• Title/Summary/Keyword: 3D Design Editing

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The Motion Transformation of Character Included Contrained Optimization Problem (구속조건을 고려한 캐릭터의 움직임 변경)

  • 이지홍;이원희;조인성
    • Proceedings of the IEEK Conference
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    • 2002.06c
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    • pp.223-226
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    • 2002
  • If one can easily modify the existing motion data to a new motion in making an animation movie, he can save a lot of time for graphic design. To implement this kind of system, we propose a PC-based system composed of low cost commercial animation tool (3D Studio Max) for visualization of the animation and motion editing module that handles optimization process during the motion transform. Researchers studying advanced motion transform techniques only have to focus on the mathematical manipulation of the motion data

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Scenario-based 3D Objects Synthesizing System Design

  • Nam, Ji-Seung;Gao, Hui;Kang, Mi-Young;Kim, Kyoung-Tae;Son, Seung-Chul;Pom, Chung-Ung;Heo, Kwon
    • Journal of Information Processing Systems
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    • v.2 no.1
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    • pp.18-22
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    • 2006
  • This paper proposes the framework of the scenario-based 3D image synthesizing system that allows common users who envision a scenario in their mind to realize it into the segments of cool animation. We focused on utilization of the existing motions to synthesize new motions for the objects. The framework is useful to build a 3D animation in game programming with a limited set of 3D objects. We also propose a practical algorithm to reuse and expand the objects. This algorithm is based on motion path modification rules. Both linear and nonlinear curve-fitting algorithms were applied to modify an animation by key frame interpolation and to make the motion appear realistic.

A Study on Some Examples of Special Effect in Digital Image (디지털 영상 표현에 있어 특수효과 사례에 관한 연구)

  • 이은화;이규옥
    • Archives of design research
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    • v.12 no.1
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    • pp.51-60
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    • 1999
  • Since the appearance of moving images, the expansion of mass media such as 1V or VCR has made the pace and range of spreading information to people faster and widely popular. Recendy, the development of digital image technique has resulted in solving the problem -great defect- of the display quality of analogue system; special effects by means of computer graphics have risen to a higher quality level; showed the new direction of digital image; and popular wi1h people all c:Ner the world. This paper reestablishes the notion of image up to now, and analyses the technical differences between analogue system and digital system on the basis of the SpecifIC property and skill of digital image editing; it also studies the special effects which can be applied to the image editing software. Moreover, in researdting 1V advertising, the special effects by digital system in use in 1his country today complies with the statistics in their own field. The special effects in 1V advertising is performed at a higher standard by a professional production. Accordingly, with the help of technology of digital moving image, the special effects are expected to continue developing into a level of high quality

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A Study on Design Automation of Cooling Channels in Hot Form Press Die Based on CATIA CAD System (CATIA CAD 시스템 기반 핫폼금형의 냉각수로 설계 자동화에 관한 연구)

  • Kim, Gang-Yeon;Park, Si-Hwan;Kim, Sang-Kwon;Park, Doo-Seob
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.147-154
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    • 2018
  • This paper focuses on the development of a support system that can rapidly generate the design data of a hot-form die with cooling channels, commonly known as hot stamping technology. We propose a new process for designing hot-form dies based on our (automated) system, whose main features are derived from the analysis of the design requirements and design process in the current industry. Our design support system consists of two modules, which allow for the generation of a 3D geometry model and its 2D drawings. The module for 3D modeling automation is implemented as a type of CATIA template model based on CATIA V5 Knowledgeware. This module automatically creates a 3D model of a hot-form die, including the cooling channels, that depends on the shape of the forming surface and the number of STEELs (subsets of die product) and cooling channels. It also allows for both the editing of the positions and orientations of the cooling channels and testing for the purpose of satisfying the constraints on the distance between the forming surface and cooling channels. Another module for the auto-generation of the 2D drawings is being developed as a plug-in using CAA (CATIA SDK) and Visual C++. Our system was evaluated using the S/W test based on a user defined scenario. As a result, it was shown that it can generate a 3D model of a hot form die and its 2D drawings with hole tables about 29 times faster than the conventional manual method without any design errors.

A Concurrency Control and a Collaborative Editing Mechanism in a Collaborative Virtual Environment for Designing a Game Map (게임 맵 디자인을 위한 협업 가상 환경에서의 동시성 제어 및 공동 편집 방법)

  • Park, Sung-Jun;Lee, Jun;Lim, Min-Gyu;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.15-26
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    • 2011
  • Game level design is a collaborative work to create a virtual world for a computer game including maps, agents, monsters, objects, players and events based on predefined its game scenario. It is a promising collaborative design application. The game level design generally requires much time and cost, as the size of its target game space becomes huge. However, traditional game level design tools do not provide concurrency control mechanisms among multiple participating game designers. They do not provide consistency of undo and redo mechanisms for erroneous collaborative tasks during iterative modifications and updates of collaborative tasks among multiple designers. In this paper, we propose a concurrency control and a collaborative editing mechanism to enhance productivity of the collaborative game level design. The proposed system provides hierarchical structures of shared objects and a concurrency control mechanism for each object. The proposed system also provides a consistent undo and redo mechanism to enhance modifications and updates on intermediate results of the level design procedures.

Survey Analysis on the Application of Computer Software in Landscape Architecture (조경분야에서 컴퓨터 이용의 실태분석)

  • 허상현
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.3
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    • pp.81-89
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    • 2001
  • The purpose of this research is to provide for some useful data for computer-related courses of the landscape science, assuming that computers are being and should be used more and more in landscape architecture and therefore, that landscape science students need to respond positively to such a trend. For this purpose, landscape architecture studios and their landscape architects were surveyed for their computer and its program uses as well as their satisfaction with the utility of computer for their landscape works. The results of this research are as follows; 1) 10.7% of the landscape architects surveyed answered that they had learned about their necessary softwares at school, while 61.6% of the studios surveyed were less satisfied with their employees' poor computing ability. Such findings suggest a lack of computer-related courses in landscape science and therefore, that more computer-related courses should be introduced for landscape science students together with the necessary software education. 2) Too few landscape softwares are being used by the landscape architecture studios; such softwares as AutoCAD, Photoshop, 3D Max, Excel, PowerPoint and 한글 account for more than 90% of the landscape architecture softwares being used currently. Quite naturally, landscape students need to be trained on these softwares above all. 3) It was found hat he area of work using the computer most was ˝design works˝(84.5%), followed by ˝documentation˝(83.8%), ˝image editing˝(75.1%), ˝cost calculation˝(68.2%), ˝presentation˝(68.1%), ˝analysis˝(37.8%) and ˝rendering˝(35%). It was regretable to discover that such areas requiring more computing work as ˝analysis˝ and ˝rendering˝ were still worked manually. So it sis deemed necessary for landscape science courses to enhance their computer education of such areas first of all.

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Introducing a New Pedagogical Approach for Ergonomic Pattern Education: Leveraging a Half-Scale Body Form Based on 3D Modeling (인체공학적 패턴 교육을 위한 새로운 교수법 제안: 3D 모델링 기반으로 제작한 Half Scale Body Form를 이용하여)

  • Lin Chen;Yuhwa Hong;Juyeon Park
    • Fashion & Textile Research Journal
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    • v.26 no.1
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    • pp.78-87
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    • 2024
  • This study aimed to propose an innovative teaching pedagogy using a half-scale body form in apparel design education and evaluate its effectiveness in augmenting students' understanding of ergonomic patterns. Constructed in alignment with Phoenix's (2018) study, which used 3D body scanning and digital editing software, the half-scale body form was created through a five-step process, encompassing body measurement, 3D body modeling, fabrication of a physical half-scale body form, pattern making, and evaluation. Implemented in an undergraduate patternmaking course offered at a 4-year university in the metropolitan Seoul, this instructional approach's effectiveness was gauged through students' course projects and exit interviews. The results underscored the positive impact of the proposed teaching pedagogy on students' grasp of ergonomic pattern development, fostering a keen understanding of diverse body shapes and sizes and the relationship between the human body and garments. Furthermore, it played a role in cultivating positive body image and self-endorsement among students. The research contributes meaningfully by presenting a fresh perspective in apparel design education, seamlessly integrating advanced anthropometric and technological tools into a conventional patternmaking classroom. It offers a novel learning experience for students majoring in apparel, creating a fun and interactive teaching environment.

Research on Fashion Edutech XR Content Applying Skeuomorphism (스큐어모피즘을 적용한 패션 에듀테크 XR 콘텐츠 연구)

  • Hyang-Ja, Kim
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.560-567
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    • 2023
  • This study aims to rediscover the industrial value of a borderless service in the hyper-connected era by producing fashion content at the forefront of the cultural industry as XR content and contributing to developing fashion content for edutech. The research method employed design aesthetic theory, while the empirical proposal utilized scientific knowledge information to build a framework for 3D convergence content. The characteristics of fashion content exhibitions that apply the neumorphism technique are as follows: The first is a virtual space that produces clothing culture by type. Africa, where dyeing and crafts are developed, selects a product-oriented exhibition type; Asia, where weaving and textiles are excellent, selects a random movement type; and Europe, where the evolution of clothing design over time is evident, selects a guided movement type to create a three-dimensional fashion edutech. The goal was to produce content. The second is creative reproducibility, which combines a new fashion design that embraces the aura of the original with a trendy sense. The realistic folk costume style of the original allowed for its implementation in the AR exhibition space using historical traditional style techniques such as weaving and textiles. The third is building organic, modular content. By designing and then saving/editing/arranging the basic VP zone for each style, learners and instructors can freely edit the content for each fashion class topic and create various presentations to ensure that it functions as non-face-to-face edutech content around the world.

Rapid Prototyping of Polymer Microfluidic Devices Using CAD/CAM Tools for Laser Micromachining

  • Iovenitti, Pio G.;Mutapcic, Emir;Hume, Richard;Hayes, Jason P.
    • International Journal of CAD/CAM
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    • v.6 no.1
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    • pp.183-192
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    • 2006
  • A CAD/CAM system has been developed for rapid prototyping (RP) of microfluidic devices based on excimer laser micromachining. The system comprises of two complementary softwares. One, the CAM tool, creates part programs from CAD models. The other, the Simulator Tool, uses a part program to generate the laser tool path and the 2D and 3D graphical representation of the machined microstructure. The CAM tool's algorithms use the 3D geometry of a microstructure, defined as an STL file exported from a CAD system, and process parameters (laser fluence, pulse repetition frequency, number of shots per area, wall angle), to automatically generate Numerical Control (NC) part programs for the machine controller. The performance of the system has been verified and demonstrated by machining a particle transportation device. The CAM tool simplifies part programming and replaces the tedious trial-and-error approach to creating programs. The simulator tool accepts manual or computer generated part programs, and displays the tool path and the machined structure. This enables error checking and editing of the program before machining, and development of programs for complex microstructures. Combined, the tools provide a user-friendly CAD/CAM system environment for rapid prototyping of microfluidic devices.

Design and Implementation of GIS Based Automatic Terrain Analysis System for Field Operation

  • Kim, Kyoung-Ok;Yang, Young-Kyu;Lee, Jong-Hoon;Choi, Kyoung-Ho;Jung, In-Sook;Kim, Tae-Kyun
    • Korean Journal of Remote Sensing
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    • v.10 no.2
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    • pp.121-132
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    • 1994
  • A GIS based tactical terrain analysis system named ATTAS(Army Tactical Terrain Analysis Software) has been designed and implemented to support the field commanders for enhancing the capabiliy of their unit and efficiency of weapon system. This system is designed to provide computer graphics environment in which the analyst can interactively operate the entire analyzing process such as selecting the area of interest, performing analysis functions, simulating required battlefield operation and display the results. This system can be divided into three major sections; the terrain analysis modules, utilites, and graphic editor. The terrain analysis module inclused surface analysis, line of sight analysis, enemy disposition, 3D display, radar coverage, logistic route analysis, shortest path analysis, atmospheric phenomena prediction, automated IPB (Inteligence preparation of Battlefield), and other applied analysis. A combination of 2D and 3D computer graphics techniques using the X-window system with OSF/Motif in UNIX workstation was adopted as the user interface. The integration technique of remotely sensed images and GIS data such as precision registration, overlay, and on-line editing was developed and implemented. An efficient image and GIS data management technique was also developed and implemented using Oracle Database Management System.