• Title/Summary/Keyword: Animation Method

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Real Time Textile Animation Using Fuzzy Inference (퍼지추론을 적용한 직물 애니메이션)

  • Hwang, Seon-Min;Song, Bok-Hee;Yun, Han-Kyung
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.1-8
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    • 2011
  • A fuzzy inference technique for real-time textile animation without integration at textile model based Mass-Spring model is introduced. Until now many techniques have used the Mass-Spring model to describe elastically deformable objects like textile. A textile object is able to represent as a deformable surface composed of spring and masses, the movement of textile surface which is analysed through the numerical integration by the fundamental law of dynamics such as Hooke's law. However, the integration methods have 'instability problems' if the explicit Euler's method is applied or 'large amounts of calculation' if the implicit Euler's method is applied. A simple and fast animation technique for Mass-Spring model of a textile with fuzzy inference is proposed. The stabilized simulation result is obtained the state of each mass-point in real-time for the n of mass-points by a relatively simple calculation.

Design of Flight Learning System Using Sketch-based Interface (스케치 인터페이스를 이용한 항공기동 학습 시스템 개발)

  • Kim, Sang-Jin;Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.771-779
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    • 2010
  • Sketch-based interface is used more and more in developing animation contents. Particularly, there has been a system where the user's sketch inputs are interpreted and presented as live motions. In this study¸ it is to design an animated flight learning system using sketch-based interface. Most of the flights include movements in three-dimensional space and have unique and complex flight patterns. In other words, the actual flight movements not only include acceleration and deceleration, rising and falling, straight or circular flying, but also may include combinations of two or more movements as they simultaneously occur such as accelerating while falling, or slowing down while rising, and so forth. And, currently existing flight learning animation system cannot present such complex flight patterns to the pilots of aircrafts or to those personnel for air-traffic controllers. Hence, it is to be shown in this study that unit-path sketch animation method can support quicker ways to create animations to present those complex flight movements, and requires lesser inputs compared to the existing frame-based animation method. Also, the flight learning system suggested uses the flight-route realization tasks to reflect complex flight patterns, and therefore creates animations close to real as possible.

Power System Education System using 3-Dimensional Graphic Animation (3차원 그래픽 애니메이션을 이용한 전력계통 교육시스템)

  • Park, In-Kwon;Won, Jong-Ryul;Lee, Jin;Yoon, Yong-Beum
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.593-601
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    • 2001
  • This paper presents an efficient system for power system education using 3-D computer graphics animation in the PC environment. Several power system phenomena are simulated using Real-Time Digital Simulator. Results are transmitted through on-line communication line to PC for graphic animation, and simulated in the 3-D graphics animation. It can immediately reflect user control input and re-simulated this result. The proposed method was tested on both the sub-synchronous resonance phenomena and multi-bus system. It is expected that the proposed method would be helpful for the operator training as well as power system education.

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Developing an Independent Rendering Tool to Control Render Layer in 3D Animation Files (3D 애니메이션 파일의 렌더링 레이어를 조절하기 위한 독립적인 렌더링 도구 개발)

  • Kim, Ki-Hong;Choi, Chul-Young;Chae, Eel-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.84-93
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    • 2008
  • Since 2005, the production of feature 3D animation has been growing up worldwide and technology of hardware and software has been advanced fully enough to get over the limitation of visual expression, so that rendering weight of the whole work process is getting more important. A final file in the state right before rendering increases. the data size gets bigger. Therefore, if such final file is rendered as it is, the production schedule may not be met. For, some needless time shall be spent to call and save a high-capacity file in amendment work and to execute the rendering entirely again in addition to amendment. In this study, Maya API [1]was used to study the efficient information amendment method of extracting the rendering layers' files in order to develop a tool that executes rendering by applying such method. As the result, compliance to production schedule that is important in animation production can be done through the independent rendering tool based layer rendering that can maximize the efficiency of amendment work.

Interactive Facial Expression Animation of Motion Data using Sammon's Mapping (Sammon 매핑을 사용한 모션 데이터의 대화식 표정 애니메이션)

  • Kim, Sung-Ho
    • The KIPS Transactions:PartA
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    • v.11A no.2
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    • pp.189-194
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    • 2004
  • This paper describes method to distribute much high-dimensional facial expression motion data to 2 dimensional space, and method to create facial expression animation by select expressions that want by realtime as animator navigates this space. In this paper composed expression space using about 2400 facial expression frames. The creation of facial space is ended by decision of shortest distance between any two expressions. The expression space as manifold space expresses approximately distance between two points as following. After define expression state vector that express state of each expression using distance matrix which represent distance between any markers, if two expression adjoin, regard this as approximate about shortest distance between two expressions. So, if adjacency distance is decided between adjacency expressions, connect these adjacency distances and yield shortest distance between any two expression states, use Floyd algorithm for this. To materialize expression space that is high-dimensional space, project on 2 dimensions using Sammon's Mapping. Facial animation create by realtime with animators navigating 2 dimensional space using user interface.

Muscle Deformation Model for Real-Time Skin Deformation Control (실시간 피부 변형 제어를 위한 근육 변형 모델)

  • Jin, Jung-Hwan;Kim, Jong-Hyuk;Choi, Jung-Ju
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.3
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    • pp.21-30
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    • 2010
  • We present a real-time simulation method for muscles which are actuated by skeletal structure based on anatomical properties of the muscles. Muscles are designed by their two endpoints attached to either bones or other muscles and their volume are preserved approximately during the deformation. Skin deformation animation is obtained by a simple skinning due to the muscle deformation. We present also the performance data for a human-like multi-linked character which has bones, muscles, and skin. According to our experimental result, we can get skin deformation animation with a few tens of muscles in real-time. The method proposed in this paper can be applied to obtain skin deformation animation for multi-linked characters appear frequently in real-time environments such as games.

3-D Facial Animation on the PDA via Automatic Facial Expression Recognition (얼굴 표정의 자동 인식을 통한 PDA 상에서의 3차원 얼굴 애니메이션)

  • Lee Don-Soo;Choi Soo-Mi;Kim Hae-Hwang;Kim Yong-Guk
    • The KIPS Transactions:PartB
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    • v.12B no.7 s.103
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    • pp.795-802
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    • 2005
  • In this paper, we present a facial expression recognition-synthesis system that recognizes 7 basic emotion information automatically and renders face with non-photorelistic style in PDA For the recognition of the facial expressions, first we need to detect the face area within the image acquired from the camera. Then, a normalization procedure is applied to it for geometrical and illumination corrections. To classify a facial expression, we have found that when Gabor wavelets is combined with enhanced Fisher model the best result comes out. In our case, the out put is the 7 emotional weighting. Such weighting information transmitted to the PDA via a mobile network, is used for non-photorealistic facial expression animation. To render a 3-D avatar which has unique facial character, we adopted the cartoon-like shading method. We found that facial expression animation using emotional curves is more effective in expressing the timing of an expression comparing to the linear interpolation method.

A Study on Korean Lip-Sync for Animation Characters - Based on Lip-Sync Technique in English-Speaking Animations (애니메이션 캐릭터의 한국어 립싱크 연구 : 영어권 애니메이션의 립싱크 기법을 기반으로)

  • Kim, Tak-Hoon
    • Cartoon and Animation Studies
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    • s.13
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    • pp.97-114
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    • 2008
  • This study aims to study mouth shapes suitable to the shapes of Korean consonants and vowels for Korean animations by analyzing the process of English-speaking animation lip-sync based on pre-recording in the United States. A research was conducted to help character animators understand the concept of Korean lip-sync which is done after recording and to introduce minimum, basic mouth shapes required for Korean expressions which can be applied to various characters. In the introduction, this study mentioned the necessity of Korean lip-sync in local animations and introduced the research methods of Korean lip-sync data based on English lip-sync data by laking an American production as an example. In the main subject, this study demonstrated the characteristics and roles of 8 basic mouth shapes required for English pronunciation expressions, left out mouth shapes that are required for English expressions but not for Korean expressions, and in contrast, added mouth shapes required for Korean expressions but not for English expressions. Based on these results, this study made a diagram for the mouth shapes of Korean expressions by laking various examples and made a research on how mouth shapes vary when they are used as consonants, vowels and batchim. In audition, the case study proposed a method to transfer lines to the exposure sheet and a method to arrange mouth shapes according to lip-sync for practical animation production. However, lines from a Korean movie were inevitably used as an example because there has not been any precedents in Korea about animation production with systematic Korean lip-sync data.

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The image format research which is suitable in animation work (애니메이션 작업에 사용되는 이미지 포맷 연구)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.14
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    • pp.37-51
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    • 2008
  • The computer has become an indispensable tool for animation works. However if you don't understand the characteristics of the computer and its software, you might not have the result satisfying your efforts. The incorrect understanding of image format sometimes causes it. Habitually image formats are selected usually for most of works but there is a distinct difference among those image formats while the efficient usages of them are different from each other. For your more efficient work therefore, you need to identify the characteristics of various kinds of image format used mostly for animation works. First I took a look at the theories of the lossy compression and lossless compression, which are two types of data compression widely used in the whole parts of computer world and the difference between bitmap method and vector method, which are respectably different in terms of the way of expressing images and finally the 24 bit true color and 8 bits alpha channel. Based on those characteristics, I have analyzed the functional difference among image formats used between various types of animation works such as 2D, 3D, composing and editing and also the benefits and weakness of them. Additionally I've proved it is wrong that the JPEG files consume a small space in computer work. In conclusion, I suggest the TIF format as the most efficient format for whatever it is editing, composing, 3D and 2D in considering capacity, function and image quality and also I'd like to recommend PSD format which has compatibility and excellent function, since the Adobe educational programs are used a lot for the school education. I hope this treatise to contribute to your right choice of image format in school education and practical works.

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An Analysis of Narrative Structures of Korean Animations Using Formation of Archetypes of Korean Culture As Their Motifs - Focusing on Animation 'Dalbitgungjeon' (2016) - (한국문화원형성을 모티브로 한 한국 애니메이션의 서사 구조 분석 -애니메이션 <달빛궁궐>(2016)을 중심으로-)

  • Lim, Yong-seob
    • Cartoon and Animation Studies
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    • s.51
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    • pp.83-105
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    • 2018
  • In the actantial model of Algirdas Julius Greimas, a story makes 3 kinds of relationships with 6 actants, and, in these relationships, the desires of subjects and objects are operated. And, when the subject performs its desire, there are both assistance of helper and disturbance of opponent. And, the object of desire wanted by the subject is provided by sender and receiver. Using this actantial model, this study analyzed the narrative structure of the animation 'Dalbitgungjeon', and, by rearranging the subject of capacity, examined general stream of communication. Korean animations have tried to approach using archetypes of Korean culture as motifs with various perspectives. But, it is true that, compared with foreign animations dramatized using cultural archetypes, Korean animations still have something to be desired. Thus, this study analyzed the narrative structure of 'Dalbitgungjeon' which was recently producted using archetypes of Korean culture as its motif, and, rearranging the subject of capacity, examined general stream of communication. By doing this, this study tried to search for the method of producing an animation equipped with more advanced narrative structure. Of course, narrative structure of Greimas has been studied in various aspects. However, there are still not enough animation researches using cultural archetypes of Greimas. Considering such aspects, this study focused on searching for a method of using the formation of cultural archetypes based on the analysis of fables of Greimas.