• Title/Summary/Keyword: 3D Movie

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A study on the camera working of 3D animation based on applied media aesthetic approach - Based on the Herbert Gettl's theory - (영상미학적 접근의 3D 애니메이션 카메라 워킹 연구 - 허버트 제틀의 이론을 중심으로 -)

  • Joo, Kwang-Myung;Oh, Byung-Keun
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.209-218
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    • 2005
  • Consciously or not, producers have to make many aesthetic choices in creative process of video production. If there are general acceptable aesthetic principles to make right choice it would be guideline of aesthetic decision to somewhat reduce mistakes and errors in the process. This paper proposes a theoretical approach on establishing the media aesthetic principle of 3D animation camera working, which is the most suitable for animation production context. We describe the Herbert Zettl's applied media aesthetics related directly to the camera, which is about the two-Dimensional field focusing on aspect radio and forces within the screen, three-dimensional field focusing on depth, volume, and four-dimensional field focusing on time and motion. In order to have theoretical approach we made an analysis on comparing a camera working of movie with 3D computer animation's one, and reconstructed these basic principles to be suited for the 3D animation production. When applied media aesthetics of the traditional camera working are applied to the 3D animation production, it could be an efficient guideline for it. Futhermore, if we develop the research for the relationship with various visual languages with the basis of these principles, the theory of creative picture composition method for the 3D animation production will be logically and systematically established.

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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.

A Case Study on Manufacturing Processes for Virtual Garment Sample

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.19 no.5
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    • pp.595-601
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    • 2017
  • Advances in 3D garment simulation technology contribute greatly to consumers becoming more immersed in movies and games by realistically expressing the garments the characters in the movie or game are wearing. The fashion industry has reached a point where it needs to maximize efficiency in production and distribution to go beyond time and space in order to compete on the global market. The processes of design and product development in the fashion industry require countless hours of work and consume vast resources in terms of materials and energy to repeat sample production and assessment. Therefore, the design and product development tools and techniques must aim to reduce the sample making process. Therefore, this study aims to study a case for comparing the real garment sample making process to the virtual garment sample making process. In this study, we have analysed the differences between the real and virtual garment making processes by choosing designated patterns. As we can see from the study results, the real and virtual garments generally are made through similar processes in manufacturing, while the time consumed for each shows great variation. In real garment making, scissoring and sewing require the greatest number of work hours, whereas in virtual garment making, most of the time was spent in the simulation process.

Improved Extraction of Representative Motion Vector Using Background Information in Digital Cinema Environment (디지털 시네마 환경에서 배경정보를 이용한 대표 움직임 정보 추출)

  • Park, Il-Cheol;Kwon, Goo-Rak
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.731-736
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    • 2012
  • Latest digital cinema is getting more interest on recent days. The combination of visually immersive 3D movie with chair movements and other physical effects has added more enjoyment. The movement of the chair is controlled manually in these digital cinemas. By the analysis of the digital cinema's video sequences, movement of the chair can be controlled automatically. In the proposed method first of all the motion of focused object and the background is identified and then the motion vector information is extracted by using the 9-search range. The motion vector is determined only for the movement of background while the object is stationary. The extracted Motion information from the digital cinemas is used for the movement control of the chair. The experimental results show that the proposed method outperforms the existing methods in terms of accuracy.

Face Replacement under Different Illumination Condition (다른 조명 환경을 갖는 영상 간의 얼굴 교체 기술)

  • Song, Joongseok;Zhang, Xingjie;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.20 no.4
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    • pp.606-618
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    • 2015
  • Computer graphics(CG) is being important technique in media contents such as movie and TV. Especially, face replacement technique which replaces the faces between different images have been studied as a typical technology of CG by academia and researchers for a long time. In this paper, we propose the face replacement method between target and reference images under different illumination environment without 3D model. In experiments, we verified that the proposed method could naturally replace the faces between reference and target images under different illumination condition.

Design of an OLED Controller to Display Realtime Moving Pictures on Mobile Display (실시간 동영상 구현을 위한 모바일용 OLED 제어기 설계)

  • Cho, Young-Sung;Lee, Yong-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.877-880
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    • 2005
  • As DMB, 3D game, Internet and movie is serviced for the recent mobile devices, high resolution display devices beyond VGA become used. Implementation of real-time moving pictures of 30렌 by software programming is difficult because the performance of mobile processors is not so high. The full frame moving picture can be supported by using specific hardware. In this paper, an OLED controller that is consists of flash memory controller and OLED interface is proposed for real-time moving picture on mobile displays. The proposed OLED controller is implemented in FPGA and the performance is evaluated.

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Remediation of 3D Movie on < Priest > (<프리스트>를 통해 본 3D 영화의 재매개)

  • Chung, Il-Hyoung
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.225-233
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    • 2012
  • This study is focused on the relationship of old and new media with the concept of cultural interface. This study try to find out their similarities and differences of media contents and interface through contents analysis of text. As a results, there are competible coexistance of transparent immediacy and hypermediacy as a double logic of remediation. And the features of remediation that borrowing, aggressive, and absorb are showed cross each other. A related studies are focused on the narrative structure of story and on analysis of character, events, and background. And the other studies are focused on the policy of new media distribution. But, recent new media emphasizes the visualization of 3D technology and that strategy. Also they tries to convert a various media contents. Therefore, it is important to check and prepare those environmental changes of media. Then, more researches will be applied to remediation and cultural interface of this study. And I hope that they will be find an alternative strategy of contents and interface on media.

High-Quality Global Illumination Production Using Programmable Graphics Hardware (프로그래밍 가능한 그래픽스 하드웨어를 사용한 고품질 전역 조영 생성)

  • Cha, Deuk-Hyun;Chang, Byung-Joon;Ihm, In-Sung
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.414-419
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    • 2008
  • 3D rendering is a critical process for a movie production, advertisement, interior simulation, medical and many other fields. Recently, several effective rendering methods have been developed for the photo-realistic image generation. With a rapid performance enhancement of graphics hardware, physically based 3D rendering algorithm can now often be approximated in real-time games. However, the high quality of global illumination, required for the image generation in the 3D animation production community is a still very expensive process. In this paper, we propose a new rendering method to create photo-realistic global illumination effect efficiently by harnessing the high power of the recent GPUs. Final gathering routines in our global illumination module are accelerated by programmable graphics hardware. We also simulate physically based light transport on a ray tracing based rendering algorithm with photon mapping effectively.

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Stereo Sound Image Expansion Using Phase Difference and Sound Pressure Level Difference in Television (위상차와 음압 레벨차를 이용한 텔레비전에서의 스테레오 음상 확대)

  • 박해광;오제화
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.1243-1246
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    • 1998
  • Three-dimensional(3-D) sound is a technique for generating or recreating sounds so they are perceived as emanating from locations in a three-dimensional space. Three dimensional sound has the potential of increasing the feeling of realism in music or movie soundtracks. Three-dimensional sound effects depend on psychoacoustic spectral and phase cues being presented in a reproduced signal. In this paper we propose an effective algorithm for the sound image expansion in television system using stereo image enhancement techniques. Compared to the other techniques of three-dimensional sound, the proposed algorithm use only two speakers to enhance the sound image expansion, while maintaining the original sound characteristics.

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Design of a Analog Multiplier for low-voltage low-power (저전압 저전력 아날로그 멀티플라이어 설계)

  • Lee, Goun-Ho;Seul, Nam-O
    • Proceedings of the KIEE Conference
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    • 2005.07d
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    • pp.3058-3060
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    • 2005
  • In this paper, the CMOS four-quadrant analog multipliers for low-voltage low-power applications are presented. The circuit approach is based on the characteristic of the LV (Low-Voltage) composite transistor which is one of the useful analog building blocks. SPICE simulations are carried out to examine the performances of the designed multipliers. Simulation results are obtained by $0.25{\mu}m$ CMOS parameters with 2V power supply. The LV composite transistor can easily be extended to perform a four-quadrant multiplication. The multiplier has a linear input range up to ${\pm}0.5V$ with a linearity error of less than 1%. The measured -3dB bandwidth is 290MHz and the power dissipation is $37{\mu}W$. The proposed multiplier is expected to be suitable for analog signal processing applications such as portable communication equipment, radio receivers, and hand-held movie cameras.

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