• Title/Summary/Keyword: 3D characters

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Study on Inheritance and Transgressions at Cocoon and Shell Weight Characters between Genetically Sex-limited Silkworm Bombyx mori L. Lines

  • Petkov N.;Petkov Z.;Grekov D.;Arnaudova K.
    • International Journal of Industrial Entomology and Biomaterials
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    • v.11 no.1
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    • pp.75-78
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    • 2005
  • Inheritance of cocoon and shell weight characters in silkworm crosses between sex-limited at larva stage lines, including three (NIG$_{1}$ $\times$ TV$_{3/2}$ ,NIG$_{1}$ $\times$ TBV$_{2/24}$ and NIG$_{1}$ $\times$ B$_{2/6}$ ) from Japanese type and three (NIG$_{2}$ $\times$ B$_{2/6}$ ,TV$_{3/2}$ $\times$ NIG$_{1}$ and NIG$_{2}$ $\times$ TBV$_{2/24}$ ) from Chinese type was studied at Regional Centre for Scientific­Applied Service - Vratza during the period of 2000 ­2002. Inheritance of tested characters in F I was deter­mined through genetic parameters, additiveness (a), dominance (d) and their ratio (d/a). Degree and frequency of transgressions in F$_{2}$ were calculated also. Over dominance (d/a(>) 1) with bigger contribution of the parent with higher value was determined at inheritance tested characters. Transgressions obtained at cocoon and shell weight characters were positive and varied in wide limits. The productivity of parent's lines had defined the variability of genetic parameters for degree and frequency of transgressions. Combination of positive transgressions at cocoon and shell weight characters in F2 hybrid populations from sex-limited at larva stage allow us to select individuals with high productive potential for further use in selection programs.

3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • v.2 no.2
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    • pp.52-57
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    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

3D Spatial Interaction Method using Visual Dynamics and Meaning Production of Character

  • Lim, Sooyeon
    • International journal of advanced smart convergence
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    • v.7 no.3
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    • pp.130-139
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    • 2018
  • This study is to analyze the relationship between character and human semantic production through research on character visualization artworks and to develop a creative platform that visually expresses the formative and semantic dynamics of characters using the results will be. The 3D spatial interaction system using the character visualization proposed generates the transformation of the character in real time using the interaction with user and the deconstruction of the character structure. Transformations of characters including the intentions of the viewers provide a dynamic visual representation to the viewer and maximize the efficiency of meaning transfer by producing various related meanings. The method of dynamic deconstruction and reconstruction of the characters provided by this system creates special shapes that viewers cannot imagine until now and further extends the interpretation range of the meaning of the characters. Therefore, the proposed system not only induces an active viewing attitude from viewers, but also gives them an opportunity to enjoy watching the artwork and demonstrate creativity as a creator. This system induces new gestures of the viewer in real time through the transformation of characters in accordance with the viewer''s gesture, and has the feature of exchanging emotions with viewers.

Space-Time Warp Curve for Synthesizing Multi-character Motions

  • Sung, Mankyu;Choi, Gyu Sang
    • ETRI Journal
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    • v.39 no.4
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    • pp.493-501
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    • 2017
  • This paper introduces a new motion-synthesis technique for animating multiple characters. At a high level, we introduce a hub-sub-control-point scheme that automatically generates many different spline curves from a user scribble. Then, each spline curve becomes a trajectory along which a 3D character moves. Based on the given curves, our algorithm synthesizes motions using a cyclic motion. In this process, space-time warp curves, which are time-warp curves, are embedded in the 3D environment to control the speed of the motions. Since the space-time warp curve represents a trajectory over the time domain, it enables us to verify whether the trajectory causes any collisions between characters by simply checking whether two space-time warp curves intersect. In addition, it is possible to edit space-time warp curves at run time to change the speed of the characters. We use several experiments to demonstrate that the proposed algorithm can efficiently synthesize a group of character motions. Our method creates collision-avoiding trajectories ten times faster than those created manually.

A Study on the Establishment of a Production Pipeline Imported 3D Computer Graphics for Clay Characters (3D 컴퓨터그래픽을 도입한 클레이 캐릭터 제작 공정 개발에 관한 연구)

  • Kim, Jung-Ho
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1245-1257
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    • 2008
  • The establishment of a production pipeline imported 30 computer graphics is suggested in this paper to improve the efficiency of existing production pipeline of clay animation. The point is that the process of building clay characters that remains labor intensive among the existing procedures is replaced by the process of creating computer generated characters. In order to create characters out of clay by means of 30 computer graphics, a diffuse map and displacement map are made of an oil-based clay according to the UVW coordination of polygon modeling, which is the same color and kind of clay used to make a clay character. In addition, a panoramic HDRI recording system is developed to record the lighting information of shooting environment for miniature sets, which is imported in 3D computer graphic tools as digital light source. On account of the new production pipeline, a hyper realistic rendering image can be produced, and at the same time it improves the traditional pipeline of stop motion animation that is know-how based procedure of a complete artist by the engineering approach to the automatic process.

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A Study on 3D Game Character Grouping using Object Feature Vector (객체 특징 벡터를 이용한 3D 게임 캐릭터 그룹핑에 관한 연구)

  • Park, Chang-Min
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.263-269
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    • 2012
  • Grouping of characters in a 3D game can be very effective to play. An 3D game characters grouping method is proposed using Object Feature vector depending on their characteristics. In the case of NMT, the constitution of pattern is regular and directive. But MT is not. Such characteristic is extracted using Gabor Filter, then character is grouped. Through experiment, we obtain accuracy of more than 80% for grouping method using each feature. Thus, using this property, characters could be grouped effectively and it draws the game more speed and strategic actions as a result.

Character modeling using ZSphere (ZSphere를 활용한 캐릭터모델링)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.524-526
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    • 2011
  • ZSphere of ZBrush can be added to the screen, and most of all, added to the existing ZSphere as mobile geometrical objects. For example, legs can be produced out of the globoid in the progress of an intermediate step. characters with multiple limbs can be produced easily in this way. With Zsphere, several Child Spheres can be produced out of single Sphere, then these can be parents spheres, and can connect other Child Spheres. In this paper, by making each form through these processes, 3D characters were modeled to shape easily and rapidly. Since 3D objects can be added, rotated, and moved, they can interact smoothly with Z-depth of campus. To place these objects on the screen, paint, build fixed perspective image, smerge pixols and transform 3D objects, diverse transforming tools and sculpturing tools were used. The characters were designed in the way that first, the finished 3D characters were transformed into poly, then each side was restructured rapidly with Topology.

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A Study about Control of real working through the synchronized 3D Game Character and Motion Capture System (3D게임 캐릭터와 모션 캡쳐 시스템의 연동을 통한 실사 움직임(Real Working) 제어 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.278-281
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    • 2006
  • In the Contents industry, especially in the field of game contents the area receiving the most spotlight is 3D. With qualitative and quantitative developments in games continue, interest in 3D is becoming more significant. As a result studies and actual application in the area of 3D in the game industry are being most actively conducted. It is true that 3D game characters do not have the same level of natural movement compared to the previous 2D characters. In order to overcome the limitations of movement control of the Key frame method, the method that is currently being rapidly developed is a movement control method using motion capture system. In this study, the focus is placed in production of natural character animation through movement control through linkage of 3D game characters and motion capture system. Hence, production of natural 3D game character animation through a single central action was established as the purpose of this study.

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Inter-Relationship and Combining Ability of Plant Growth in F1 Hybrids of Petunia hybrida (페튜니아 일대 잡종에서 생육관련 형질의 상호관계 및 조합능력)

  • Song, C.Y.;Hong, K.H.;Kang, Y.K.
    • Journal of Practical Agriculture & Fisheries Research
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    • v.3 no.1
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    • pp.85-93
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    • 2001
  • The inter-relationship and combining abilities of characters for leaf length, leaf width, branch number, leaf number, leaf area, fresh weight and dry weight were studied in the F1 combination of 15 crosses from the partial six-parent diallel cross in Petunia hybrida. The leaf area, fresh weight and dry weight showed high positive correlation together with the other growth characters such as leaf length, leaf width, branch number, leaf number. The mean squares of general combining ability(GCA) and specific combining ability(SCA) were highly significant for all the growth characters. The estimates of variance components of SCA were greater than those of GCA for all the characters, showing preponderance of non-additive gene actions for these characters. GCA effect was high in the lines of D and G for leaf length and fresh weight, and in the lines of C and D for branch number, leaf number, leaf area and fresh weight. The crosses of D×E, D×G, and E×G exhibited high SCA effect for all the growth characters such as leaf length, leaf width, branch number, leaf number, leaf area, fresh weight, and dry weight. The broad sense heritability was generally high compared to narrow sense one in the 7 characters. The highest heritability of the broad and narrow sense was shown in the leaf width and dry weight.