• Title/Summary/Keyword: 3D 영화

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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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New Implementation and Test Methodology for Single Lens Stereoscopic 3D Camera System (새로운 단일렌즈 양안식 입체영상 카메라의 구현과 테스트 방법)

  • Park, Sangil;Yoo, Sunggeun;Lee, Youngwha
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.569-577
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    • 2014
  • From the year 2009, 3D Stereoscopic movies and TV have been spotlighted after the huge success of a movie called "AVATAR". Moreover, most of 3D movies & contents are created by mixing real-life shots & virtual animated pictures, such as "Robocop 3", "Transformer 4" as shown in 2014. However, the stereoscopic 3D video film shooting with a traditional stereoscopic rig camera system, takes much more time to set the rig system and adjust the system setting for proper film making which necessarily resulting in bigger cost. In fact, these problems have depreciated the success of Avatar as decreasing demand for 3D stereoscopic video shooting. In this paper, inherent problems of traditional stereoscopic rig camera system are analyzed, and as a solution for the problems, a novel implementations of single-lens optical stereoscopic 3D camera system is suggested. The new system can be implemented to a technology for separating two lights when even those lights passing through in the same optical axis. The system has advantages of adjusting the setting and taking video compared with traditional stereoscopic 3D rig systems. Furthermore, this system can acquire comfortable 3D stereoscopic video because of the good characteristics of geometrical errors. This paper will be discussed the single-lens stereoscopic 3D camera system using rolling shutters, it will be tested geometrical errors of this system. Lastly, other types of single lens stereoscopic 3D camera system are discussed to develop the promising future of this system.

스마트 3D 방송

  • Lee, Bong-Ho;Yun, Guk-Jin;Heo, Nam-Ho;Lee, Su-In
    • The Proceeding of the Korean Institute of Electromagnetic Engineering and Science
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    • v.21 no.6
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    • pp.10-19
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    • 2010
  • 아바타 영화 이후 영화 시장뿐만 아니라 방송 시장에서도 3D로의 전환이 급속하게 이루어지고 있다. 전 세계적으로 3D 관련 표준화 작업이 활발하게 이루어 있고, 관련 장비 및 솔루션 또한 3D 디스플레이를 선두로 카메라 및 3D 포스트 프로덕션 장비를 포함하여 다양한 장비들이 실제 상용 서비스가 가능한 수준으로 개발이 되고 있다. 시청자 관점에서 보면 셔터링 방식이 주를 이루고 있지만 머지않아 무안경 방식의 3D 솔루션이 선보일 것으로 예상된다. 이러한 움직임에 이어 또 한편으로는 기존 수동형 방송이 아닌 사용자가 직접 참여하고 네트워크 및 소셜 서비스가 가능한 형태의 스마프 TV가 관심을 불러 일으키고 있다. 본 논문에서는 향후 3D가 지향해야 할 하나의 방향이라고 볼 수 있는 스마트 3D에 대해서 개념을 정의하고, 3D가 스마트해지기 위해 필요한 환경 및 요소 기술에 대해서 기술하고자 한다.

Kinetic Typography in Korean Film, 2012 (Study on the movie opening title sequence expression studies using kinetic typography) (키네틱 타이포그래피를 활용한 영화 오프닝타이틀 시퀀스 표현연구(2012 흥행작 중심으로))

  • Bang, Yoon-Kyeong
    • Cartoon and Animation Studies
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    • s.31
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    • pp.227-248
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    • 2013
  • With the advancement of computers, opening title sequences in movies are continuously improving. Initially, titles and opening credits were created using what is called the optical method, whereby text was photographed on separate film and then copied onto the movies film negative. In contemporary movie making, however, the title sequence may be seamlessly integrated into the beginning of the movie by an insertion method that not only allows for more diverse technical expression, including the use of both 2D and 3D graphics, but also for its emergence as an independent art form. As such a title sequence, in as little as 50 seconds or up to 10 minutes, is able to convey the films concept while also suggesting more implicit intricacies of plot and thereby eliciting greater interest in the movie. Moreover, according to the directors intent and for a variety of purposes, the title sequence, while maintaining its autonomy, is inseparable from the movie as an organic whole; therefore, it is possible to create works that are highly original in nature. The purpose of this study is to analyze the kinetic typography that appears in title sequences of ten films produced by the Korean entertainment industry in 2012. Production techniques are analyzed in a variety of ways in order to predict the future direction of opening title sequences, as well as present aesthetic and technical models for their creation.

3D Quality Improvement Method for 3DTV using Color Compensation (색상 보정을 통한 3DTV의 입체영상 화질 개선 방법)

  • Jung, Kil-Soo;Kang, Min-Sung;Kim, Dong-Hyun;Sohn, Kwang-Hoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.07a
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    • pp.220-223
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    • 2010
  • 최근 연이은 3D 영화의 성공에 힘입어 영화 산업계를 중심으로 3D 콘텐츠 생성이 늘고 있으며, 이를 가정 내에서도 즐길 수 있도록 다양한 3DTV가 출시되고 있다. 그러나 3DTV의 특성 상 3D 재생 시 밝기 저하에 따른 색 재현 문제로 인하여 입체감과 공간감을 느끼는 대신 2D에서의 화려한 색감을 만끽할 수 없게 되었다. 이에 본 논문은 3D 시청 시에도 2D에서와 같은 색감을 최대한 제공하기 위한 방법에 대해 연구하였다. 이를 위하여 3DTV를 활용하여 입력 RGB 영상에 대하여 2D와 3D 재생 시 재현되는 RGB intensity를 측정한 후 입출력에 따른 관계 모델링을 실시하였고, 모델링에 근거하여 3D 재생 시 2D 대비 보정되어야 할 색상 요소에 대한 매핑 테이블(mapping table)을 생성하였다. 생성된 매핑 테이블은 기존 3DTV 시스템의 출력부에 3D 색상 보정 모듈로써 추가하도록 하여 일반 2D 재생 시에는 입력영상이 바이패스(bypass)되도록 하고, 3D 재생 시에는 본 논문에 의한 3D 색상 보정용 매핑 테이블을 통해 색상 보정 과정을 수행하도록 하여 3D 재생 시에도 2D에서 느낄 수 있는 색감을 재현할 수 있도록 하였다.

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Depth Map Re-Configuration for 3D Effect Improvement (3D 효과 향상을 위한 깊이맵의 재구성)

  • Jeong, Da Un;Kim, Man Bae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.304-305
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    • 2010
  • 지금까지는 영화나 3DTV같은 대형 모니터에 사용하기 위하여 입체영상이 제작되어 왔다, 하지만 최근 3D 디스플레이가 스마트폰이나 태블릿PC와 같이 작은 디스플레이 사이즈와 해상도를 가지는 휴대용 기기들에도 적용되어 다양한 형태로 보급되어 보다 많은 관심을 받고 있다. 하지만 모바일 기기와 같은 경우 영화와 고해상도 영상에서와 같은 3D 입체감을 느끼기 어려운 경우가 종종 발생한다. 본 논문에서는 작은 디스플레이 사이즈와 해상도를 가지는 모바일 기기와 같은 장치에서 3D 효과 향상을 위한 깊이맵 재구성의 방법으로 레이어의 개수를 제안하여 3D 효과를 향상 시키는 방법을 제안한다. 이를 위해 고해상도 영상에서 깊이값에 따른 레이어를 6개에서 2개까지 수를 줄여 깊이맵을 생성하였고 영상의 크기를 줄여 영상의 크기와 깊이 레이어에 따라 달라지는 입체 효과를 확인하였다.

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3D Stereoscopic CGI Production Pipeline -Focus on Making Process of Avatar- (입체영상제작 파이프라인 구축방향 -영화 아바타의 제작과정 분석을 중심으로-)

  • Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.159-167
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    • 2010
  • Since success of in the box office, there are not only highly interested in 3D Stereoscopic in Media market but also has been briskly supporting for 3D Stereoscopic producing in variety platforms including film, broadcasting, mobile They expect 3D Stereoscopic will be a new standard format for media of domestic market as well as overseas. However there are required professional production system and grant capital for 3D Stereoscopic production. In case of domestic industry, there are not forged through specialized production system and lack of 3D Stereoscopic producing. They are needed not only Pipeline for 3D Stereoscopic production but also strategic supporting like specialized education and test-bed for 3D Stereoscopic production. It is able to established efficient and specialized system for 3D Stereoscopic production given the pipeline proposal.

The Study on the Role of 3D Animated Pre-visualization in VFX FilmProduction (VFX 영화 제작을 위한 3D animatied Pre-visualization(3D애니메이티드 사전시각화)의 역할에 관한 연구)

  • Park, Sung-Ho
    • Cartoon and Animation Studies
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    • s.51
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    • pp.293-319
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    • 2018
  • Thanks to the advancement of the related technologies and equipment, today's video contents like movies, animations and soap operas are rapidly expanding their expressible cinematic imagination area. In order to fulfill the elevated visual expectations of audiences and realize exciting storytelling and fantastic world, the fusion of different techniques is actively used, and the reality for visual effects and image synthesis is increasing more and more. Accordingly, recent VFX-oriented movies using CG have a much more complicated production process than before. Therefore, the importance of Pre-visualization, aka Pre-vis is becoming bigger in the planning process for sophisticated design. Pre-vis means that the advance visualization for stories or directing ideas in the planning process before starting production of movies or animations. 3D animated Pre-visualization realizing directors' abstract and ambiguous ideas in 3 dimensional environment in advance is, as a powerful means for visual storytelling, briskly used focusing on the VFX film industry on which the present CG is broadly used, and the role of Pre-vis throughout productions has increased compared to the past. The studies, however, on the role and utility of Pre-vis are not enough. Therefore, this study was conducted on the role of Pre-vis used for present VFX movie productions using the examples of 3D animated Pre-visualization production in which the researcher of this study participated. In this study, the role of the Pre-vis that is subdivided presently, is divided into and 3D animatics and their each role is analyzed with the example images. Through this, the characteristics that Pre-vis should have are clarified and the concept of the advantages and utility led by the use of Pre-vis in productions is strengthened. The goal of this study is to induce active uses of Pre-vis throughout productions after forming consensus about the various roles of Pre-vis and their utility.

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.


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