• Title/Summary/Keyword: 컴퓨터 애니메이션

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Human Dynamic Model for Real-time Animation (실시간 애니메이션을 위한 인체 동력학 모델)

  • 오병주;윤필현김창회
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.453-456
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    • 1998
  • 컴퓨터 그래픽스 기술의 발전과 더불어 인체의 움직임을 사실적으로 구현하기 위한 연구가 활발하게 진행되고 있다. 본 논문에서는 인체의 동력학적 특성을 고려한 실시간 애니메이션이 가능하도록 인체를 모델링하였다. 인체의 동력학적 특성을 해석하기 위하여 인체를 16 자유도를 갖는 강체(rigid body)로 가정하였으며 Branch 형태의 복잡한 기구학적 형상을 가진 인체를 5개의 단순한 형태의 기구학적 연결체로 분할 하여 모델링을 수행하였다. 이러한 동력학 모델은 단순히 기구학 만을 이용하는 경우보다 사실적이면서도 실시간으로 애니메이션이 가능하다. 이와 같이 동력학적 모델을 사용하여 애니메이션을 수행할 경우 부가적인 장비를 사용하지 않고도 다양한 형태의 인간 움직임을 사실적으로 모사할 수 있다.

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Character Animation Based on Emotional Model (정서모델을 이용한 캐릭터 애니메이션)

  • Shim, Youn-Sook;Byun, Hye-Ran
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.229-232
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    • 2001
  • 최근 컴퓨터를 이용하여 사용자와 상호작용 하는 과정에서 사용자의 정서 상태를 파악하고, 이에 대응하여 적절한 행동을 할 수 있는 감성 캐릭터 생성에 대한 연구가 요구되고 있다. 특히 캐릭터 애니메이션에 있어서도 애니메이터의 수작업이나 외부 장비를 이용하지 않고, 캐릭터의 감성 상태에 따라 애니메이션을 자동으로 생성할 수 있다. 본 논문은 이러한 감성 시스템을 설계하고 캐릭터의 감성에 따라 애니메이션 하는 방법을 제안한다. 본 연구에서는 캐릭터에 감성을 부여하기 위하여 Ortony의 인지적 정서 모델을 바탕으로 하여 새로운 감성 모델을 제안하였고 이를 바탕으로 물고기 캐릭터에 적용하여 시스템을 구현하였다.

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The Design and Implementation of Multi Platform Animation Avata System Using SVG Animation (SVG Animation을 이용한 다중 플랫폼 애니메이션 아바타 시스템 설계 및 구현)

  • 모양미;유남현;김원중
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.697-699
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    • 2003
  • 온라인 게임에서 개인의 분신으로 활용되던 아바타는 2000년 '세이게임"이라는 포탈 사이트를 통해 본격적으로 인터넷 사이트에 등장하였다. 이후 아바타는 게임 및 인터넷 커뮤니티에서의 자신을 대변하는 기능을 넘어, 다양한 형태의 캐릭터 비즈니스로의 가능성이 부각되고 있다. 웹사이트에서 제공되는 아바타 시스템은 GIF 파일 포맷을 기본으로 하여 제공되며, GIF Animation을 이용하는 경우 애니메이션 아바타를 표현할 수 있었다. 그러나 모바일 환경에서는 GIF Animation이 지원되지 않아 애니메이션 아바타를 표현할 수 없었다. 본 논문에서는 SVG Animation 기법을 활용하여 개인용 컴퓨터외에 다양한 모바일 환경에서도 구현이 가능한 애니메이션 아바타 시스템을 설계, 구현하였다.현하였다.

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A Comparison of the effects of Static Graphic and Animation in CAI by visual learning preference (시각적 학습 선호도에 따른 정화상 CAI와 애니메이션 CAI의 효과 비교)

  • Cha, Jeongho;Kim, Kyungsun;Noh, Taehee
    • The Journal of Korean Association of Computer Education
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    • v.7 no.5
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    • pp.1-8
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    • 2004
  • This study investigated the effect of visual learning preference levels in computer assisted instruction (CAI) using static graphics and animations on students' conceptual understandings, application abilities and learning motivations. Fifty-nine seventh graders were selected from a middle school in seoul, and they were taught about the motion of molecule for 4 class hours. Two-way ANCOVA results revealed that the scores of the conception test of the animations group, regardless of student's visual learning preference levels, were significantly higher than those of the static graphics group. However, there were no differences between the two groups in the scores of application test and learning motivation test.

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Neural network for automatic skinning weight painting using SDF (SDF를 이용한 자동 스키닝 웨이트 페인팅 신경망)

  • Hyoseok Seol;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.17-24
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    • 2023
  • In computer graphics and computer vision research and its applications, various representations of 3D objects, such as point clouds, voxels, or triangular meshes, are used depending on the purpose. The need for animating characters using these representations is also growing. In a typical animation pipeline called skeletal animation, "skinning weight painting" is required to determine how joints influence a vertex on the character's skin. In this paper, we introduce a neural network for automatically performing skinning weight painting for characters represented in various formats. We utilize signed distance fields (SDF) to handle different representations and employ graph neural networks and multi-layer perceptrons to predict the skinning weights for a given point.

Estimation of 3D Rotation Information of Animation Character Face (애니메이션 캐릭터 얼굴의 3차원 회전정보 측정)

  • Jang, Seok-Woo;Weon, Sun-Hee;Choi, Hyung-Il
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.8
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    • pp.49-56
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    • 2011
  • Recently, animation contents has become extensively available along with the development of cultural industry. In this paper, we propose a method to analyze a face of animation character and extract 3D rotational information of the face. The suggested method first generates a dominant color model of a face by learning the face image of animation character. Our system then detects the face and its components with the model, and establishes two coordinate systems: base coordinate system and target coordinate system. Our system estimates three dimensional rotational information of the animation character face using the geometric relationship of the two coordinate systems. Finally, in order to visually represent the extracted 3D information, a 3D face model in which the rotation information is reflected is displayed. In experiments, we show that our method can extract 3D rotation information of a character face reasonably.

A Study for 3D Game Process Production Using Virtools (Virtools을 바탕으로한 3D게임 제작방법에 관한 연구)

  • Kim, Sung-Yeon
    • Journal of the Korea Computer Industry Society
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    • v.8 no.2
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    • pp.131-140
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    • 2007
  • The rapidly expanding field of animation is constantly looking for skilled animators in both 2D and 3D applications. The animation industry, as little as 10 years ago, was limited to the occasional blockbuster release. Today, we find animation everywhere, from medical applications to architecture to feature films and gaming, Especially, 3D games have become a way of life, but it still requires a lot of effort, on the programming side, to get it looking respectable. Programmers take a much more charge of part than designersin the real life game production. In this paper, I would analyze how to easily create 3D game animation using Virtools even if you are a non-programmer.

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Real-time Interactive Animation System for Low-Priced Motion Capture Sensors (저가형 모션 캡처 장비를 이용한 실시간 상호작용 애니메이션 시스템)

  • Kim, Jeongho;Kang, Daeun;Lee, Yoonsang;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.2
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    • pp.29-41
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    • 2022
  • In this paper, we introduce a novel real-time, interactive animation system which uses real-time motion inputs from a low-cost motion-sensing device Kinect. Our system generates interaction motions between the user character and the counterpart character in real-time. While the motion of the user character is generated mimicking the user's input motion, the other character's motion is decided to react to the user avatar's motion. During a pre-processing step, our system analyzes the reference motion data and generates mapping model in advance. At run-time, our system first generates initial poses of two characters and then modifies them so that it could provide plausible interacting behavior. Our experimental results show plausible interacting animations in that the user character performs a modified motion of user input and the counterpart character properly reacts against the user character. The proposed method will be useful for developing real-time interactive animation systems which provide a better immersive experience for users.

Analysis and Proposal of Abstractive Expression of 3D Animation (3D 애니메이션의 추상적 표현에 관한 분석 및 제안)

  • Park, Sung-Dae;Jung, Yee-Ji
    • Cartoon and Animation Studies
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    • s.37
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    • pp.1-24
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    • 2014
  • The advancement of computer technology has blurred the border in image expression between live-action films and 3D animation to an indistinguishable extent. Despite the ever-evolving image expression, it has been found that animation properly incorporating abstractive expression receives more positive responses from the audience than the animation closely akin to live-action films. This indicates that animation-specific abstractive expression can exert more significant effects than that of live-action expression as proved in Dr. Mori Masahiro's 'Uncanny Valley.' Also, such effects apply only to characters, whilst the technology capable of live-action expression is acknowledged only for the background of 3D animation. Without doubt, animation has its own infinite world of expression, and thus more effective methods for its expression can no longer be considered a matter of technology. The present study analyzes the abstractive expression of 3D animation in terms of characters and backgrounds and explores a more effective method to apply the current technology of image expression to 3D animation with a view to proposing a direction for more appropriate application of 3D animation technology to future animation.