• Title/Summary/Keyword: 애니메이션 파이프라인

Search Result 31, Processing Time 0.045 seconds

Case Study on Disney Animation's Character Pipeline (디즈니 애니메이션 캐릭터 파이프라인 사례 연구)

  • Paik, Ji-Won
    • Journal of Digital Contents Society
    • /
    • v.12 no.4
    • /
    • pp.491-499
    • /
    • 2011
  • Though there has been great advances in films' computer graphics both in technical and artistic side, there is still a big gap between computer graphics (a.k.a CG) studios in South Korea and major CG studios in US. Therefore, in this research, based on working experience at Disney Animation and information from working professionals in major CG studios, this paper analyzes strengths and weakness of character pipeline that major CG studios have by using examples and then suggest what CG studios in South Korea need. Steps of research process is to analyze what CG studios in South Korea developed, what are the strengths and weakness of Disney's character pipeline system and how these strengths can be applied to CG studios in South Korea.

Study of Next Generation Game Animation (넥스트 제너레이션 게임애니메이션 연구)

  • Park, Hong-Kyu
    • Cartoon and Animation Studies
    • /
    • s.13
    • /
    • pp.223-236
    • /
    • 2008
  • The video game industry is obsessed by the perception of "Next Generation Game". Appearance of the next generation game console has required the video game industry to renovate new technologies for their entire production. This tendency increases a huge mount of production cost. Game companies have to hire more designers to create a solid concept, artists to generate more detailed content, and programmers to optimize for more complex hardware. All those high cost efforts provide great locking games, but the potential of next generation game consoles does not end there. They also bring possibilities of the new types of gameplay. Next generation game contains a much larger pool of memories for every video game elements. The entire video game used to use roughly 800 animation files, but next generation game is pushing scripted event well over 4000 animation flies. That allows a lot of very unique custom animation for pretty much every action in the game. It gives game players much more vivid and realistic appreciation of the virtual world. Players are not being able to see any recycling of the same animation over and over when they are playing next generation game. The main purpose of this thesis is that defines the concept of next generation game and analyzes new animation-pipeline to be used in the shooter games.

  • PDF

A Study on Animation Production Using the CrazyTalk Animator 2 (CrazyTalk Animator 2를 활용한 애니메이션 제작 연구)

  • Ryu, Chang-Su;Lee, Hyun-Woo
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.07a
    • /
    • pp.387-388
    • /
    • 2014
  • 최근 2D 애니메이션은 세계적으로 애니메이션 산업이 디지털화 되어가고 있고 디지털 기술의 발전은 끊임없이 애니메이션이 발전과 진화를 거듭되어 오면서 기존의 표준적인 제작파이프라인이 제작 환경과 기법에 따라 독특한 형태로 발전되어왔다. CrazyTalk Animator는 초보자, 교육관련 종사자, 비디오 편집자 및 완성도 높은 캐릭터를 생성하는 전문가와 같이 고성능의 애니메이션 툴을 필요로 하는 전분가 등의 최적의 애니메이션 솔루션을 제공하고 있다. 본 논문에서는 CrazyTalk Animator를 통한 애니메니션 제작 방법으로 아바타 기반의 배경과 소품을 드레그 & 드롭하여 세트를 만들고, 캐릭터들을 카메라와 타임라인 트렉으로 조정하고 제작하여 2D 애니메이션을 제작하였다.

  • PDF

전편을 능가하는 속편 아이스 에이지2

  • Sin, Seon-Ja
    • Digital Contents
    • /
    • no.5 s.156
    • /
    • pp.118-121
    • /
    • 2006
  • 빙하시대를 배경으로 펼쳐지는 어드벤터 애니메이션<아이스에이지>의 속편<아이스 에이지2>가 이번에는 해빙기를 맞아 4년만에 관객을 찾는다. 영화에서 통용되는 '전편보다 못한 속편'이라는 개념을 과감히 깨고 '전편보다 나은 속편'이라는 수식어로 돌아온 이 애니메이션은 미국 개봉 당시 2주동안 박스오피스 1위를 차지하였고 개봉 후 열흘 동안 1억 7,000만 달러를 벌어들이는 등 폭발적인 인기를 누리고 있다. 4년만에 돌아왔지만 탄탄하게 짜여진 파이프라인에 맞춰 8개월만에 제작 완료된 이 작품은 더욱 방대하고 다이나믹해진 모습으로 관객들을 끌어 모이고 있다. 화려하게 컴백한 아이스에이지2의 세계로 가보자

  • PDF

System Construction Of Appropriate Flash Animation Production Technique For Television Series Animations (TV용 애니메이션에 적합한 플래쉬 애니메이션 제작 시스템 구축)

  • Rhim, Young-Kyu
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.2
    • /
    • pp.100-115
    • /
    • 2008
  • This case study states the suitability of using the program, Flash, when producing television series animations. It states the conveniences for the users of Flash when used as an animating tool, the advantages Flash has due to compatibility with other programs, the reduction of production costs, and more. The purpose of this case study is to introduce new overseas Flash animation production techniques for easier production, technically and financially. The outcome of the analysis states the importance of training animators that are able to make high quality television series animations using the new overseas flash animation techniques.

Method for making lighting effects in graphic image by RGB lighting pipeline (RGB 라이팅 파이프라인에 의한 그래픽 영상 조명효과 구현방법)

  • Qiu, Jia-Yi;Zheng, Qian;Ko, Jae-Hyuk
    • Journal of Digital Convergence
    • /
    • v.15 no.3
    • /
    • pp.307-312
    • /
    • 2017
  • The purpose of this paper is to develop a new type of RGB lighting pipeline that can save time in animation production. After identifying the problems of the current method, the researchers studied 8 steps through new methods and comparative analysis. A method of implementing a graphic image lighting effect by the RGB lighting pipeline according to the current method is to create a render layer for each light set and a set of digital light separated by texture, Three types of written information can be stored in one layer and graphic image, and the accuracy and precision of color correction can be improved. Through this study, we propose the new and improved RGB lighting pipeline according to the characteristics of the work and the industries.

Direct Retargeting Method from Facial Capture Data to Facial Rig (페이셜 리그에 대한 페이셜 캡처 데이터의 다이렉트 리타겟팅 방법)

  • Cho, Hyunjoo;Lee, Jeeho
    • Journal of the Korea Computer Graphics Society
    • /
    • v.22 no.2
    • /
    • pp.11-19
    • /
    • 2016
  • This paper proposes a method to directly retarget facial motion capture data to the facial rig. Facial rig is an essential tool in the production pipeline, which allows helping the artist to create facial animation. The direct mapping method from the motion capture data to the facial rig provides great convenience because artists are already familiar with the use of a facial rig and the direct mapping produces the mapping results that are ready for the artist's follow-up editing process. However, mapping the motion data into a facial rig is not a trivial task because a facial rig typically has a variety of structures, and therefore it is hard to devise a generalized mapping method for various facial rigs. In this paper, we propose a data-driven approach to the robust mapping from motion capture data to an arbitary facial rig. The results show that our method is intuitive and leads to increased productivity in the creation of facial animation. We also show that our method can retarget the expression successfully to non-human characters which have a very different shape of face from that of human.

Key-Frame Based Real-Time Fluid Simulations (키-프레임 기반 실시간 유체 시뮬레이션)

  • Ryu, Ji-Hyun;Park, Sang-Hun
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.11
    • /
    • pp.1515-1528
    • /
    • 2006
  • Systems for physically based fluid animation have developed rapidly in the visual special effects industry and can make very high quality images. However, in the real-time application fields such as computer game, the simulation speed is more critical issue than image quality. This paper presents a real-time method for animating fluid using programmable graphics pipeline. We show that once two key-frames are given, the technique can interactively generate a sequence of images changing from the source key-frame to the target.

  • PDF

Efficient Color Correction for 3D rendered images using Adobe camera raw (Adobe Camera Raw를 이용한 효과적인 3D 렌더 이미지 보정)

  • Yoon, Youngdoo;Choi, Eun-Young
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.425-447
    • /
    • 2013
  • Due to the popularity of digital cameras, there are lots of studies based on ISP(Image Signal Process) and the image correction applications which can easily use for users are being developed. Specially AWB(Automatic White Balance) and Auto exposure are the most interesting fields in ISP function, and they are well used to increase the quality of image. Principles of camera and lighting in 3D program are made based on real camera and lighting. But the functions of automatic exposure and AWB Which are operated in real camera don't work in 3D program. The color correction of images need expertise, it is true that the functions of compositing program are more difficult than the general correction way of digital image. Specially in case of students who studies animation at the university, they make the animation with compositing and rendering without color correction. Thus this research proposed 3D image making process which make to increase the quality of animation, even though the layman can easily correct the color using functions of digital image correction.

Case Study on Production for Stop-motion Animation "Galaxay Kids" (스톱모션 애니메이션 <갤럭시키즈> 제작 사례 연구)

  • Kim, Tak Hoon;Park, Jin Wan
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.1
    • /
    • pp.444-454
    • /
    • 2017
  • Stop-motion animation is highly valued for realistic imagery and its ability to captivate the five senses of the audience. Despite this, practical research in this area is limited to date. The long hours required to produce stop-motion animation and turn these into profits can be attributed for the lack of knowledge in this area. In production research, the matter is made worse as it is difficult to protect the intellectual property made through the collaborated efforts of students and teaching staff through each laborious stage of planning, broadcasting and making 2D models. Meanwhile as the animation industry finds the investigation of new production processes taxing, it has maintained its focus on pre-existing processes such as the use of pipeline. This paper aims to shed light on new production methods that can be used to improve the effectiveness of existing stop-motion production. In addition, by working with Taktoon Enterprises on its T.V series Galaxy Kids the paper will revise real world production methods including the traditional use of hand made models. Thus by investigating the use of graphic technology such as 3D printing the paper will be able to extend current business models. Research conducted in this paper is a necessary part of overcoming various contents production obstacles. Furthermore, it may help publicize issues faced in production leading to the discussion and sharing of new innovations.