• Title/Summary/Keyword: 컴퓨터 그래픽스 기술

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Study on the Digital Character and Realism in the Digital Age -Focused on the CG Works of the ACM SIGGRAPH Asia- (디지털 시대: 디지털 캐릭터와 리얼리즘 -ACM 시그래프 아시아 출품작을 중심으로-)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
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    • s.37
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    • pp.439-461
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    • 2014
  • Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.

Fashion-show Animation Generation using a Single Image to 3D Human Reconstruction Technique (이미지에서 3차원 인물복원 기법을 사용한 패션쇼 애니메이션 생성기법)

  • Ahn, Heejune;Minar, Matiur Rahman
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.5
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    • pp.17-25
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    • 2019
  • In this paper, we introduce the technology to convert a single human image into a fashion show animation video clip. The technology can help the customers confirm the dynamic fitting result when combined with the virtual try on technique as well as the interesting experience to a normal person of being a fashion model. We developed an extended technique of full human 2D to 3D inverse modeling based on SMPLify human body inverse modeling technique, and a rigged model animation method. The 3D shape deformation of the full human from the body model was performed by 2 part deformation in the image domain and reconstruction using the estimated depth information. The quality of resultant animation videos are made to be publically available for evaluation. We consider it is a promising approach for commercial application when supplemented with the post - processing technology such as image segmentation technique, mapping technique and restoration technique of obscured area.

Priority Evaluation for Support of Cultural Technologies Using Fuzzy TOPSIS (퍼지 TOPSIS를 이용한 문화기술 육성 우선순위 평가)

  • Park, Hyun Min
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.105-113
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    • 2020
  • The development and application of cultural technologies(CT) are expected to lead to create various service scenarios and business models. Considering the wide range of application and extensibility of CT, it is necessary to design multidimensional evaluation methods for priority of the support of R&D budgets. The method should include the various evaluation criteria such as economic feasibility and user benefit of service made by a cultural technology. Our research addresses priority decision for fosterage of cultural technologies using fuzzy TOPSIS. Seven evaluation attributes are used to compare five specific technologies. Based on the results, service usefulness is the most important factor among the evaluation attributes. Also, technologies of computer graphics and UI/UX have higher priority than the others. We expect our research to help to provide guidelines for selection of promising cultural technologies which foster the culture and contents industry.

Development of Mobile Volume Visualization System (모바일 볼륨 가시화 시스템 개발)

  • Park, Sang-Hun;Kim, Won-Tae;Ihm, In-Sung
    • Journal of KIISE:Computing Practices and Letters
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    • v.12 no.5
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    • pp.286-299
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    • 2006
  • Due to the continuing technical progress in the capabilities of modeling, simulation, and sensor devices, huge volume data with very high resolution are common. In scientific visualization, various interactive real-time techniques on high performance parallel computers to effectively render such large scale volume data sets have been proposed. In this paper, we present a mobile volume visualization system that consists of mobile clients, gateways, and parallel rendering servers. The mobile clients allow to explore the regions of interests adaptively in higher resolution level as well as specify rendering / viewing parameters interactively which are sent to parallel rendering server. The gateways play a role in managing requests / responses between mobile clients and parallel rendering servers for stable services. The parallel rendering servers visualize the specified sub-volume with rendering contexts from clients and then transfer the high quality final images back. This proposed system lets multi-users with PDA simultaneously share commonly interesting parts of huge volume, rendering contexts, and final images through CSCW(Computer Supported Cooperative Work) mode.

New Methods of Finite Element Postprocessing for Elasto-Plastic Behavior (탄소성 거동의 유한요소해석 후처리 방법)

  • Lee, Jae-Young
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.22 no.5
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    • pp.487-499
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    • 2009
  • The postprocessing technology has been advanced diversely to accommodate the tendency of increasingly refined and complicated practices of finite element modeling in pace with enhanced capabilities of computers and improved algorithm of equation solvers. As a result of such progresses in both hardware and software, it became practically meaningful to inspect and analyze the elasto-plastic behavior using the intermediate results from the increasing number of incremental and iterative processes. This paper is concerned about the new methods of postprocessing with computer graphic visualization of elasto-plastic behavior on the basis of the theoretically reorganized analysis results. This paper proposes a new method of rendering the plastic zone, and new approaches of analyzing and interpreting the elasto-plastic behavior using the graphical information visualized in the form of the yield surface and the stress path, or in the form of the Mohr circles and the failure envelope.

3D Face Modeling from a Frontal Face Image by Mesh-Warping (메쉬 워핑에 의한 정면 영상으로부터의 3D 얼굴 모델링)

  • Kim, Jung-Sik;Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Multimedia Society
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    • v.16 no.1
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    • pp.108-118
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    • 2013
  • Recently the 3D modeling techniques were developed rapidly due to rapid development of computer vision, computer graphics with the excellent performance of hardware. With the advent of a variety of 3D contents, 3D modeling technology becomes more in demand and it's quality is increased. 3D face models can be applied widely to such contents with high usability. In this paper, a 3D face modeling is attempted from a given single 2D frontal face image. To achieve the goal, we thereafter the feature points using AAM are extracted from the input frontal face image. With the extracted feature points we deform the 3D general model by 2-pass mesh warping, and also the depth extraction based on intensity values is attempted to. Throughout those processes, a universal 3D face modeling method with less expense and less restrictions to application environment was implemented and it's validity was shown through experiments.

Secondary camera position optimization for observing the close space between objects (근접한 물체 사이의 공간 관찰을 위한 보조 카메라 위치 최적화)

  • Lee, Ji Hye;Han, Yun Ha;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.33-41
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    • 2018
  • We present a secondary camera optimization method that helps the user exploring 3D virtual environment to precisely observe possible collisions between objects. The first role of our secondary camera is to automatically detect the area with the greatest possible collision. The second role is to show the detected area from a new angle of view that the current main camera cannot show. However, as the shapes of target objects are complex, the shape of the empty space between objects is also complex and narrow. It means that the space for the secondary camera position is highly constrained and its optimization can be very difficult. To avoid this difficulty and increase the efficiency of the optimization, we first compute a bisector surface between two target objects. Then, we limit the domain of the secondary camera's position on the bisector surface in the optimization process. To verify the utility of our method, we built a demonstration program in which the user can explore in a 3D virtual world and interact with objects by using a hand motion recognition device and conducted a user study.

A Three-Dimensional Facial Modeling and Prediction System (3차원 얼굴 모델링과 예측 시스템)

  • Gu, Bon-Gwan;Jeong, Cheol-Hui;Cho, Sun-Young;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.1
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    • pp.9-16
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    • 2011
  • In this paper, we describe the development of a system for generating a 3-dimensional human face and predicting it's appearance as it ages over subsequent years using 3D scanned facial data and photo images. It is composed of 3-dimensional texture mapping functions, a facial definition parameter input tool, and 3-dimensional facial prediction algorithms. With the texture mapping functions, we can generate a new model of a given face at a specified age using a scanned facial model and photo images. The texture mapping is done using three photo images - a front and two side images of a face. The facial definition parameter input tool is a user interface necessary for texture mapping and used for matching facial feature points between photo images and a 3D scanned facial model in order to obtain material values in high resolution. We have calculated material values for future facial models and predicted future facial models in high resolution with a statistical analysis using 100 scanned facial models.

3D GIS Network Modeling of Indoor Building Space Using CAD Plans (CAD 도면을 이용한 건축물 내부 공간의 3차원 GIS 네트워크 모델링)

  • Kang Jung A;Yom Jee-Hong;Lee Dong-Cheon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.23 no.4
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    • pp.375-384
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    • 2005
  • Three dimensional urban models are being increasingly applied for various purposes such as city planning, telecommunication cell planning, traffic analysis, environmental monitoring and disaster management. In recent years, technologies from CAD and GIS are being merged to find optimal solutions in three dimensional modeling of urban buildings. These solutions include modeling of the interior building space as well as its exterior shape visualization. Research and development effort in this area has been performed by scientists and engineers from Computer Graphics, CAD and GIS. Computer Graphics and CAD focussed on precise and efficient visualization, where as GIS emphasized on topology and spatial analysis. Complementary research effort is required for an effective model to serve both visualization and spatial analysis purposes. This study presents an efficient way of using the CAD plans included in the building register documents to reconstruct the internal space of buildings. Topological information was built in the geospatial database and merged with the geometric information of CAD plans. as well as other attributal data from the building register. The GIS network modeling method introduced in this study is expected to enable an effective 3 dimensional spatial analysis of building interior which is developing with increasing complexity and size.

High Resolution Video Synthesis with a Hybrid Camera (하이브리드 카메라를 이용한 고해상도 비디오 합성)

  • Kim, Jong-Won;Kyung, Min-Ho
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.7-12
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    • 2007
  • With the advent of digital cinema, more and more movies are digitally produced, distributed via digital medium such as hard drives and network, and finally projected using a digital projector. However, digital cameras capable of shotting at 2K or higher resolution for digital cinema are still very expensive and bulky, which impedes rapid transition to digital production. As a low-cost solution for acquiring high resolution digital videos, we propose a hybrid camera consisting of a low-resolution CCD for capturing videos and a high-resolution CCD for capturing still images at regular intervals. From the output of the hybrid camera, we can synthesize high-resolution videos by software as follows: for each frame, 1. find pixel correspondences from the current frame to the previous and subsequent keyframes associated with high resolution still images, 2. synthesize a high-resolution image for the current frame by copying the image blocks associated with the corresponding pixels from the high-resolution keyframe images, and 3. complete the synthesis by filling holes in the synthesized image. This framework can be extended to making NPR video effects and capturing HDR videos.

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