• Title/Summary/Keyword: 3D digital technology

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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.

Aesthetic Analysis of Digital Art Using Fashion Illustration Software - Focusing on Alfred Einstein's Theory of Relativity - (디지털아트에 의한 패션일러스트레이션의 소프트웨어 미학 분석 - 아인슈타인의 상대성이론을 중심으로 -)

  • Oh, Eun-Kyung;Kwak, Tai-Gi
    • Journal of the Korean Society of Costume
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    • v.60 no.3
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    • pp.26-43
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    • 2010
  • The inflow of digital technology into the art, especially in the Fashion Illustration since 1990, makes the new aesthetics of the beginning of the 21 century which the Software aesthetics can be called. The meeting of technology and the art make us recall a great scientist and artist, Leonardo da Vinci in the Renaissance that the notion of the art and skill was unified, same as the ancient history. This study is purposed to expand the concept of the art for the broad exchange of the digital technology and art and for the extensive expression method of the modern fashion illustration. Having views on science theory of the beginning of the 20 century, Theory of Relativity which had given a lot of influence in the philosophy, the litterature and the art, as well as all the science, it makes a connection with the history of art in the beginning of the 20 century and the story of the digital art in the beginning of the 21 century. Firstly, the Fauvism and 2D is based on the expression of the glowing and bright color by the Principle of constancy of light velocity. Secondly, the Cubism and 3D is associated with the Special theory of relativity in the cyberspace which the space and the time are totally accorded. Thirdly, the Futurism and 4D is compared with the General theory of relativity which contains the material and the gravity. They are gradually evolved into the Interactive art and the Kinetic art by the digital technology in the profound cyberspace.

Phase Differences Averaging (PDA) Method for Reducing the Phase Error in Digital Holographic Microscopy (DHM)

  • Hyun-Woo, Kim;Jaehoon, Lee;Arun, Anand;Myungjin, Cho;Min-Chul, Lee
    • Journal of information and communication convergence engineering
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    • v.21 no.1
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    • pp.90-97
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    • 2023
  • Digital holographic microscopy (DHM) is a three-dimensional (3D) imaging technique that uses the phase information of coherent light. In the reconstruction process of DHM, a narrow region around the positive or negative sideband from the Fourier domain is windowed to avoid noise due to the DC spectrum of the hologram spectrum. However, the limited size of the window also degrades the high-frequency information of the 3D object profile. Although a large window can have more detailed information of the 3D object shape, the noise is increased. To solve this trade-off, we propose phase difference averaging (PDA). The proposed method yields high-frequency information of the specimen while reducing the DC noise. In this paper, we explain the reconstruction algorithm for this method and compare it to various conventional filtering methods including Gaussian, Wiener, average, median, and bilateral filtering methods.

Implementation of an simulation-based digital twin for the plastic blow molding process (플라스틱 블로우몰딩 공정의 해석기반 디지털 트윈 구현)

  • Seok-Kwan Hong
    • Design & Manufacturing
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    • v.17 no.3
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    • pp.1-7
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    • 2023
  • Blow molding is a manufacturing process in which thermoplastic preforms are preheated and then pneumatically expanded within a mold to produce hollow products of various shapes. The two-step process, a type of blow molding method, requires the output of multiple infrared lamps to be adjusted individually, so the process of finding initial conditions hinders productivity. In this study, digital twin technology was applied to solve this problem. A blow molding simulation technique was established and simulation-based metadata was generated. A response surface ROM (Reduced Order Model) was built using the generated metadata. Then, a dynamic ROM was constructed using the results of 3D heat transfer analysis. Through this, users can quickly check the product wall thickness uniformity according to changes in the control value of the heating lamp for products of various shapes, and at the same time, check the temperature distribution of the preform in real time.

The Application Methods of Hologram Technology in Fashion Business (패션 비즈니스에서 홀로그램 기술을 이용한 마케팅 활용 방안)

  • Jeong, Hwa-Yeon
    • Journal of Fashion Business
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    • v.20 no.2
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    • pp.16-31
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    • 2016
  • This study analyzed cases that applied hologram technology in the fashion industry in order to provide basic information for research on fashion marketing using hologram technology. The results of this study are as follows. A hologram was applied to fashion businesses in various ways including fashion shows, outdoor signboards, hologram windows or screens in stores, and launching shows or exhibitions. Most of these cases were foreign fashion brands, which utilized hologram technology actively for formulating a new brand image or for advertising products. Among Korean brands, however, there are not many cases of hologram application. Today, as-being the age of smart devices, the mobile advertisement market is growing rapidly among smart phone users. DKNY and Puma are providing information on styling through smart phone applications, and the Adidas stores in Germany also allow the customers to buy goods by entering a simple code through the smart phone. Recently, new devices are being introduced one by one, which display 2D digital contents in 3D holograms by combining mobile and hologram technologies. The marketing of fashion products is not just for supplying products but is required to satisfy the consumers' five senses. Therefore, the development of experiential contents based on the combination of mobile and hologram technologies will open new potential for profitable business models.

Evaluation of clinical adaptation of dental prostheses printed by 3-dimensional printing technology (3D 프린팅 기술로 출력된 치과 보철물의 임상적 적합도 평가)

  • Kim, Ki-Baek
    • Journal of Technologic Dentistry
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    • v.41 no.1
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    • pp.1-7
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    • 2019
  • Purpose: The objectives of this study was to evaluate clinical adaptation of dental prostheses printed by 3 dimensional(3D) printing technology. Methods: Ten study models were prepared. Ten specimens of experimental group were printed by 3D printing(3DP group). As a control group, 10 specimens were fabricated by casting method on the same models. Marginal gaps of all specimens were measured to evaluate clinical adaptation. Marginal adaptations were measured using silicone replica technique and measured at 8 sites per specimen. Wilcoxon's signed-ranks test was used for statistical analysis(${\alpha}=0.05$). Results: Means of marginal adaptations were $95.1{\mu}m$ for 3DP group and $75.9{\mu}m$ for CAST group(p < 0.000). Conclusion : However, the mean of the 3DP group was within the clinical tolerance suggested by the previous researchers. Based on this, dental prosthesis fabricated by 3D printing technology is considered to be clinically acceptable.

Robert Zemeckis's Realistic Animation and Audience Acceptance (로버트 저메키스의 사실적인 애니메이션과 관객의 수용성)

  • Lee, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.142-150
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    • 2012
  • The development of technology in traditional media is affecting a variety of ways. In particular, the influence of digital images, the animation turned to a realistic 3D animation. With the release of realistic 3D animation , Robert Zemeckis received much attention but the audience did not like the animation of this style gradually. Robert Zemeckis gave up 3D animation after that drew attention for having a huge production budget while failing at a record-setting proportion in the American box-office. A digital actor in realistic 3D animation looks like real but the audience know that it is not real and they know that realistic 3D animations and live-action movies are different. So the audience will experience an emotional conflict like confusion, hesitation. The visual completion in realistic 3D animation is due to the development of technology and technology must develop to connect the audience acceptance and movie.

The Analysis of 3-Dimensional Shape Using Non-Metric Cameras (비측량용 카메라를 이용한 3차원 형상 해석)

  • Jeong, Soo
    • Journal of Korean Society for Geospatial Information Science
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    • v.17 no.2
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    • pp.91-99
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    • 2009
  • In the field of geospatial information, 3D shape information has been considered as a frame data for GIS. Many kind of physical shape information is, especially, required for the works related with space, such as planning, maintenance, management, etc. Conventional photogrammetry was implemented under the conditions with expensive metric cameras and analytical plotters operated by experts. Nowadays, however, the metric cameras and analytical plotters are replaced by low price non-metric digital cameras and personal computers by virtue of the progress in digital photogrammetry. This study aims to investigate the technology to easily and promptly produce 3D shape information required in geospatial information system using close-range photogrammetry with non-metric digital cameras. As the results of this study, 3D shape of an experimental object was made out with a common compact digital camera and only a known length of a line component in the object and the accuracy of the dimension of 3D shape was analyzed to be less than one pixel.

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