• Title/Summary/Keyword: 3D digital technology

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Component and Classification Method on 3d Animation Data (3D 애니메이션 데이터 구성요소 및 분류방식)

  • Kim, Hyun-Jo;Kim, Ge-Won
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.118-130
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    • 2008
  • Today, Numbers of "0" and "1" which are represented as a digital code have a role of communicating with various media, result in the development of IT technology. With the changes of the times, new media is created and various contents and media are formed. There is convergence between exiting contents and media at the same time and also is in the rapid progress of unification and collapse between the boundary of the data. Under these digital circumstance, the amount of many data which are created and disappeared is rapidly changed as much as the remarkable growth of the digital technology. The purpose of this thesis is to make a classified method of a effective data component related to data management, data recycling and data copyright in 3D animation.

An Analytical Study on the Visual Innovation of the Animation <Spider-Man: Across the Spider-Verse>

  • Zhihui Chen;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.352-357
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    • 2023
  • This study focuses on the art style research of the 3D Animation <Spider-Man: Across the Spider-Verse>, exploring the film's innovation in art design. The article first analyzes how the movie skillfully blends American comics, watercolor painting style, Pollock drip painting, and ink painting, among other artistic techniques, to present a unique visual experience for the audience. By specifically dissecting the character design and scene composition in the movie, it explores the specific application of these art styles and their methods in digital image production. Ultimately, the paper emphasizes the contribution of <Spider-Man: Across the Spider-Verse> to 3D Animated cinema, particularly its innovation in the field of art design, as well as its inspiration and possibilities for the diversity of art styles in animated films. Overall, this study aims to provide in-depth academic insight into the field of animated film art design and to promote its development and innovation.

3D printer-based stop-motion animation industry and its impact on the production process (3D 프린터 기반 스톱모션 애니메이션 산업과 제작프로세스에 미치는 영향)

  • Zhang, Wan;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.191-193
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    • 2017
  • Stop-motion animation, which is based on the physical object and is shot frame by frame, is an traditional art of animation. As an independent art form, it has formed a unique art language through a century-long development. With the continuous exploration by animators, stop-motion animation has actively combined with digital technology, and has made a great progress in the use of materials and the technique of filming. the introduction of digital technology not only enriched it's artistic expression, but also laid the basis for it's sustainable development in the new era. This study investigates how 3D printer technology affects the production process and industry of stop motion animation.

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Development of Chameleonic Multi-Surface Display with Dynamic Projection Mapping (동적 실물영상투사 카멜레온(다변) 멀티 서피스 콘텐츠 연구)

  • Hong, Sung-Dae
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.123-132
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    • 2017
  • The physical display technology is the ultimate display technology that human beings aspire, and the world makes use of laser, plasma and reflector plate. Besides, technology development of binocular stereoscopic display has been actively progressed, but there is a limitation to the intact physical representation such as influence of optical ambient light and brightness. In this paper, the display technology using physical deformation different from the existing optical display is approached as a cultural and emotional perspective. The purpose of this paper is to develop the multivariate display technology that can create 3D realistic stereoscopic images through projecting dynamic images on physically diversified screen by overcoming the limitations of 2D planar digital signage and study how to apply them to video, exhibition and performance.

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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The Implementation of the Digital watermarking for 3D Polygonal Model (3차원 형상 모델의 디지털 워터마킹 구현)

  • Kim, Sun-Hyung;Lee, Sun-Heum;Kim, Gee-Seog;Ahn, Deog-Sang
    • The KIPS Transactions:PartD
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    • v.9D no.5
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    • pp.925-930
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    • 2002
  • This paper discusses techniques for embedding data into 3D polygonal models of geometry. Much researches of Watermarking had been gone as element technology of DRM (digital rights management). But, few research had gone to 3D polygonal model. Most research is limited at text document, 2D image, animation, music etc. RP system is suitable a few production in various goods species, and it is used much in industry to possible reason that produce prototype and find error or incongruent factor at early stage on design in product development childhood. This paper is research about method that insert watermark in STL ( stereolithography) file that have 3D shape model. Proposed algorithm inserts watermark in normal vector region and facet's interior region of 3D shape data. For this reason, 3D shape does not produce some flexure and fulfill invisibility of watermark. Experiment results that insert and extract watermark in normal netter region and facet's Interior region of 3D shape data by proposed algorithm do not influence entirely in 3D shape and show that insertion and extraction of watermark are possible.

Audio Information Authoring Technology for 3D Contents of COSMOS (COSMOS의 3D 콘텐츠 음향정보 자동등록 기술)

  • Ji, Su-Mi;Kwon, Soon-Il;Baik, Sung-Wook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.451-454
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    • 2011
  • COSMOS (COntentS Making Omnipotent System)는 컴퓨터 게임이나 3차원 애니메이션 제작이 가능하도록 그래픽 랜더링, 특수효과, 물리엔진, 인공지능 엔진 등의 기능을 갖춘 범용성 3차원 콘텐츠 저작 시스템이며, 무엇보다도 직관적인 인터페이스 기능을 통해 사용자의 편리성을 제공해 준다. 본 논문은 COSMOS에서 음향 정보를 자동으로 3D 콘텐츠 구성 요소에 배합될 수 있도록 하는 기술에 대한 내용이다. 본 기술의 도입을 통해 COSMOS에서는 사용자의 의성어 소리를 인식하여, 그 의미에 적합한 디지털 사운드를 검색한 후에 사용자의 의도에 맞추어 변환하여 이와 관련된 콘텐츠 구성 요소와 일치 시켜줌으로써 보다 직관적으로 콘텐츠 저작 기능을 제공할 수 있다.

Analysis on the Backgrounds Expression for 3D Animation (3D 애니메이션의 배경 표현에 관한 분석)

  • Park, Sung-Dae;Jung, Yee-Ji;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.268-276
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    • 2015
  • This article analyzes the background representation of 3D animation and look at what its proper background expression. With the development of computer graphics technology, the background of the 3D animations can be expressed as The actual background. In contrast, "The Smurfs" which was released recently was created to take the actual background. However, 3D animation with real background is not appropriate in terms of creative expression space in the main role of the animation. In this Study, we analyze the character and background of the animation made in 3D graphics. Based on this, we propose a correct representation of 3D animation background.

A 6-Bit MMIC Digital Attenuator with High Attenuation Accuracy and Small Phase Variation for X-band TR Module Applications (X-band 송수신 모듈을 위한 높은 감쇠 정확도와 작은 위상 변동을 가진 6 비트 MMIC 디지털 감쇠기)

  • Ju, In-Kwon;Yom, In-Bok;Lee, Jeong-Won;Lee, Soo-Ho;Ahn, Chang-Soo;Kim, Sun-Joo;Park, Dong-Un;Oh, Seung-Hyeup
    • Journal of the Korea Institute of Military Science and Technology
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    • v.12 no.4
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    • pp.452-459
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    • 2009
  • A 6-bit MMIC digital attenuator applicable to X-band TR module has been developed by using $0.5{\mu}m$GaAs pHEMT processes. The Switched-T attenuator scheme and the switched-path attenuator scheme were adopted to obtain low insertion loss and small phase variation, respectively. Resistors and transmission lines are optimized to achieve the digital attenuator with high attenuation accuracy and small phase variation. The digital attenuator has RMS error of 0.4dB, resolution of 0.5dB and dynamic range of 31.5dB. The measurement results show that in-out VSWRs are less than 1.5, phase variation is from -7 to +2 degrees and IIP3 is 36.5dBm.

Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.