• Title/Summary/Keyword: 표현시점

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Real-Time Water Surface Simulation on GPU (GPU기반 실시간 물 표면 시뮬레이션)

  • Sung, Mankyu;Kwon, DeokHo;Lee, JaeSung
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.12
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    • pp.581-586
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    • 2017
  • This paper proposes a GPU based water surface animation and rendering technique for interactive applications such as games. On the water surface, a lot of physical phenomenon occurs including reflection and refraction depending on the viewing direction. When we represent the water surface, not only showing them in real time, but also make them adjusted automatically. In our implementation, we are able to capture the reflection and refraction through render-to-texture technique and then modify the texture coordinates for applying separate DU/DV map. Also, we make the amount of ratio between reflection and refraction change automatically based on Fresnel formula. All proposed method are implemented using OpenGL 3D graphics API.

Enhancement Method of Depth Accuracy in DIBR-Based Multiview Image Generation (다시점 영상 생성을 위한 DIBR 기반의 깊이 정확도 향상 방법)

  • Kim, Minyoung;Cho, Yongjoo;Park, Kyoung Shin
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.9
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    • pp.237-246
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    • 2016
  • DIBR (Depth Image Based Rendering) is a multimedia technology that generates the virtual multi-view images using a color image and a depth image, and it is used for creating glasses-less 3-dimensional display contents. This research describes the effect of depth accuracy about the objective quality of DIBR-based multi-view images. It first evaluated the minimum depth quantization bit that enables the minimum distortion so that people cannot recognize the quality degradation. It then presented the comparative analysis of non-uniform domain-division quantization versus regular linear quantization to find out how effectively express the accuracy of the depth information in same quantization levels according to scene properties.

The Formative Ceramic Arts by Applying Expression of Cubism (큐비즘적 요소를 응용한 도자 조형)

  • Kim, Seok-Ho;Kim, Seung-Yeon;Kim, Seung-Man
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.622-629
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    • 2009
  • Modern figurative work is designed to have more creativity and characteristic traits by pure thought of the formative ceramic arts. In compliance with the demand which is various the design development could be satisfied an individuality and a taste is become accomplished. In this view, this study looks over expressive aspect of Cubism to present partition as a independent formative ceramic arts is able to contribute emotionally to our whole lives. In this procedure, this work is produced to express a three-dimensional effect and a spatial effect, approaching a figurative side. This is to overcome the limitation of Cubism art expressed in a two-dimensional surface in spite of its multi-dimensional observation of a given object. Accordingly, this study tries approaching pre-understanding of expressive aspect of Cubism which was the important turning-point in 20c art and expansion of the modern ceramic art field before producing the work. This study shows the possibility to become a creative and practical ceramic art work, approaching the new point of view breaking from the established conception. Consequently, the field of ceramic art could be expanded to a part of modern ceramic art as an object of study in art of life.

A Comparative Study of Metadata Standards for Serials (학술지 메타데이터의 표준화 체계에 관한 비교 연구)

  • Han Sung-Kook;Lee Hyun-Sil
    • Journal of Korean Library and Information Science Society
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    • v.36 no.1
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    • pp.415-440
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    • 2005
  • This paper analyses meta-data systems for serials in order to provide the fundamental infrastructure for serials-sharing systems based on semantic interoperability. According to the primitive features of serials information, meta-data for serials are classified into 3 main subsystems: serial identification Information, serial bibliographic information and serial holding information. The serial identification information that play the important role of the primary key in library management systems should be refined to accommodate serials with digital formats. Although MARC formats have been commonly used for the description of serial bibliographic information, a new meta-data format for serial bibliographic information that harmonize with the abundance of meta-data elements in MARC and the simplicity of DCMI. For serial holding information, the newly proposed standards such as ANSI/NSIO Z39.50 are adequate to grasp the varieties of serial holding patterns. It should be able to differentiate the level of description by means of the types of serial information services. As the current computing technology generally uses XML for the representation and Process of information, the meta-data system for serials should be based on XML.

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Creation of Fashion Items Using Traditional Dancheong Patterns - Focused on Bag Designs - (전통 단청문양을 활용한 패션상품 개발 - 가방 디자인을 중심으로 -)

  • Lee, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.545-557
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    • 2020
  • With the increasing interest on K-fashion all over the world, it's the important time to create the items which can express the unique identity of Korea for promoting the globalization of Korean fashion. Accordingly, this study aims to suggest the modern applicability of traditional patterns by designing the bags using the Dancheong patterns(traditional multi-colored decorative painting) which can effectively express Korean images in a variety of shapes and definite visual features and then expand the scope of fashion items. To this end, this study concentrated on expressing the Dancheong patterns to fit to the modern fashion trends by re-interpreting them. The bag was designed using the laser cutting technique, without weaving or digital printing, to imbue the technical emotion and 3D effect to the patterns. In accordance with the analysis results, the features of patterns could be delicately expressed around the shaping and structuring method in terms of the design, and the scope of design for leather goods could be expanded using the laser cutting in technical aspects. For the industrial aspects, it is required to develop differentiated goods expressing the unique emotion of the Korean for globalization of Korean design.

A Study on Simulation Effect Technique of C.G : Focusing on the Fire Simulation Effect (CG산업에서 Simulation 표현의 기술적 활용에 대한 연구 - 불의 표현 활용사례를 중심으로 -)

  • Kim, Yong-Kwan
    • Cartoon and Animation Studies
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    • s.17
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    • pp.188-204
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    • 2009
  • This study purpose development cg technique our nation because present Technique limit of Computer graphic R&D that the best competition of 3D Computer graphic part and present a answer of how to overcome Technique limit of Computer graphic R&D with success example of Computer graphic R&D an advanced country. if we make full of mutuality supplementation of C.T and I.T then hold a dominant position and the over the limit solution We researches on multi or group simulation of cyber character and water, fire, wind, fog Simulation System of Computer graphic and purpose development of direction Computer graphic R&D to people in Computer graphic the result of this study and introduction of project of a research institution and inflection method this time is a point of R&D time of determined and resolution instead creative part.

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컴퓨터 Animation의 임펙트(Impact)한 표현의 사례에 관한 연구(Softimage 3D Animation을 중심으로)

  • 김정반;김관음
    • Archives of design research
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    • v.21
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    • pp.173-182
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    • 1997
  • Technology represented by computers has made a ne w word, communication technology, and now we are at the time of opening New-Media, Multimedia, which sou nd a little unfamiliar. As the use of computers in produ cing movies, games and advertising commercial films in creases, very realistic and various transmission of infor mation is possible. This study has a purpose to suggest some possibilitie s by using softimage 3D Animation operated in the wor kstation which has an excellent function in producing co mputer animation Frist of all, I grasped the contents of light and textur e for an effective expression, the characteristics and ere ation methods of Motion Module which is the base of S oftimage 3D, and suggested general using plan through some examples of impact expression in computer animat ion to plan more lively production of computer artists, a nd produce quality products by grasping the adaptability and merits and demerits of the technique

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SNS planning through analysis of office workers SNS use (직장인의 SNS 사용 분석을 통한 SNS 기획)

  • Kim, Eun-Ju;Hong, Soon-Geun;Hwang, Chan-Gyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.9
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    • pp.1359-1364
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    • 2013
  • After platform changed from PC-based internet to mobile, SNS became new interactive media which relaces face-to-face interaction. the SNS users have already begun to recognize SNS as daily necessity. SNS market has been subdivided. In other words, SNS has entered into a period of vertical SNS that focus on contents and specific target. Therefore, It is necessary to analyze users for SNS planners. For this reason, analyzing why office workers who have the most powerful purchasing power use SNS is meaningful for SNS planners. Therefore, in this study, we analyzed the reasons for using SNS of office workers by studying relationship among office workers' stress, social support, self-expression and the use of SNS. As a result, the use of SNS has a significantly positive correlation with social support and self-expression. The self-expression in the SNS is not associated with stress, but rather it is the characteristics of the office workers. However the social support in the SNS affects to stress.

A Study on Textual transformation for the filming of Webtoon - Analysing visual composition of Secretly Greatly(2013) - (웹툰의 영화화에 대한 텍스트 변용에 관한 연구 - <은밀하게 위대하게>의 시각적 구성요소 분석을 중심으로 -)

  • Kim, Eun Ju;Kim, Geon
    • Design Convergence Study
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    • v.14 no.1
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    • pp.83-98
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    • 2015
  • This study will examine the visual composition by which Secretly Greatly, in a circumstance that even the good original Manhwas or Webtoon have not made a hit on the market until now, could attract the spectator, in other word, illustrate the analogousness of the images through analysing visual texts. The study draw, first of all, a meaning of the box office performance caused by analogousness of image, that is similarity between the webtoon and film. In addition, the study will come up with an answer to the question that the webtoon, not in a temporary trend but in a sustainable form, can make itself develop. For this, the study suggests a meaning, worth and importance of the transformation, analysing visual components of a webtoon to film adaptation, Secretly Greatly. It primarily ranges over visual components, mise-en-scène identified with its expression formula, frame to frame changes and colour and tone. The examination sets the cinema's visual expression manner against the webtoon's on their concrete components: the size of scene, movement, color and tone, narrative condition and its background, spatial composition and depth, contrast, expression manner and disposition manner.

Efficient generation of concentric mosaics using image-strip mosaicking (스트립 영상 배치를 이용한 동심원 모자익의 효율적인 생성)

  • Jang, Kyung Ho;Jung, Soon Ki
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.2
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    • pp.29-35
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    • 2001
  • In general, image-based virtual environment is represented by panoramic images created by image mosaic algorithm. The cylindrical panoramic image supports the fixed-viewpoint navigation due to the constraints of construction. Shum proposed concentric mosaics to allow users to navigate freely within a circular area[10]. It is constructed by a sequence of images which is acquired from a regularly rotating camera. Concentric mosaics technique, proposed by Shum, is considered as 3D plenoptic function which is defined three parameters : distance, height and angle. In this paper, we suggest an effective method for creating concentric mosaics, in which we first align a set of strip images on the cylinder plane and stitch the aligned strips to build a panoramic image. The proposed method has no constraints such as regular panning motion of camera. Furthermore, our proposed method minimizes the use of interpolation image to create a novel view images from the concentric mosaics. It allows the result image on a novel view to have better quality with respect to the number of input images.

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