society
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    • v.8 no.1
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    • pp.88-100
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    • 2005
  • In computer graphics, realistic skin rendering has been regarded as difficult tasks and remains as an important research subject. Translucent materials like skin have some complicated optical properties including subsurface scattering. In this paper, we proposes a skin shader based on subsurface scattering to render realistic skin and it has been implemented as a plug-in for Maya, 3D Package. The rendered image using this proposed skin shader appears more realistic than the rendered image using classical shading techniques. Furthermore, we could model sebum, epidermis, dermis using specular reflection, multiple scattering, single scattering respectively.

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A Study on rendering image denoising using Harris corner detection and median filtering (Harris corner 검출법과 median filtering을 이용한 렌더링 이미지 노이즈 제거에 관한 연구)

  • You, Hojoon;Oh, Jaemu;Hwang, Hyeonsang;Lee, Eui Chul
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.960-962
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    • 2021
  • Monte Carlo 렌더링은 모든 빛을 광원에서부터 추적하는 것 대신, 몇 개의 빛의 경로만을 추적해서 이들의 평균으로 화소값을 정해 이미지를 만드는 방법이다. 여기서 추적하는 빛이 많다면 이미지가 사실적으로 만들어질 수 있지만 연산량이 증가한다. 따라서 적은 빛의 경로를 추적하여 렌더링을 수행하여 이미지를 만들고, 노이즈를 제거해서 많은 양의 빛을 추적하여 렌더링을 한 이미지와 유사하게 만들려는 연구가 많이 진행되고 있다. 그러나 이러한 연구들은 많은 연산량을 요구하기 때문에 고성능의 기기 사양을 요구한다. 따라서 본 연구에서는 저사양의 기기에서 활용할 수 있도록 Harris corner 검출법과 median filtering을 활용한 렌더링 이미지 노이즈 제거 연구를 수행했다.

Robert Zemeckis's Realistic Animation and Audience Acceptance (로버트 저메키스의 사실적인 애니메이션과 관객의 수용성)

  • Lee, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.142-150
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    • 2012
  • The development of technology in traditional media is affecting a variety of ways. In particular, the influence of digital images, the animation turned to a realistic 3D animation. With the release of realistic 3D animation , Robert Zemeckis received much attention but the audience did not like the animation of this style gradually. Robert Zemeckis gave up 3D animation after that drew attention for having a huge production budget while failing at a record-setting proportion in the American box-office. A digital actor in realistic 3D animation looks like real but the audience know that it is not real and they know that realistic 3D animations and live-action movies are different. So the audience will experience an emotional conflict like confusion, hesitation. The visual completion in realistic 3D animation is due to the development of technology and technology must develop to connect the audience acceptance and movie.

A Study on the Photorealism of Digital Architectural Rendering Images (디지털 건축 렌더링 이미지의 포토리얼리즘에 대한 고찰)

  • Kim, Jong Konk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.238-246
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    • 2018
  • The production of hyper-realistic digital rendering images has been available due to radical improvements of recent digital rendering and CGI (Computer-Generated Imagery) software technologies. The photorealism of digital architectural rendering images requires further studies and discussions in that architectural visualization becomes a foundation of other fields using digital rendering technology, such as movies, games, and VR industry. The principles for achieving photorealism on digital architectural rendering images were re-defined and detailed elements were analyzed through theoretical analysis of the former studies. Four principles were drawn from the architectural rendering images produced by newly-developed technologies: physically-accurate lighting calculations, accurate object geometry representation, realistic material and texture, and characteristics of photography. The sub-elements of those four principles are categorized into either essential or selective for photorealistic imagery and the randomness of the selective elements could explain the variety of photorealistic architectural rendering styles.

The Fantastic Realism (Magic Realism) representation on film Visualization research: The boundaries of Fantasy and reproducibility of Images (영화에 표현된 환상적 사실주의 (Magic Realism) 시각화 연구: 이미지의 재현성과 환상성의 경계)

  • Nah, So-Mi
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.495-501
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    • 2016
  • The film has always reflected the culture of the era based on reality and imagination. The visual effect in the film has mainly played a role of expressing the reality more realistically or recognizing the virtual as reality. This study examines the meaning and the effect of fantasy realism through Oasis of Lee Chang-dong. Fantastic realism has separated the reality from the imaginary space by using a dual meaning tool that affects the time and space in the film and reflects the human desire and desire to see. It was also reproduced in the real world through the medium of pigeons. In addition, it separates visualized space from non-visualized space in film narrative structure, separation of real and unreal space, segregation of consciousness and unconscious space, and separation of reality and reality space into power structure. With the development of technology, the image of the yellow image comes closer to us like reality, which will express the space of unconsciousness that we could not think of.

NPR Style of 3D Animation as an Art Direction (아트디렉션으로서 3D애니메이션의 NPR 스타일 연구)

  • Lee, Sun-Ju
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.84-90
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    • 2004
  • NPR style makes it possible that 3D animation images can be used as an art direction by escaping from the cold and realistic image. And these expression methode are developed technically and, many kinds of animation styles are being created by directing various 2D materials and lighting system.

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