• Title/Summary/Keyword: 3D Realistic Model

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Realistic individual 3D face modeling (사실적인 3D 얼굴 모델링 시스템)

  • Kim, Sang-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.8
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    • pp.1187-1193
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    • 2013
  • In this paper, we present realistic 3D head modeling and facial expression systems. For 3D head modeling, we perform generic model fitting to make individual head shape and texture mapping. To calculate the deformation function in the generic model fitting, we determine correspondence between individual heads and the generic model. Then, we reconstruct the feature points to 3D with simultaneously captured images from calibrated stereo camera. For texture mapping, we project the fitted generic model to image and map the texture in the predefined triangle mesh to generic model. To prevent extracting the wrong texture, we propose a simple method using a modified interpolation function. For generating 3D facial expression, we use the vector muscle based algorithm. For more realistic facial expression, we add the deformation of the skin according to the jaw rotation to basic vector muscle model and apply mass spring model. Finally, several 3D facial expression results are shown at the end of the paper.

Realistic 3D model generation of a real product based on 2D-3D registration (2D-3D 정합기반 실제 제품의 사실적 3D 모델 생성)

  • Kim, Gang Yeon;Son, Seong Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.11
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    • pp.5385-5391
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    • 2013
  • As on-line purchases is activated, customers' demand increases for the realistic and accurate digital information of a product design. In this paper, we propose a practical method that can generate a realistic 3D model of a real product using a 3D geometry obtained by a 3D scanner and its photographic images. In order to register images to the 3D geometry, the camera focal length, the CCD scanning aspect ratio and the transformation matrix between the camera coordinate and the 3D object coordinate must be determined. To perform this 2D-3D registration with consideration of computational complexity, a three-step method is applied, which consists of camera calibration, determination of a temporary optimum translation vector (TOTV) and nonlinear optimization for three rotational angles. A case study for a metallic coated industrial part, of which the colour appearance is hardly obtained by a 3D colour scanner has performed to demonstrate the effectiveness of the proposed method.

Gesture recognition by Using 3D skeleton model (3D Skeleton Model을 이용한 제스처 인식)

  • Ahn, Yang-Keun;Kwon, Ji-In
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.1030-1031
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    • 2014
  • 본 논문에서는 3D Skeleton Model로 획득된 관절 정보를 이용하여 제스처를 인식 할 수 있는 방법을 제안한다. 사람마다 각기 다른 신체 비율을 가지지만 각 관절 또는 신체의 구조는 같다는 사실을 바탕으로 관절의 각도를 기반으로 제스처를 인식하는 방법에 대해 제안한다.

Application of Photo-realistic Modeling and Visualization Using Digital Image Data in 3D GIS (디지털 영상자료를 이용한 3D GIS의 사실적 모델링 및 가시화)

  • Jung, Sung-Heuk;Lee, Jae-Kee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.26 no.1
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    • pp.73-83
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    • 2008
  • For spatial analysis and decision-making based on territorial and urban information, technologies on 3D GIS with digital image data and photo-realistic 3D image models to visualize 3D modeling are being rapidly developed. Currently, satellite images, aerial images and aerial LiDAR data are mostly used to build 3D models and textures from oblique aerial photographs or terrestrial photographs are used to create 3D image models. However, we are in need of quality 3D image models as current models cannot express topographic and features most elaborately and realistically. Thus, this study analyzed techniques to use aerial photographs, aerial LiDAR, terrestrial photographs and terrestrial LiDAR to create a 3D image model with artificial features and special topographic that emphasize spatial accuracy, delicate depiction and photo-realistic imaging. A 3D image model with spatial accuracy and photographic texture was built to be served via 3D image map services systems on the Internet. As it was necessary to consider intended use and display scale when building 3D image models, in this study, we applied the concept of LoD(Level of Detail) to define 3D image model of buildings in five levels and established the models by following the levels.

Environmental Factors in a Realistic 3D Fishing-Net Simulation

  • Yoon, Joseph;Kim, Young-Bong
    • International Journal of Contents
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    • v.10 no.3
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    • pp.84-89
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    • 2014
  • The mass-spring model has been typically employed in physical-based simulators for clothes or patches. The mass-spring model frequently utilizes equal mass and the gravity factor. The model structure of masses supports a shape applicable to fishing nets. Therefore, to create a simulation model of a fishing net, we consider the mass-spring model and adopt the tidal-current and buoyancy effects in underwater environments. These additional factors lead to a more realistic visualization of fishing-net simulations. In this paper, we propose a new mass-spring model for a fishing-net and a method to simplify the calculation equations for a real-time simulation of a fishing-net model. Our 3D mass-spring model presents a mesh-structure similar to a typical mass-spring model except that each intersection point can have different masses. The motion of each mass is calculated periodically considering additional dynamics. To reduce the calculation time, we attempt to simplify the mathematical equations that include the effect of the tidal-current and buoyancy. Through this research, we expect to achieve a real-time and realistic simulation for the fishing net.

Volume Haptic Rendering Algorithm for Realistic Modeling (실감형 모델링을 위한 볼륨 햅틱 렌더링 알고리즘)

  • Jung, Ji-Chan;Park, Joon-Young
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.2
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    • pp.136-143
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    • 2010
  • Realistic Modeling is to maximize the reality of the environment in which perception is made by virtual environment or remote control using two or more senses of human. Especially, the field of haptic rendering, which provides reality through interaction of visual and tactual sense in realistic model, has brought attention. Haptic rendering calculates the force caused by model deformation during interaction with a virtual model and returns it to the user. Deformable model in the haptic rendering has more complexity than a rigid body because the deformation is calculated inside as well as the outside the model. For this model, Gibson suggested the 3D ChainMail algorithm using volumetric data. However, in case of the deformable model with non-homogeneous materials, there were some discordances between visual and tactual sense information when calculating the force-feedback in real time. Therefore, we propose an algorithm for the Volume Haptic Rendering of non-homogeneous deformable object that reflects the force-feedback consistently in real time, depending on visual information (the amount of deformation), without any post-processing.

A Study on the Realization of Virtual Simulation Face Based on Artificial Intelligence

  • Zheng-Dong Hou;Ki-Hong Kim;Gao-He Zhang;Peng-Hui Li
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.152-158
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    • 2023
  • In recent years, as computer-generated imagery has been applied to more industries, realistic facial animation is one of the important research topics. The current solution for realistic facial animation is to create realistic rendered 3D characters, but the 3D characters created by traditional methods are always different from the actual characters and require high cost in terms of staff and time. Deepfake technology can achieve the effect of realistic faces and replicate facial animation. The facial details and animations are automatically done by the computer after the AI model is trained, and the AI model can be reused, thus reducing the human and time costs of realistic face animation. In addition, this study summarizes the way human face information is captured and proposes a new workflow for video to image conversion and demonstrates that the new work scheme can obtain higher quality images and exchange effects by evaluating the quality of No Reference Image Quality Assessment.

Surface Model and Scattering Analysis for Realistic Game Character

  • Kim, Seongdong;Lee, Myounjae
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.109-116
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    • 2021
  • In this paper, we considered that recently 3D game characters have been almost alike realistic expression because of a great mathematical computation and efficient techniques on GPU hardware. We presented the rendering technique and analysis for 3D game characters to simulate and render mathematical approach model from recent researches to perform the game engine for the surface reflection of lighting model. We compare our approach with the existing variant rendering techniques here using Open GL shader language on game engine. The experimental result will be provided the view-dependent visual appearance of variant and effective modeling characters for realistic expression using existing methods on the GPU for effective simulations and rendering process. Since there are many operations that are used redundantly while performing mathematical operations, the necessary functions and requirements have been to compute in advance.

A Study of Efficient Method of 3D JIG Kinematic Modeling for Automobile Process Simulation (자동차 공정 시뮬레이션의 3D 지그 키네마틱 정보 모델링을 위한 효율적 방법 연구)

  • Ko, Min-Suk;Kwak, Jong-Geun;Jo, Hee-Won;Park, Chang-Mok;Wang, Gi-Nam;Park, Sang-Cheul
    • Korean Journal of Computational Design and Engineering
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    • v.14 no.6
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    • pp.415-423
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    • 2009
  • Because of the fast changing car design and increasing facilities, manufacturing process of cars is getting more complex now a days. Particularly, car manufacturing system that consist of automated devices, applies various simulation techniques to validate device motion and detect collision. To cope with this problem, traditional manufacturing system deployed test-run with the real devices. However, increased computing power in a contemporary manufacturing system changes it into realistic 3D simulation environment. Similarly, managed device data that was generated using 2D traditionally, can be converted to 3D realistic simulation. The existing problem with 3D simulation is disjoint data interaction between different work stations. Consequently, JIGs, fixing the car part accurately, are changed according to fixing position on the part or a part shape properties. In practice, the 3D JIG data has to be managed according to kinematic information, but not of its features. However, generating kinematic information to the 3D model repeatedly according to frequent change in part is not explained in current literatures. To fill this knowledge gap, this paper suggests an improving method of rendering 3D JIG kinematics information to simulation model. Thereafter, it shows the result of implementation.

A Study on Creation of 3D Facial Model Using Facial Image (임의의 얼굴 이미지를 이용한 3D 얼굴모델 생성에 관한 연구)

  • Lee, Hea-Jung;Joung, Suck-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.21-28
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    • 2007
  • The facial modeling and animation technology had been studied in computer graphics field. The facial modeling technology is utilized much in virtual reality research purpose of MPEG-4 and so on and movie, advertisement, industry field of game and so on. Therefore, the development of 3D facial model that can do interaction with human is essential to little more realistic interface. We developed realistic and convenient 3D facial modeling system that using a optional facial image only. This system allows easily fitting to optional facial image by using the Korean standard facial model (generic model). So it generates intuitively 3D facial model as controling control points elastically after fitting control points on the generic model wire to the optional facial image. We can confirm and modify the 3D facial model by movement, magnify, reduce and turning. We experimented with 30 facial images of $630{\times}630$ sizes to verify usefulness of system that developed.

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