• Title/Summary/Keyword: 3D 캐릭터 모델

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High-Speed Penetration Detection and Correction of the 3-Dimensional(3D) Cloth Models Using a Virtual Cylinder in Geometrical Cloth Simulation (기하학적인 의복시뮬레이션에서 가상원통을 이용한 의복 3차원모델의 고속 관통검사와 수정)

  • Choi, Chang-Seok
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.10
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    • pp.521-528
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    • 2007
  • This paper proposes a new method for the high- speed penetration detection between the 3D human body model and the 3D cloth model using a virtual cylinder, and for the correction of the 3D cloth model. Penetration sometimes occurs locally, when the cloth model is adopted geometrically to the body. This method establishes the virtual cylinder surrounding the body model and the cloth model, and selects at a time the candidates of the penetrated points using the virtual cylinder. Finally, the penetrated points are detected among the candidates. Shift of the vertices or division of the edges in the penetrated points can correct the cloth model geometrically. This method works faster than the physical-based method. The latter requires the repeated detection of the penetrated points using bounding volume and the repeated corrections of the cloth model using dynamics.

Research about the Abstraction of Area Typicality of Emotions for Systematization of Human's Sensitivity Symbol (인간의 감성기호 체계화를 위한 감정영역범주화에 관한 연구)

  • Yun Bong-Shik
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.137-145
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    • 2005
  • This study is a model of research for the developing 3D character contents about facial expression as a sort of non-linguistic signs, focusing on an expression of emotion factors of a person. It contributes a framework for symbolic analysis about Human's emotions along with a general review of expression. The human face is the most complex and versatile of all species. For humans, the face is a ich and versatile instrument serving many different functions. It serves as a window to display one's own motivational state. This makes one's behavior more predictable and understandable to others and improves communication. The face can be used to supplement verbal communication. A prompt facial display can reveal the speaker's attitude about the information being conveyed. Alternatively, the face can be used to complement verbal communication, such as lifting of eyebrows to lend additional emphasis to stressed word. The facial expression plays a important role under the digital visual context. This study will present a frame of facial expression categories for effective manufacture of cartoon and animation that appeal to the visual emotion of the human.

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A study on the avatar modelling of Korean 3D facial features in twenties (한국인 20대 안면의 3차원 형태소에 의한 아바타 모델링)

  • Lee, Mi-Seung;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.1
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    • pp.29-39
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    • 2004
  • 사이버상의 의사소통의 도구로 사용되는 아바타나 캐릭터의 3차원 얼굴 모델링에 대한 연구로서 한국인의 안면형태소를 지닌 모델생성으로 인터넷을 즐겨 사용하는 현대인과 청소년들에게 민족적 구체성과 국민적 정체성을 지닌 아바타의 활용에 도움이 되고자 한다. 임의의 20대 남, 녀 각각 40인으로부터 스켄을 하고 머리뼈와 근육 구조를 바탕으로 눈, 코, 눈썹, 뺨, 입, 턱, 아래턱, 이마, 귀 등 각 형태소로 나누고 참조모델을 생성한다. 임의로 생성된 안면형태소 3차원 모델이 한국인의 형상을 갖는지에 관한 평가를 정량적인 치수측정에 의해서 검증 분석하여 입증한다. 이들 안부, 비부, 구순부, 얼굴형의 각 형태소로부터 각 형태소틀 간에 보간 되어 변형된 형태의 형태소 생성이 가능하고, 이 변형 형태소들 간의 임의의 조합된 모델의 안면 생성이 가능하게 한다.

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A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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A Study on Effective Methods of Polygon Modeling through Modeling Process-Related System (모델링 공정 연계 시스템을 통한 효율적 폴리곤 모델링 기법에 대한 탐구)

  • Kim, Sang-Don;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.37
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    • pp.143-158
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    • 2014
  • In the modeling processes of 3D computer animation, methods to build optimal work conditions to realize real forms for more efficient works have been advanced. Digital sculpting software, published in 1999, ZBrush has been positioned as an essential factor in character model work requiring of realistic descriptions through different manufacturing methods from previous modeling work processes and easy shape realization. Their functional areas are expanding. So, in this production case paper, as a method to product more optimized animation character models, the efficiency of production method linking digital sculpting software (Z-Brush) and animation production software (Maya) was deliberated and its consequences and implications are suggested. To this end, first the technical features of polygon modeling and Retopology were reviewed. Second, based on it, the efficiency of animation character modeling work processes through step linking ZBrush and Maya suggested in this paper was analyzed. Third, based on the features drawn before, in order to prove the hypothesis on modeling optimization method suggested in this paper, the production process of character Dumvee from a short animation film, 'Cula & Mina' was analyzed as an example. Through this study, it was found that technical approach easiness and high level of completion could be realized through two software linked work processes. This study is considered to be a reference for optimizing production process of related industries or modeling-related classes by deliberating different modeling process linked systems.

Method of Automatic Reconstruction and Animation of Skeletal Character Using Metacubes (메타큐브를 이용한 캐릭터 골격 및 애니메이션 자동 생성 방법)

  • Kim, Eun-Seok;Hur, Gi-Taek;Youn, Jae-Hong
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.135-144
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    • 2006
  • Implicit surface model is convenient for modeling objects composed of complicated surfaces such as characters and liquids. Moreover, it can express various forms of surface using a relatively small amount of data. In addition, it can represent both the surface and the volume of objects. Therefore, the modeling technique can be applied efficiently to deformation of objects and 3D animation. However, the existing implicit primitives are parallel to the axis or symmetrical with respect to the axes. Thus it is not easy to use them in modeling objects with various forms of motions. In this paper, we propose an efficient animation method for modeling various poses of characters according to matching with motion capture data by adding the attribute of rotation to metacube which is one of the implicit primitives.

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Implementation of animation of 3D human model through pose estimation (포즈 추정을 통한 3D 휴먼 모델의 애니메이팅 구현)

  • Jang, Ye-Won;Park, Byung-Seo;Park, Jung-Tak;Lee, Sol;Seo, Young-Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.190-191
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    • 2022
  • 본 논문에서는 RGB-D 카메라와 Mediapipe 모듈을 이용한 신체 추적 및 리깅 프레임 워크를 제안한다. Openpose 및 Mediapipe를 통해 스켈레톤 정보를 추출할 수 있으며, 이 정보를 그래픽스 엔진의 입력으로 사용하여 휴머노이드 아바타 기능을 통해 각 캐릭터의 아바타가 다르더라도 리깅을 구현할 수 있다. 결과적으로 수작업을 통해 리깅을 구현하는 시간을 단축시킬 수 있다. 두 모듈과 RGB-D 카메라를 통해 획득한 3차원 스켈레톤 정보를 통해 실시간으로 사용자를 추적하고 자동 rigging하는 그래픽스 엔진 프레임 워크를 제안한다.

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Soccer Carne 3D Reenactment System (3차원 축구 재연 시스템)

  • 이재호;김진우;김희정
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2002.11a
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    • pp.259-264
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    • 2002
  • 최근에 축구 경기에 대한 많은 관심이 모아지고 있으며 축구 경기를 분석하는 시스템들도 다양하게 개발되고 있다. 본 논문에서는 축구 경기의 중요 장면을 3 차원 그래픽으로 재연하여 다각도의 영상정보를 제공하는 축구경기 3 차원 재연 시스템에 대해 소개한다. KBS 기술연구소에서는 2002년 한일 월드컵 축구대회 기간 중 시청자에게 새로운 영상을 제공하기 위해 'VPlay'라는 이름의 축구경기 3차원 재연 시스템을 개발하였다. VPtay 는 영상 처리 기술과 컴퓨터 그래픽 기술이 함께 사용되었다. 영상 처리 기술에는 선수 추출 및 추적, 그리고 카메라 이동 모델 및 추적 점에 대한 운동장으로의 좌표변환 모델 제작 방법이 사용되었다. 컴퓨터 그래픽 기술에서는 추적결과 데이터로부터 캐릭터의 기본적인 동작을 생성할 수 있는 이동동작 생성 기술을 적용하였고 가상 카메라의 효과적인 제어를 위해서 조이스틱을 이용한 가상 카메라제어 프로그램을 개발하였다. VPlay 는 빠른 제작시간을 요구하는 축구중계 생방송용으로 개발되었으며 지난 월드컵 경기와 아시안 게임에 효과적으로 활용하였다

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3D Human Shape Estimation from a Silhouette Image by using Statistical Human Shape Spaces (통계적 신체 외형 데이터베이스를 활용한 실루엣으로부터의 3차원 인체 외형 예측)

  • Dasol Ahn;Sang Il Park
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.1
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    • pp.13-22
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    • 2023
  • In this paper, we present a method for estimating full 3D shapes from given 2D silhouette images of human bodies. Because the silhouette only consists of the partial information on the true shape, it is an ill-posed problem. To address the problem, we use the statistical human shape space obtained from the existing large 3D human shape database. The method consists of three steps. First, we extract the boundary pixels and their appropriate normal vectors from the input silhouette images. Then, we initialize the correspondences of each pixel to the vertex of the statistically-deformable 3D human model. Finally, we numerically optimize the parameters of the statistical model to fit best to the given silhouettes. The viability and the robustness of the method is demonstrated with various experiments.

AI-Based Object Recognition Research for Augmented Reality Character Implementation (증강현실 캐릭터 구현을 위한 AI기반 객체인식 연구)

  • Seok-Hwan Lee;Jung-Keum Lee;Hyun Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1321-1330
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    • 2023
  • This study attempts to address the problem of 3D pose estimation for multiple human objects through a single image generated during the character development process that can be used in augmented reality. In the existing top-down method, all objects in the image are first detected, and then each is reconstructed independently. The problem is that inconsistent results may occur due to overlap or depth order mismatch between the reconstructed objects. The goal of this study is to solve these problems and develop a single network that provides consistent 3D reconstruction of all humans in a scene. Integrating a human body model based on the SMPL parametric system into a top-down framework became an important choice. Through this, two types of collision loss based on distance field and loss that considers depth order were introduced. The first loss prevents overlap between reconstructed people, and the second loss adjusts the depth ordering of people to render occlusion inference and annotated instance segmentation consistently. This method allows depth information to be provided to the network without explicit 3D annotation of the image. Experimental results show that this study's methodology performs better than existing methods on standard 3D pose benchmarks, and the proposed losses enable more consistent reconstruction from natural images.