• Title/Summary/Keyword: 3D Game Animation

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A Synchronized Playback Method of 3D Model and Video by Extracting Golf Swing Information from Golf Video (골프 동영상으로부터 추출된 스윙 정보를 활용한 3D 모델과 골프 동영상의 동기화 재생)

  • Oh, Hwang-Seok
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.61-70
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    • 2018
  • In this paper, we propose a synchronized playback method of 3D reference model and video by extracting golf swing information from learner's golf video to precisely compare and analyze each motion in each position and time in the golf swing, and present the implementation result. In order to synchronize the 3D model with the learner's swing video, the learner's golf swing movie is first photographed and relative time information is extracted from the photographed video according to the position of the golf club from the address posture to the finishing posture. Through applying time information from learners' swing video to a 3D reference model that rigs the motion information of a pro-golfer's captured swing motion at 120 frames per second through high-quality motion capture equipment into a 3D model and by synchronizing the 3D reference model with the learner's swing video, the learner can correct or learn his / her posture by precisely comparing his or her posture with the reference model at each position of the golf swing. Synchronized playback can be used to improve the functionality of manually adjusting system for comparing and analyzing the reference model and learner's golf swing. Except for the part where the image processing technology that detects each position of the golf posture is applied, It is expected that the method of automatically extracting the time information of each location from the video and of synchronized playback can be extended to general life sports field.

Character Motion Generation and Control with Hierarchical Parametric Functions (계층적 매개함수를 이용한 캐릭터 동작 생성 및 제어)

  • Ok, Soo-Yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.7
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    • pp.1193-1201
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    • 2008
  • In this paper, we propose a automated techniques for generating the gait animation of humanoid character model required in game applications. The proposed method can generate motion data of various styles with intuitive manipulation, and techniques for editing motion data are also proposed. In addition, we introduce an automated tool for gait animation of character model developed with the proposed method to verify the effectiveness of our method. The proposed method tan be successfully employed in motion authoring tools. In this paper, only the gait animation was considered. However, the proposed method can be applied to various motions and can be utilized as a motion engine that automatically generates proper motion according to the state of the character. The motion engine can express various behavior of the character without requiring motion data base which is usually employed in 3D online games.

A Study on Creating Animation for Sport Climbing using Game Engine (게임 엔진을 활용한 스포츠 클라이밍 자세 및 동작의 사실적인 3D 애니메이션 구현 방안 연구)

  • Lee, Eun-Young;Cha, Kyungsik;Heo, Myeong-Hyeon;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.962-965
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    • 2015
  • 스포츠 클라이밍에서 효율적인 등반을 위해서는 인공 암벽의 홀드 위치 및 형태에 따라 역학적으로 이득이 높은 자세를 취할 수 있도록 반복적인 훈련이 필요하다. 교육자는 초급 수준의 등반자를 교육하기 위해서 매번 직접 시범을 보여야 하는 불편함이 있다. 만약 등반자 혼자서도 자세를 배울 수 있는 사실적인 등반 애니메이션이 제공된다면, 효율적인 훈련이 가능할 것이다. 이에 본 논문에서는 게임 엔진의 역운동학 기능으로 제작 과정을 간소화하고 게임 콘솔용 깊이 카메라 기반의 모션 캡쳐 데이터를 분석 및 적용하여 올바른 등반 자세 교육을 위한 3D 캐릭터 애니메이션을 제작하는 방법을 제시한다. 향후 애니메이션이 제작되면 스포츠 클라이밍 교육 콘텐츠를 제작의 기초가 되어 기존 등반 교육 과정에서 제공하지 못했던 새로운 경험을 등반가들에게 제공할 것이다.

A Large-Scale 3D Visualization System for Port Container Terminal Simulation (항만 컨테이너 시뮬레이션을 위한 대규모 3D 가시화 시스템 개발)

  • Ok, Soo-Yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.1
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    • pp.119-126
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    • 2015
  • In this paper, we propose a 3D visualization system that expresses the simulation results of port container operation monitoring and planning in terms of the movements of the surrounding environment including static and dynamic objects. It also enables us to objectively evaluate the operation model by way of animating the actual port operations. With XML-based design of object states, the port simulator visualization system (PSVS) that we propose has been implemented so as to maximize the interoperability with the existing port operation simulation (CATOS), and express the realtime animation of large-scale objects. The design method of PSVS system is explained, and its validity is experimentally examined.

3D Analysis of Scene and Light Environment Reconstruction for Image Synthesis (영상합성을 위한 3D 공간 해석 및 조명환경의 재구성)

  • Hwang, Yong-Ho;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.45-50
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    • 2006
  • In order to generate a photo-realistic synthesized image, we should reconstruct light environment by 3D analysis of scene. This paper presents a novel method for identifying the positions and characteristics of the lights-the global and local lights-in the real image, which are used to illuminate the synthetic objects. First, we generate High Dynamic Range(HDR) radiance map from omni-directional images taken by a digital camera with a fisheye lens. Then, the positions of the camera and light sources in the scene are identified automatically from the correspondences between images without a priori camera calibration. Types of the light sources are classified according to whether they illuminate the whole scene, and then we reconstruct 3D illumination environment. Experimental results showed that the proposed method with distributed ray tracing makes it possible to achieve photo-realistic image synthesis. It is expected that animators and lighting experts for the film and animation industry would benefit highly from it.

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Linear Convolution Based Realtime Animation of Interaction bewteen Water Surface and 3D object (선형 컨벌루션 기반의 물표면과 객체의 실시간 상호작용 애니메이션)

  • Gang, Gyeong heon;Hur, Gi Taek;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.708-712
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    • 2007
  • In computer graphics, fluid dynamics are used for animating and expressing the various special effects of water. Although the algorithms that were impossible through the hardware at that time become to be possible in real time, it still requires a lot of time to achieve the realistic and detailed expressions. Therefore, there are many researches on the techniques of balancing between performance and quality. Specially in environments with the game context which express the interaction between water surface and 3D objects in the wide area such as sea or lake according to user's request, it must give priority to the executive performance preserving the visual reality even though physical reality is sacrificed. In this paper, we propose a method for the realtime animation of interaction between water surface and 3D objects using the linear convolution of height fields and the bounding spheres of objects.

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Interaction between Water Surface and 3D Object by using Linear Convolution and Bounding Sphere (선형 컨벌루션과 경계구를 이용한 물표면과 객체의 실시간 상호작용 생성)

  • Kang, Gyeong-Heon;Lee, Hyeon-Cheol;Hur, Gi-Taek;Kim, Eun-Seok
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.17-29
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    • 2008
  • In Computer Graphics, fluid dynamics is used for animating and expressing the various special effects of water. As the hardware performance is getting higher, the several algorithms for fluid dynamics become to be executed in real time. However, it still requires a lot of computational time to get the realistic and detailed results. Therefore, there are many researches on the techniques of balancing between performance and quality. It must give priority to the executive performance preserving the visual reality even though sacrificing the physical reality, specially in applications with the game context which need to express the interaction between 3D objects and the surface of the water such as the sea or a lake. In this paper, we propose a method for the realtime animation of interactions between 3D objects and the surface of the water using the linear convolution of height fields and the bounding spheres of object.

Solutions for the Effective 3D Character Skin Weight by converting Lattice Weight (래티스 웨이트 변환을 통한 효과적인 3D 캐릭터 스킨 웨이트 솔루션 제안)

  • Song, Bal-gum;Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.44
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    • pp.33-56
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    • 2016
  • As the rapid extension of the game and film industry, studies on developing natural movements on a 3D characters are increasing. Rigging a character with joints is essential to create realistic movements on a 3D character. The rapid development of the CG industry, rigging technologies and workflow is becoming more sophisticated. Despite the progress and the growth of rigging operations, has shown the limitations of such repetitive tasks. For this study, analyzes the issues and inefficiency of the old method of skin weights and propose a better approach. First, need to understand the general process of an animation pipeline and learn the technology term of skin weights. Second, comparing the traditional ways of skinning a character and applying other deformers to work properly. Third, testing out new ways of weighting a character by applying deformers such as lattice and finally converting lattice weights back to skin weights. Forth, verifying effectiveness of the new method of skin weights by comparing with the traditional skin weighting process. The study shows that the new method of skin weights, reduced working hours and a better final weighting outcome. Expecting this study to enhance the method of skin weights and able to utilize this new skinning technology.

A Study on Effective Facial Expression of 3D Character through Variation of Emotions (Model using Facial Anatomy) (감정변화에 따른 3D캐릭터의 표정연출에 관한 연구 (해부학적 구조 중심으로))

  • Kim, Ji-Ae
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.894-903
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    • 2006
  • Rapid technology growth of hardware have brought about development and expansion of various digital motion pictured information including 3-Dimension. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. 3D characters in digital motion picture take charge of the core as to communicate emotions and information to users through sounds, facial expression and characteristic motions. Concerns about 3D motion and facial expression is getting higher with extension of frequency in use and range about 3D character design. In this study, the facial expression can be used as a effective method about implicit emotions will be studied and research 3D character's facial expressions and muscles movement which are based on human anatomy and then try to find effective method of facial expression. Finally, also, study the difference and distinguishing between 2D and 3D character through the preceding study what I have researched before.

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A Study on Regular Grid Based Real-Time Terrain LOD Algorithm for Enhancing Memory Efficiency (메모리 효율 향상을 위한 고정격자기반 실시간 지형 LOD 알고리즘에 관한 연구)

  • Whangbo Taeg-keun;Yang Young-Kyu;Moon Min-Soo
    • Korean Journal of Remote Sensing
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    • v.20 no.6
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    • pp.409-418
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    • 2004
  • LOD is a widely used technique in 3D game and animation to represent large 3D data sets smoothly in real-time. Most LOD algorithms use a binary tree to keep the ancestor information. A new algorithm proposed in this paper, however, do not keep the ancestor information, thus use the less memory space and rather increase the rendering performance. To verify the efficiency of the proposed algorithm, performance comparison with ROAM is conducted in real-time 3D terrain navigation. Result shows that the proposed algorithm uses about 1/4 of the memory space of ROAM and about 4 times faster than ROAM.