• 제목/요약/키워드: 3D art

검색결과 553건 처리시간 0.034초

A Case Study on Morten Lasskogen's Cloud Series - Based on 3ds Max and Unreal Engine Technology -

  • JinXuan Zhao;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권2호
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    • pp.96-101
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    • 2023
  • Digital art creation has become an indispensable part of today's society, but traditional digital art production methods have been difficult to meet the growing creative needs of artists. Therefore, this study takes the cloud series works of artist Morten Lasskogen as an example and explores the application value of 3D Max and Unreal Engine in digital art created by analyzing the lighting effects in the works of art. This research aims to form reference materials through actual case analysis and provide artists with more efficient ideas for digital art creation.

모듈구조 mART 신경망을 이용한 3차원 표적 피쳐맵의 최적화 (Optimization of 3D target feature-map using modular mART neural network)

  • 차진우;류충상;서춘원;김은수
    • 전자공학회논문지C
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    • 제35C권2호
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    • pp.71-79
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    • 1998
  • In this paper, we propose a new mART(modified ART) neural network by combining the winner neuron definition method of SOM(self-organizing map) and the real-time adaptive clustering function of ART(adaptive resonance theory) and construct it in a modular structure, for the purpose of organizing the feature maps of three dimensional targets. Being constructed in a modular structure, the proposed modular mART can effectively prevent the clusters from representing multiple classes and can be trained to organze two dimensional distortion invariant feature maps so as to recognize targets with three dimensional distortion. We also present the recognition result and self-organization perfdormance of the proposed modular mART neural network after carried out some experiments with 14 tank and fighter target models.

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애니메이션의 Movement 동인(動因)에 대한 이론적 고찰 (A theoretical Study on the Motive of Movement in Animation)

  • 이상원
    • 조형예술학연구
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    • 제3권
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    • pp.62-86
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    • 2001
  • This study is based on theoretical background about movements of visual communication highlighted in digital age. Such movements are variously expressed in animation with the advancement of media, and their expression has great effect on visual art. Artists' concern and endeavor about movement expression techniques have been continued by impressionism, expressionism, futurism, cubism closely related with the birth of movie from late 19th century to early 20th century. At that time, stationary 2D space in plane screen couldn't express movement or time directly. Later, artists and designers have attempted to approach illusions in pictures or 4 dimension and movements by 2D or 3D computer graphics. The visual image in present digital age is to see, to hear, to feel by timing, so it is necessary for the most efficient way of message communication. And then, it is the time to start new, scientific, and creative study about production techniques of animation and expression of movements, since domestic animation productions are rapidly changed from cell to digital. The aim of this study is to clarify the motive of movement by theoretical inquiry of animation. Various aspects of animation as synthetic art have been examined by mathematical, scientific, and philosophical viewpoint. The results will be useful to the expression of motions for maximization of emotional effect in animation production or basic data of virtual simulation about certain situation. Therefore, such study should be managed as multidisciplinary research in the rapidly changing visual culture paradigm. namely, animation includes much more imaginative & creative power than simple function or techniques, so it has to be recognized as special synthetic art(visual art) constructing an area, the formative art with philosophical viewpoint and scientific principles.

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18세기 여성 의복에 나타난 트리밍을 응용한 네일아트 디자인 연구 - 브레이드, 레이스, 리본을 중심으로 - (A study on nail art design based on the application of trimmings in the 18th century women's clothes - Focus on braids, laces, and ribbons -)

  • 조한솔;이영주
    • 한국의상디자인학회지
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    • 제21권4호
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    • pp.127-137
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    • 2019
  • Nail art, which has been popularized recently, has increased convenience in the direction of nail art design harmonized with clothing and the increased interest and usage of nail art decoration. This study set out to propose practical planar and three-dimensional nail art designs in harmony with modern clothes by applying trimmings common in 18th century women's clothing, which used a variety of attachable decorations. As for the methodology, the investigator examined theories in previous studies, literature, and analyzed the types of trimming in female portraits from the 18th century at the museum at the Palace of Versailles in France. Planar and three-dimensional nail art designs were created for each of the top three trimming types- braids, laces, and ribbons, which were identified through analysis. The study applied the trimmings of the 18th century women's clothes to nail art design and had the following results: First, the top three trimming types were identified based on the analysis of the 18th century portraits. They were then used as motifs in the production of planar and three-dimensional nail art designs. The results show that the motifs of the clothes trimmings were fit for and had practical possibilities for expression in nail art designs. Secondly, diversity and the expansion of ideas in the study of nail art design were promoted. In addition, elements were increased to have mutually complementary effects with clothes. Finally, the study made various attempts at nail design methods by adopting a range of nail art expression techniques including hand painting, 2D & 3D art techniques, and using planar and three-dimensional nail decorations, thus proposing a positive direction for the organization of a curriculum to make use of 18th century women's clothing motifs in nail art education.

Transfer Learning based Parameterized 3D Mesh Deformation with 2D Stylized Cartoon Character

  • Sanghyun Byun;Bumsoo Kim;Wonseop Shin;Yonghoon Jung;Sanghyun Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권11호
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    • pp.3121-3144
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    • 2023
  • As interest in the metaverse has grown, there has been a demand for avatars that can represent individual users. Consequently, research has been conducted to reduce the time and cost required for the current 3D human modeling process. However, the recent automatic generation of 3D humans has been focused on creating avatars with a realistic human form. Furthermore, the existing methods have limitations in generating avatars with imbalanced or unrealistic body shapes, and their utilization is limited due to the absence of datasets. Therefore, this paper proposes a new framework for automatically transforming and creating stylized 3D avatars. Our research presents a definitional approach and methodology for creating non-realistic character avatars, in contrast to previous studies that focused on creating realistic humans. We define a new shape representation parameter and use a deep learning-based method to extract character body information and perform automatic template mesh transformation, thereby obtaining non-realistic or unbalanced human meshes. We present the resulting outputs visually, conducting user evaluations to demonstrate the effectiveness of our proposed method. Our approach provides an automatic mesh transformation method tailored to the growing demand for avatars of various body types and extends the existing method to the 3D cartoon stylized avatar domain.

천연 보석의 광학 현상적 digital patterning과 벽면 조형을 위한 interior modeling으로의 design 전개 (The digital patterning of optical phenomena in natural gemstones and, the design deployment of interior modeling for wall molding)

  • 김은주
    • 한국결정성장학회지
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    • 제22권1호
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    • pp.42-50
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    • 2012
  • Mural Art는 빛의 색채 반응과 몰입, 확산 작용을 통하여 다양한 이미지를 나타내게 할 수 있는 디자인 작업이다. 본 논문은 천연 보석의 광학 현상을 Mural Art에 적합한 Digital Pattern으로 형성하고, 보석 및 광물의 광채와 작품 디자인과의 연관성에 대하여 고찰하였다. 작품 디자인의 상호(관련) 작용에 나타난 새로운 가능성을 광채가 아름다운 울트라 마린(Ultramarine)과 스펙트럼(Spectrum)의 색채 예술로서 벽면에 기초하여, 고해상도 Image의 그래픽 디자인으로 표현하고, 지속가능한(3D) Simulation의 Interior(Presentation) Modeling으로 활용하여 보았다.

폐암의 정위적체부방사선치료에서 육안적종양체적 변화에 따른 적응방사선치료의 효용성 및 가능성 연구 (Feasibility and Efficacy of Adaptive Intensity Modulated Radiotherapy Planning according to Tumor Volume Change in Early Stage Non-small Cell Lung Cancer with Stereotactic Body Radiotherapy)

  • 박재원;강민규;예지원
    • 한국의학물리학회지:의학물리
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    • 제26권2호
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    • pp.79-86
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    • 2015
  • 이 연구는 조기 폐암의 정위방사선치료에서 육안적종양체적(Gross tumor volume, GTV) 변화에 따른 적응방사선치료(ART)의 효과 및 가능성을 보기 위해 시행되었다. 영남대학교 의료원에서 정위방사선치료를 시행한 22개의 종양을 대상으로 연구를 진행하였다. 정위방사선치료는 2주에 걸쳐 48 혹은 60 Gy를 4회에 나누어 조사하는 방법으로 시행되었다. 종양체적 변화를 측정하기 위해 매 콘빔시티마다 육안적종양체적에 대한 윤곽선 그리기를 시행하였다. 그 다음 첫 번째 콘빔시티에 기준 치료계획으로 사용할 세기조절방사선치료 계획을 시행하였다. 적응방사선치료 계획을 하기 위해, 2, 3, 4번째 콘빔시티에 기준 치료계획과 동일한 빔 각도와 제약을 적용하여 각각 재 최적화 과정을 진행하였다. 이후 적응방사선치료 계획은 기준치료계획을 각각의 콘빔시티에 복사하여 생성한 비적응방사선치료 계획과 비교되었다. 평균 육안적종양체적은 10.7 cc였다. 평균 종양체적 변화는 두 번째, 세 번째, 네 번째 콘빔시티에서 각각 -1.5%, 7.3%, 25.1%였으며 세 번째 이후 변화는 통계적으로 유의하였다(p<0.05). 하지만 두 번째 콘빔시티에서는 9개의 종양 체적이 증가하였다. 적응방사선치료 계획을 시행하였을 때, 폐에서 $V_{20\;Gy}$, $D_{1500\;cc}$, $D_{1000\;cc}$가 유의하게 감소하였으며, 흉벽에 대한 $V_{30\;Gy}$$V_{32\;Gy}$ 역시 유의하게 감소하였다(p<0.05). 두 번째 콘빔시티의 종양체적이 증가한 환자들에서, 기준치료 계획에 비해 적응치료방사선치료 계획을 시행하지 않았을 때, 계획용 표적체적에 대한 선량 범위 변수 중 $D_{min}$은 8.3% 감소한 반면 (p=0.021), 적응방사선치료계획을 시행한 경우에는 차이가 없었다. 이러한 결과를 보았을 때, 적응방사선치료 계획을 함으로서 표적 선량 커버는 개선시키면서 손상위험장기에 대한 선량을 감소시킬 수 있을 것이다. 그러므로, 콘빔시티를 이용한 적응방사선치료 방법은 조기 폐암의 정위방사선치료에서 고려되어야 하겠다.

The Role of Computer Technologies in Contemporary Jewelry

  • Romanenkova, Julia;Bratus, Ivan;Gnatiuk, Liliia;Zaitseva, Veronika;Karpenko, Olga;Misko, Nataliia
    • International Journal of Computer Science & Network Security
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    • 제22권11호
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    • pp.71-76
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    • 2022
  • The article aims to consider the role of computer technologies in contemporary jewelry art. The importance of computer programming, 3D-modeling and 3D-printing for the process of jewelry creating, its advertising and sales is emphasized. Both the positive features of the possibility of using computer technologies in jewelry and their shortcomings are considered. The process of changing the nature of jewelry design after the start of the use of digital technologies is highlighted. The issue of changing the perception and evaluation of a work of jewelry art, the creation of which uses mechanization, has been updated.

입체조형 실습을 연계한 가구디자인 수업 개발을 위한 사례연구 (Study on Process Development of Furniture Design Class by Fusing 3D Form Study)

  • 인치호
    • 한국가구학회지
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    • 제25권3호
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    • pp.165-172
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    • 2014
  • 3D form study is one of basic subjects in industrial design education. There are an array of textbooks of visual art, design and architecture, most of which address basic geometrical form study and abstract forms. With the introduction of computerization, current trends are directed to reduce basic form education and students' participation in classes and their accomplishments. This study was intended to develop works under a theme of furniture design with concrete shapes and functions. This study focused on developing relevant process by fusing 3D form study and furniture design which fall into basic design and design studio subjects, respectively. Among 3D form studies, applied were a concept of 3D configuration that explores the relations between surface forms and 3D forms. Furniture design is a challenge to students at beginner or intermediate level in basic design education from initial devising stage to production in kind. To ease high level of difficulties at designing and producing stages, technical education was systematized in the process of conceptualizing, developing idea and production. This type of challenge was carried out during separate semesters, along with a case study done to develop different types of challenges. This study helped students to be motivated and actively participate in classes and well perform advanced form study and technical training from design to actual production.

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직교식 스테레오 비젼에서의 3차원 좌표 보정 (Calibration of 3D Coordinates in Orthogonal Stereo Vision)

  • 윤희주;서영욱;배정수;차의영
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2005년도 춘계종합학술대회
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    • pp.504-507
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    • 2005
  • 본 논문에서는 직교식 스테레오 비젼을 이용하여 단일개체에 대한 움직임 추적결과를 3차원 좌표로 생성, 보정하는 기법을 제안한다. 먼저, 직교로 구성된 두 대의 카메라로부터 실시간으로 영상을 획득한 후, 각 영상에 대하여 차영상 기법과 ART2(Adaptive Resonance Theory 2)를 이용하여 움직이는 개체를 추출한다. 다음으로 추출된 정면, 상면 영상의 좌표를 통해 3차원 좌표로 생성할 수 있으나, 원근감 문제 등으로 좌표가 정밀하지 못하다. 그래서 추출된 두 영상의 좌표를 직교식 스테레오 비젼을 이용하여 좌표보정을 한 후 3차원 좌표를 생성한다. 제안된 방법을 통해 단일개체의 움직임에 대한 추적 결과가 3차원 좌표로 정밀하게 추출 되는지 실험을 통하여 검증하였다.

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