• Title/Summary/Keyword: 3D 캐릭터 모델

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Polygonal Model Simplification Method for Game Character (게임 캐릭터를 위한 폴리곤 모델 단순화 방법)

  • Lee, Chang-Hoon;Cho, Seong-Eon;Kim, Tai-Hoon
    • Journal of Advanced Navigation Technology
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    • v.13 no.1
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    • pp.142-150
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    • 2009
  • It is very important to generate a simplified model from a complex 3D character in computer game. We propose a new method of extracting feature lines from a 3D game character. Given an unstructured 3D character model containing texture information, we use model feature map (MFM), which is a 2D map that abstracts the variation of texture and curvature in the 3D character model. The MFM is created from both a texture map and a curvature map, which are produced separately by edge-detection to locate line features. The MFM can be edited interactively using standard image-processing tools. We demonstrate the technique on several data sets, including, but not limited to facial character.

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Synthesizing Faces of Animation Characters Using a 3D Model (3차원 모델을 사용한 애니메이션 캐릭터 얼굴의 합성)

  • Jang, Seok-Woo;Kim, Gye-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.8
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    • pp.31-40
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    • 2012
  • In this paper, we propose a method of synthesizing faces of a user and an animation character using a 3D face model. The suggested method first receives two orthogonal 2D face images and extracts major features of the face through the template snake. It then generates a user-customized 3D face model by adjusting a generalized face model using the extracted facial features and by mapping texture maps obtained from two input images to the 3D face model. Finally, it generates a user-customized animation character by synthesizing the generated 3D model to an animation character reflecting the position, size, facial expressions, and rotational information of the character. Experimental results show some results to verify the performance of the suggested algorithm. We expect that our method will be useful to various applications such as games and animation movies.

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.

Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

Development of 3D Avata Character System using Body Model Deformations (인체 모델 변형을 이용한 3 차원 아바타 캐릭터 시스템 개발)

  • Shin, Gyu-Ha;Chang, Jae-Khun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.649-652
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    • 2001
  • 현재 주류가 되고 있는 아바타 캐릭터는 2D 를 이용한 캐릭터에 코디를 바꾸는 형태가 주를 이루고 있으며, 3D 를 이용한 것 역시 코디를 바꾸는 수준을 벗어나지 못하고 있다. 본 논문에서는 3D 아바타 캐릭터 모델을 구성하고, 이 캐릭터를 데이터 변환기를 통해서 다시 17 개의 신체 부위로 나누게 된다. 각각의 분류된 부위는 높이, 넓이, 두께, 둘레 등으로 변형되어 아바타 캐릭터의 성장을 이끌어내는 시스템을 개발한다. 이를 통해서 원래의 아바타라는 의미에 더 근접한 아바타 캐릭터를 구성할 수 있게 된다.

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A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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Construction of the Facial 3D Textures for Generating Virtual Characters (가상 캐릭터 제작을 위한 얼굴 3D 텍스처의 구성)

  • 최창석;박상운
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2001.06a
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    • pp.197-200
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    • 2001
  • 본 논문에서는 가상 캐릭터 제작을 위해 표정변화가 가능한 얼굴의 3D텍스처를 구성하는 방법을 2가지로 제안한다. 하나는 3D 스캐너에서 입력한 얼굴 3D 텍스처에 얼굴의 3D 표준 모델을 정합하여 표정변화가 가능하게 하는 방법이다. 이 경우는 얼굴의 3D 텍스처와 함께 정확한 3D 형상 모델을 얻을수는 있으나, 스캐닝 비용이 고가이고, 장비의 이동이 불편하다. 또 하나의 방법은 전후좌우 4매의 2D영상을 통합하여 얼굴의 3D 텍스처를 구성하는 방법이다. 이 방법은 4매의 2D 영상에 3D 형상모델을 정합한 후, 4개의 모델의 높이, 넓이, 깊이를 통합하여, 대체적인 3D 형상모델을 얻고, 4매의 영상을 통합하여 개인 얼굴의 3D 텍스처를 얻게 된다. 이 경우는 2D 얼굴영상을 이용하기 때문에 저가로 널리 이용할 수 있는 방법이다.

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Cartoon Character Rendering based on Shading Capture of Concept Drawing (원화의 음영 캡쳐 기반 카툰 캐릭터 렌더링)

  • Byun, Hae-Won;Jung, Hye-Moon
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.1082-1093
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    • 2011
  • Traditional rendering of cartoon character cannot revive the feeling of concept drawings properly. In this paper, we propose capture technology to get toon shading model from the concept drawings and with this technique, we provide a new novel system to render 3D cartoon character. Benefits of this system is to cartoonize the 3D character according to saliency to emphasize the form of 3D character and further support the sketch-based user interface for artists to edit shading by post-production. For this, we generate texture automatically by RGB color sorting algorithm to analyze color distribution and rates of selected region. In the cartoon rendering process, we use saliency as a measure to determine visual importance of each area of 3d mesh and we provide a novel cartoon rendering algorithm based on the saliency of 3D mesh. For the fine adjustments of shading style, we propose a user interface that allow the artists to freely add and delete shading to a 3D model. Finally, this paper shows the usefulness of the proposed system through user evaluation.

Adaptation of the Cloth 3D Models to the Personal Characters for Fashion Coordination (패션코디를 위한 개인 캐릭터에 의복 3D모텔의 정합)

  • 조은규;최우혁;이용원;최창석;김효숙
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2001.06a
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    • pp.193-196
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    • 2001
  • 본 논문에서는 3D 패션 코디를 위해 의복의 3D 모델을 개인 캐릭터에 정합하는 방법을 제안한다. 정합 방법은 의복 모델의 변형, 인체와 의복의 역전 부위 검색, 의복 모델의 수정의 3단계로 나누어진다. 먼저, 인체와 의복이 부위별로 대응을 이루도록 각각에 특징점을 설정하고, 의복의 공극을 고려하여 의복 모델의 높이, 넓이, 두께를 부위별로 변형한다. 의복 3D모델의 정합 후에도, 부위에 따라 의복의 표면 위에 인체가 노출되는 역전현상이 일어난다. 이를 위해, z-버퍼를 개량한 거리-버퍼의 개념을 제안하여 역전을 효과적으로 검색한다(Collision Detection ). 검색된 부위에서 삼각형을 분할하여 의복 모델을 수정한다.

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Development of Facial Animation Generator on CGS System (CGS 시스템의 페이셜 애니메이션 발상단계 개발)

  • Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.14 no.6
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    • pp.813-823
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    • 2011
  • This study is to suggest the facial animation methodology for that 3D character animators can use CGS system effectively during on their stage which they create ideas and use repeating a process of facial animation, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation, in addition, this research being extended on the article vol.13, no.7, "CGS System based on Three-Dimensional Character Modeling II (Part2: About Digital Process)," on Korea Multimedia Society in July 2010 issue, Through the preceding study on 3D character facial expression according to character's feelings as an anatomical structure and the case study on character expressions of theatrical animation, this study is expected to have effectives as one method for maximization of facial animation and idea generation ability.