• Title/Summary/Keyword: 3D 애니메이션 영화

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게임엔진연재 / 게임 객체의 자연스러운 동작 생성을 위하여!

  • Kim, Hyeon-Bin
    • Digital Contents
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    • no.6 s.121
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    • pp.142-143
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    • 2003
  • 3D애니메이션은 컴퓨터 그래픽스의 응용 분야 중 방송, 영화, 광고, 애니메이션과 같은 상업용 영상물 제작 및 게임과 사용자 인터페이스 구현 등 여러 분야에서 중요한 위치를 차지하고 있다. 인간 또는 의인화된 동식물, 혹은 로봇과 같은 사물의 움직임을 표현하는 애니메이션은 만화영화와 같은 2D 애니메이션으로 출발해 게임 등 주변 산업과 연계해 발전해 왔다. 그러다 최근 컴퓨터 그래픽을 이용한 3D 애니메이션 기술의 발전과 더불어 새로운 시대를 맞이하고 있다.

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A Study on the Status of 3Dimension Character Animation Industry (3차원 캐릭터 애니메이션 산업현황에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.14 no.2
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    • pp.87-94
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    • 2001
  • 3D character animation grow rapidly with the development of computer graphic technology and software. Nowadays 3D character animation holds a important position in the various industry fields including movie, advertisement, animation, and game. With the rapid growth of computer graphic, real time animation of complex characters as well as high quality rendering, which was impossible before, are now prevailing. What is remarkable in this growth is the appearance of virtual idol. The virtual idol plays a leading role in 3D character animation and has a synergy effect in the field of fancy and theme park industry. The aim of this inquiry is to examine the status of computer graphic skill and media related to the 3D character animation to search out the problems in the fields and to propose the solution of the problems

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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.

A study on the expression of colors in 2D animation image : Focusing on the colors of short animation different from the representation of three dimension space (2D 애니메이션 이미지의 색채 표현 연구 : 3차원적 공간 재현을 탈피한 단편 애니메이션의 색채를 중심으로)

  • Oh, Jin-Hee;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.16
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    • pp.113-124
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    • 2009
  • This study shows that there is an essential difference between colors of animation and live action film through the expressive colors of 2D animation as distinct from three dimension space. While live action film has an obvious object of representation, the image of 2D animation is a creature made by human without the process of mechanical representation. And this is revealed sharply in the expressive colors of 2D animation. Therefore the expressive colors of 2D animation are the important points in which the autonomous meaning of animation image is revealed.

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The Study of Cartoon Rendering based Japanese Animation (일본 애니메이션을 통해 본 카툰렌더링 스타일 룩에 관한 연구)

  • Liu, Ya Qian;Choi, Chul Young
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.327-328
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    • 2015
  • 디지털시대에서 미국카툰시장은 3D 디지털 기법을 충분히 활용하여 마치 실사 같은 영화(Photo realistic movie)를 제작하는 한편. 일본의 경우는 그들만의 독특한 전통 셀 애니메이션(cell animation) 형식을 3D CG 기술과 결합하여 새로운 제작방식의 애니메이션을 제시하고 있다. 본 연구는 일본 2D 애니메이션에서 제작 방식을 유지해야 할 당위성을 카툰 렌더링 3D의 제작방식에 도입하여, 융합한 사례 분석을 통해 2D 애니메이션의 필요성과 중요성을 제시하려 한다.

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Formative Properties of 3D Animation based on the Theory of Gestalt -Centering of Korean film - (게슈탈트 시지각 이론에 의한 3D 애니메이션의 조형성 -한국 영화 <웰컴투 동막골>을 중심으로-)

  • Kim, Kyung-Eun;Yun, Young-Du
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.279-284
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    • 2006
  • The field of film art to be wised expression as development of Media has grown. Recently, the concern and effort has built up in digital film by Computer Graphics(CG) one of SFX. In this paper, I certified the formative properties based on Gestalt theory and centering best show in 2005. As a result, I confirmed that to insert 3D animation in film can lead fantasy or virtual world unable to be felt in real world, with the intention of producer, and that it was applied to free space not to be restricted making a film of scenes. And I confirmed that the partial modeling animation as the Gestalt theory that gives totality to objects of perception and needs closure can play role of understanding the meaning of film.

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Expression of Good and Evil in Animation Film from a Perspective of Dionysian : Focusing on , a 3D Animation Film (디오니소스적 관점에서 본 애니메이션 영화의 선악 표현 : 3D 애니메이션 <빅 히어로>를 중심으로)

  • An, Se-Ung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.31-55
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    • 2015
  • The purpose of this study is to pay attention to the expression of good and evil which has Been significantly developed out of the existing dichotomous good and evil in animation films and to identify for them. Even though 3D animation films provides us with a sense of realistic existence due to surprising technical powers, the stories contained in such films tend to remain in the limit of family films. However, recently, some films have been presented beyond such limit with a scenario that makes people introspect their inner side. Among them, this study considered the expression of good and evil of , which extended the meaning of didactic morality into the dimension of 'Philosophy of Dionysian yes', as significant for research purpose. More specifically, this study looked at and discussed this film in more details in the aspect of focusing on the value of good and evil for eliminating the boundary of the existing perspective and pursuing positive overcoming. The frame of the concept for discussion used the philosophical statements of Kant and Hegel as well as Nietzsche who explained the meaning of good and evil with Dionysian view. As to the method of research, this study attempted to understand the theoretically related concepts and discuss the meaning, along with the presentation of examples, by inputting such meaning into the expression of good and evil presented in the film. This study has the implication in identifying that an animation film, as a virtual world, plays a role of opening a new prospect for conversion of thought in our real world and expecting a future progress.

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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Suggesting Korean Cinema's Alternative - 3D Cinema (한국 영화가 시도해 볼만한 대안 - 디지털 3D 시네마)

  • Lee, Chan-Bok
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.123-132
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    • 2010
  • Beginning in 1990's, 3D filmmaking reappeared. As almost every job in filmmaking is digitalized, 3D takes advantage of its new software and hardware, and digital friendly customers as well. One reason why Korean cinema should take 3D seriously is that it can resolve the old and tough problem of unemployed human resources in film production. Another reason is the cooperation programs in which universities and 3D companies can join. 3D cinema can create new cinema goers who don't belong the regular viewer. The totally new experience of 3D can bring people to the movie theaters, and this will add up the total movie customers that expand the whole film industry. The newly designed 3D also could take care of piracy of movie file uploading and downloading through internet. 3D cinema would be precious alternative for film industries of Korea.

V+현장탐방_(주)디지아트프로덕션 - 토종애니메이션기술 해외에서 '빛'나다

  • Song, Hyeon-Ho
    • Venture DIGEST
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    • s.129
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    • pp.22-23
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    • 2009
  • 가필드, 파이스토리 등 3D 애니메이션영화를 자체 제작하여 수출하고 있는 회사, 국내에서 보다 해외에서 더 유명한 회사. 국내에서 유일하게 3D장편 애니메이션을 제작할 수 있는 능력을 갖춘 회사. 바로 디지아트가 가지고 있는 타이틀이다. 실제로 전 세계적으로 장편 3D 애니메이션을 제작할 수 있는 곳은 열 손가락 안에 꼽힐 정도로 높은 기술력을 요구한다. 디지아트는 100% 자체 기술로 픽사, 디즈니 등 세계적인 회사와 공동으로 작업하면서 실력을 인정받았다. 불모지나 다름없는 애니메이션 시장에 새지평을 열어가고 있는 디지아트를 찾았다.

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