• Title/Summary/Keyword: 컴퓨터 그래픽스 기술

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Simulating tentacle Creature with External Magnetism for Animatronics (외부 자력을 이용한 촉수 생명체 애니매트로닉스 시뮬레이션)

  • Ye Yeong Kim;Do Hee Kim;Ju Ran Kim;Na Hyun Oh;Myung Geol Choi
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.5
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    • pp.1-9
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    • 2023
  • The control technology of animatronics is an interesting topic explored in various fields, including engineering, medicine, and art, with ongoing research efforts. The conventional method for controlling the movement of animatronics is to use electric motors installed inside the body. However, this method is difficult to apply when expressing a narrow space inside the body. In this study, a method of using external forces instead of installing mechanical devices inside the body was proposed to control the movement of a thin and long tentacle organism. Specifically, in this study, the joint body of animatronics was made of magnetic metal material so that it could be affected by the force of an externally installed electromagnet. The strength of the electromagnet was controlled by a PID controller to enable real-time control of the position of the animatronics body. In addition, the magnet was made to rotate, and the speed of rotation was changed to create various movements. Through virtual environment simulations, our experiments demonstrate the superiority of the proposed method, showcasing real-time control by users and the creation of animations in various styles.

Analysis of Two-Way Communication Virtual Being Technology and Characteristics in the Content Industry (콘텐츠 산업에서 나타난 양방향 소통 가상존재 기술 및 특성 분석)

  • Kim, Jungho;Park, Jin Wan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.507-517
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    • 2020
  • Along with the development of computer graphics, real-time rendering, motion capture, and artificial intelligence technology, virtual being that enables two-way communication has emerged in the content industry. Although the commercialization of technologies and platforms is creating a two-way communication virtual being, there is a lack of analysis of what characteristics this virtual being has and how it can be used in each field. Therefore, through technical background survey and case study for the production of virtual being, the two-way communication virtual being is analyzed on the characteristics necessary for emotional exchange. The characteristics needed for emotional exchange were divided into interaction, individuality, and autonomy, and this characteristic is classified as the focus and how two-way communication virtual being will be used in the content field. This study is expected to provide significant implications for the research of content production and utilization using virtual being as a basic study of virtual being, which analyzes the technical background and characteristics for two-way communication required for virtual being production.

Automatic Generation of Pointillist Representation-like Image from Natural Image (자연 화상에서 점묘화풍 화상으로의 자동생성)

  • Do, Hyeon-Suk;Jo, Pyeong-Dong;Choe, Yeong-Jin
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.1
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    • pp.130-136
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    • 1995
  • This paper is on the development of tools to generate pointillist representation-like images automatically by computer. Pointillist representation -like effects on the generated images are enforced by steps as follows. First, the position of brush stroke is determined from the gradient vector so that the brush touches look more natural. Second, pointillist representation-like coloring is endorsed by changing saturation and value using the RGB components of image. Our approach combines image processing techniques with computer graphics techniques for more faithful pointillist representation-like images and a couple of sample images are presented to show the effectiveness.

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Previewer Design and Implementation for Grid/Particle based Fluid Simulation Data (격자/입자기반 유체 시뮬레이션 데이터를 위한 프리뷰어의 설계 및 구현)

  • Yang, Hyun-Rok;Kang, Kyung-Kyu;Kim, Dong-Ho;Oh, Kyoung-Su
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.18-25
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    • 2010
  • Computer Graphics(CG) are very important in the movie industries. Recently, many domestic CG Companies participate in a movie creation. However, most companies only use commercial tools, and do not concentrate on developing techniques. This is why they use the commercial tools in spite of its lack of functions. In this paper, we explain the importance of developing technical tools to complement the shortage of commercial tools through the previewer for fluid simulation. We present how we design and implement the previewer to specialize it for fluid simulation. Finally, we estimate our previewer's performance and discuss with result.

Web-based 3D Object Retrieval from User-drawn Sketch Query (스케치를 이용한 웹 환경에서의 3차원 모델 검색)

  • Song, Jonghun;Ju, Jae Ho;Yoon, Sang Min
    • Journal of KIISE
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    • v.41 no.10
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    • pp.838-846
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    • 2014
  • Three-dimensional (3D) object retrieval from user-drawn sketch queries is one of the important research issues in the areas of pattern recognition and computer graphics for simulation, visualization, and Computer Aided Design. The performance of content-based 3D object retrieval system depends on the availability of effective descriptors and similarity measures for this kind of data. In this paper, we present a sketch-based 3D object retrieval system by extracting a hybrid edge descriptor which is robust against rotation and translation. The experimental results which are based on HTML5 and WebGL show that proposed sketch-based 3D object retrieval method is very efficient to search and order the 3D objects according to user's intention.

Analysis of Tendency of 3D Computer Graphic Techniques in 2D Animations: Majorly in Japanese Animations (2D 애니메이션 작품에서 활용되고 있는 3D 컴퓨터그래픽스 기술 경향 분석 : 일본 장편애니메이션 중심으로)

  • Park, Sea-Young
    • Cartoon and Animation Studies
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    • s.10
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    • pp.121-135
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    • 2006
  • At present, it is very common to use techniques beyond the 2D (two-dimensional) in animations which are found in motion pictures, OVA and TV series. As you can see, PIXAR and Disney have reduced their 2D departments and recently put more effort into 3D (three-dimensional) animation. There is no doubt that producing 3D animation is the big trend. Along with this trend, the national education institutions and the national support policies are also changing to be supportive of 3D animations. We, however, should ask ourselves, if we are on the right track with this change. Through the analysis of the methods of creating 2D animation which we should keep as it is, but instead we import and incorporate with 3D techniques of Japanese 2D animation, I would like to present the importance and the significance of the 2D animation and also to suggest an effective way to create 2D fused with 3D computer graphics techniques.

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Expressing Techniques of Natural-Looking Fish Locomotion applied the Pendulum Concept (진자개념을 적용한 자연스러운 어류 움직임 표현 기법)

  • Yoo, Bong-Gil;Ryu, Nam-Hoon;Ban, Kyeong-Jin;Kim, Kyeong-Og;Oh, Kyeong-Sug;Lee, Hye-Mi;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.4 no.2
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    • pp.108-115
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    • 2009
  • Thanks to the development of computer graphics, Animation can be easily accessed through movies or games. The users can meet various contents and are asking for high quality animations that resembles reality to a near perfection. The research is proceeded to observe the fish shapes and swimming movements through cyber aquariums, fish ecology museums and fish encyclopedias. The core of expressing undersea scenery is the natural and dynamic movements of the fish. In this thesis in order to achieve the natural shape of fish swimming, it is necessary to design a fish growth process system based on environmental factors and apply different standard points depending on the various swimming types of fish species to express the fish as near reality as possible. And by calculating the different swimming velocities of different standard points, a natural swimming shape will be achieved.

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Deep Learning Based On-Device Augmented Reality System using Multiple Images (다중영상을 이용한 딥러닝 기반 온디바이스 증강현실 시스템)

  • Jeong, Taehyeon;Park, In Kyu
    • Journal of Broadcast Engineering
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    • v.27 no.3
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    • pp.341-350
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    • 2022
  • In this paper, we propose a deep learning based on-device augmented reality (AR) system in which multiple input images are used to implement the correct occlusion in a real environment. The proposed system is composed of three technical steps; camera pose estimation, depth estimation, and object augmentation. Each step employs various mobile frameworks to optimize the processing on the on-device environment. Firstly, in the camera pose estimation stage, the massive computation involved in feature extraction is parallelized using OpenCL which is the GPU parallelization framework. Next, in depth estimation, monocular and multiple image-based depth image inference is accelerated using the mobile deep learning framework, i.e. TensorFlow Lite. Finally, object augmentation and occlusion handling are performed on the OpenGL ES mobile graphics framework. The proposed augmented reality system is implemented as an application in the Android environment. We evaluate the performance of the proposed system in terms of augmentation accuracy and the processing time in the mobile as well as PC environments.

Making 2.5D with Vanishing Point in Photoshop (Photoshop Vanishing Point를 이용한 2.5D 제작에 관한연구)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.146-153
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    • 2009
  • Thanks to computer graphic technology development, graphic design programming is easily accessible by any home computer user today since it is free from the burdens of complicated 알고리듬 or the expensive graphic tools that were required in the past. The term 알고리듬 2.5 is commonly used by computer graphic designers to refer to 2D, a form of pseudo-3D. In this study, by using 2.5D, which was previously utilized for strengthening visual effects and engine efficiency, together with Adobe Photoshop along with After Effects, I will incorporate these into motion graphics. Today, motion graphics dominate the advertisement and image markets. Since viewers have developed higher expectations, a more dynamic 3D space graphic technology is preferred over the outdated 2D basis. In this study, I will produce a 2.5D image which is generated through a vanishing point filter of Adobe Photoshop and After Effects based on still image information and captured at an angle of Axonometric Projection. Also, I will compare the effectiveness of the production process and camera angle flexibility between the previous 3D process and new 2.5 D process.

Development of sumi-e effect from example image (예제 기반 수묵담채화 표현기술 개발)

  • Lee, Won-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.7
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    • pp.3454-3459
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    • 2013
  • Sumi-e is one of the art work that uses not only ink line but also color painting. This technique is well known as a representative Asian painting style and widely used in movie, advertisement poster and various effect in camera device. In this paper, we propose an algorithm that can generate result image with Sumi-e effects of example image based on computer graphics and image processing techniques. For this, we pass two steps. The first is painting expression step. We used texture transfer technique to generate result with texture effect of reference image by analyzing numerically. The second step is ink-painting effect generation step. We express ink-painting effect in outline by considering intensity variation in edge of example image. Our algorithm can express various Sumi-e style based on selected reference image. So it can be utilized to various contents generating research.