• Title/Summary/Keyword: 애니메이션기법

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Character Motion Generation and Control with Hierarchical Parametric Functions (계층적 매개함수를 이용한 캐릭터 동작 생성 및 제어)

  • Ok, Soo-Yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.7
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    • pp.1193-1201
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    • 2008
  • In this paper, we propose a automated techniques for generating the gait animation of humanoid character model required in game applications. The proposed method can generate motion data of various styles with intuitive manipulation, and techniques for editing motion data are also proposed. In addition, we introduce an automated tool for gait animation of character model developed with the proposed method to verify the effectiveness of our method. The proposed method tan be successfully employed in motion authoring tools. In this paper, only the gait animation was considered. However, the proposed method can be applied to various motions and can be utilized as a motion engine that automatically generates proper motion according to the state of the character. The motion engine can express various behavior of the character without requiring motion data base which is usually employed in 3D online games.

Simultaneous Simplification of Multiple Triangle Meshes for Blend Shape (블렌드쉐입을 위한 다수 삼각 메쉬의 동시 단순화 기법)

  • Park, Jung-Ho;Kim, Jongyong;Song, Jonghun;Park, Sanghun;Yoon, Seung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.75-83
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    • 2019
  • In this paper we present a new technique for simultaneously simplifying N triangule meshes with the same number of vertices and the same connectivities. Applying the existing simplification technique to each of the N triangule mesh creates a simplified mesh with the same number of vertices but different connectivities. These limits make it difficult to construct a simplified blend-shape model in a high-resolution blend-shape model. The technique presented in this paper takes into account the N meshes simultaneously and performs simplification by selecting an edge with minimal removal cost. Thus, the N simplified meshes generated as a result of the simplification retain the same number of vertices and the same connectivities. The efficiency and effectiveness of the proposed technique is demonstrated by applying simultaneous simplification technique to multiple triangle meshes.

The Study on the Role of 3D Animated Pre-visualization in VFX FilmProduction (VFX 영화 제작을 위한 3D animatied Pre-visualization(3D애니메이티드 사전시각화)의 역할에 관한 연구)

  • Park, Sung-Ho
    • Cartoon and Animation Studies
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    • s.51
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    • pp.293-319
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    • 2018
  • Thanks to the advancement of the related technologies and equipment, today's video contents like movies, animations and soap operas are rapidly expanding their expressible cinematic imagination area. In order to fulfill the elevated visual expectations of audiences and realize exciting storytelling and fantastic world, the fusion of different techniques is actively used, and the reality for visual effects and image synthesis is increasing more and more. Accordingly, recent VFX-oriented movies using CG have a much more complicated production process than before. Therefore, the importance of Pre-visualization, aka Pre-vis is becoming bigger in the planning process for sophisticated design. Pre-vis means that the advance visualization for stories or directing ideas in the planning process before starting production of movies or animations. 3D animated Pre-visualization realizing directors' abstract and ambiguous ideas in 3 dimensional environment in advance is, as a powerful means for visual storytelling, briskly used focusing on the VFX film industry on which the present CG is broadly used, and the role of Pre-vis throughout productions has increased compared to the past. The studies, however, on the role and utility of Pre-vis are not enough. Therefore, this study was conducted on the role of Pre-vis used for present VFX movie productions using the examples of 3D animated Pre-visualization production in which the researcher of this study participated. In this study, the role of the Pre-vis that is subdivided presently, is divided into and 3D animatics and their each role is analyzed with the example images. Through this, the characteristics that Pre-vis should have are clarified and the concept of the advantages and utility led by the use of Pre-vis in productions is strengthened. The goal of this study is to induce active uses of Pre-vis throughout productions after forming consensus about the various roles of Pre-vis and their utility.

An Extended Modal Warping Approach to Real-Time Simulation of Thin Shells (얇은 쉘의 실시간 시뮬레이션을 위한 모달 와핑 기법의 확장)

  • Choi, Min-Gyu;Woo, Seung-Yong;Ko, Hyeong-Seok
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.11-20
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    • 2007
  • This paper proposes a real-time simulation technique for thin shells undergoing large deformation. Shells are thin objects such as leaves and papers that can be abstracted as 2D structures. Development of a satisfactory physical model that runs in real-time but produces visually convincing animation of thin shells has been remaining a challenge in computer graphics. Rather than resorting to shell theory which involves the most complex formulations in continuum mechanics, we adopt the energy functions from the discrete shells proposed by Grinspun et al. For real-time integration of the governing equation, we develop a modal warping technique for shells. This new simulation framework results from making extensions to the original modal warping technique which was developed for the simulation of 3D solids. We report experimental results, which show that the proposed method runs in real-time even for large meshes, and that it can simulate large bending and/or twisting deformations with acceptable realism.

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Adaptive Mesh Structure for Realtime Paper Crumple Simulation (실시간 종이 구김 시뮬레이션을 위한 적응적 메쉬 구조)

  • Kang, Young-Min
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.97-106
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    • 2009
  • In this paper, a realtime approach to the simulation of virtual paper with an adaptive mesh structure is proposed. The proposed method can be applied to arbitrary triangular mesh structures and efficiently produces wrinkles and creases on the paper surface with stable numerical integration and deformation-based mesh refinement. In order to plausibly represent the crumples on the paper object, we employed an adaptive mesh structure with breakable springs. Because the adaptive structure continuously inserts or removes vertices and edges to or from the mesh structure, the conservation of the mass and the momentum should be carefully taken into account for the plausible simulation of the virtual paper. The proposed method produced plausible animation of paper-like thin shell in realtime environments.

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Realtime Fire Simulation and Rendering on Mobile Environment (모바일 환경에서 불꽃의 실시간 시뮬레이션과 렌더링)

  • Woo, Sang-Hyuk;Jo, Mi-Ri-Na;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.10 no.7
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    • pp.934-943
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    • 2007
  • This paper presents a real-time fire simulation on the mobile phone using stable fluid animation techniques. Stable and fast fluid simulation methods are developed in PC and console games, but fluid simulation and interactive fluid models require too much system resources for applying on mobile environment. We studied and implemented physics-based models for fluids like fire and smoke effects using billboard and stable fluids simulation method on mobile 3D system. The mobile platform of our system is WIPI, which is the standard mobile platform in Korea, also we adopted NF3D API for our 3D programming API. We implemented real-time fire simulation and added it in mobile 3D game, "Rupee Story".

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3D Fishes Simulation System applied e-Book Technique (e-Book 기법을 적용한 3D 어류 시뮬레이션 시스템)

  • Lee, SangJin;Ryu, NamHoon;Lee, HyeMi;Oh, KyeongSug;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.157-162
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    • 2009
  • As the improvement of computer performance and the development of IT technology have influence upon publishing industry, the e-Book system, a type of electronic resources, has come out. This is a method to use both texts and 2D image illustrations. Nowadays, there are more and more users who want high quality contents and a variety of contents such as the illustrated fish book using the 3D system. This article adds 3D animation objects to the current e-Book system and designs and realizes the 3D fish simulation system to which e-Book technology is applied so as to improve the comprehension of texts and readability of detailed information and increase readers' immersion as well.

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Eyebrow Detection Algorithm Using the Histogram Analysis (히스토그램 분석을 이용한 눈썹 검출 알고리즘)

  • 이강호
    • Journal of the Korea Society of Computer and Information
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    • v.7 no.4
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    • pp.46-51
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    • 2002
  • In this paper, I proposed a eyebrow detection algorithm in human face, that is important element in facial recognition. The proposed algorithm consists of four processes: face region detection using color region segmentation. eye detection by template matching, eyebrow candidate region detection in detected eye region, and eyebrow detection by thresholding using the modified histogram that gets luminance value in the candidate region. The test results show that the proposed algorithm can detect eyebrow region very effectively in facial image.

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Cloth Simulation System for 3D Fashion shopping mall based on Web (웹 기반 3D 패션몰을 위한 의복 시뮬레이션 시스템)

  • Kim, Ju-Ri;Joung, Suck-Tae;Jung, Sung-Tae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.5
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    • pp.877-886
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    • 2009
  • In this paper, we propose a new method for the design and implementation of Cloth Simulation System for 3D fashion shopping mall based on Web. Web 3D shopping mall is implemented by using a Web3D authoring tool, ISB, which provides easy mouse operation. 3D human models and cloth item model are designed by low polygon modeling method of 3D MAX. The designed 3D human models and cloth item model are exported to XML file. Finally, 3D human models and cloth item model are displayed and animated on the Web by using ActiveX control based on DirectX. We also implemented textile palette and mapped it to clothes model by using alpha blending during simulation.

Perception based video anticipation generation (선택적 주의 기법 기반의 영상의 기대효과 자동생성)

  • Yoon, Jong-Chul;Lee, In-Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.3
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    • pp.1-6
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    • 2007
  • Anticipation effect has been used as a traditional skill to enhance the dynamic motion of the traditional 2D animation. Basically, anticipation means the action of opposite direction which performs before the real action step. In this paper, we propose the perception-based video anticipation method to guide a user's visual attention to the important region. Using the image based attention map, we calculate the visual attention region and then combine this map with temporal saliency of video. We apply the anticipation effect in these saliency regions using the blur kernel. Using our method, we can generate the dynamic video motion which has attentive guidance.

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