• Title/Summary/Keyword: Animation Production

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Composed Animation Production Pipeline using Miniature Set (미니어처 세트를 이용한합성 애니메이션 제작 공정)

  • Kim, Jaejung;Kim, Minji;Seo, Jihye;Kim, Jinmo;Jung, Seowon
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.63-73
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    • 2016
  • Animation contents are gradually growing every year, but production period and budget for making one animation contents is insufficient as of now. In particular, in case of animation series that are broadcasted on television, many episodes should be made within a short period of production term. Hence, production pipeline of full three-dimensional animation is frequently chosen in this case. However, another problem emerges as the full three-dimensional animation also requires a lot of time for making high-quality background and for rendering. Composed animation is a production pipeline that attempts to solve such problem. It is a pipeline of producing animation by composing computer graphic (CG) character and real background. It requires relatively small number of human resources compared to the full three-dimensional animation pipeline. Hence, it has an advantage in that natural-looking image can be produced under efficient structure and time for rendering can also be reduced. This paper proposes an efficient process of producing composed animation by using miniature set and three-dimensional computer graphic.

A Study on the Efficient Improvement of the Animatics for Animation Production in Education (애니메이션 교육을 위한 애니메틱스 제작의 효율적 방안 연구)

  • Hong, Il-Yang
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1391-1398
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    • 2010
  • Animation is breathing life into drawings through motion. Animation is formed by the afterimage phenomenon, that is, deviation of sequential pictures in every frame makes a person possibly perceive it as a live video. Consequently, animation is mostly produced using traditional frame-by-frame methods. The study of relations on timing has been a major concern of animation theory. Nevertheless, issues of timing on production outcomes and effectiveness are mostly ignored. Special focus, analysis and leadership studies on timing are addressed on animatics. Creating better timing through animatics, that is writing movies, directing, scheduling and amending storyboard in pre-production stage, eventually shorten time to animation production. This research is centered on animatics as a cutting edge educational courses. This course will introduce students to the animation production skill and instructors to in-depth teaching points. One of the concepts that we want to go for is keeping animatics apart from mere storyboard. In conjunction with the animation theory, this research conducted under the focus of production of animatics will lead to more efficient way of education on animatics.

A study on motion capture animation process : Focusing on short animation film 'Drip' (모션 캡처 애니메이션 프로세스 연구 : 단편 애니메이션 'Drip'을 중심으로)

  • kim, Jisoo
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.97-104
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    • 2016
  • This study suggests a technique to implement the production of animation by blending between key frame animation and motion capture animation through short animation 'Drip.' It reduced the time taken to produce an animation by not only enabling efficient process management through mutual organic connection but also conducting a process of mutually making up for weak points of key frame animation and motion capture animation. Through this, it was intended to be helpful in efficient animation production by overcoming the limitation of key frame animation and motion capture animation and perceiving and applying a complex process.

A Study on Pipeline for Effective Production of VR Animation (VR 애니메이션의 효율적인 제작을 위한 파이프라인 연구)

  • Kang, Jiyoung;Choi, Sang-Il
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.971-979
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    • 2018
  • Currently, Virtual Reality video content is rapidly increasing in number of users due to the rapid growth of related hardware and software. Accordingly, Virtual Reality animation is also being produced in a new form by rapidly integrating with Virtual Reality technology among video contents. Currently, research on Virtual Reality animation has focused on how films are produced and how they are directed, and no research has been done to organize the pipeline for efficient VR animation production. Therefore, this study drew the characteristics of the pre-render VR animation pipeline by comparing it with the production pipeline of the existing 3D animation to produce the VR animation efficiently. Through this, we presented organic integration of production and post production processes suitable for the production of VR animations and reduced rendering time using Render Pass for efficient production.

Optimization of the Cloth Simulation Pipeline in Production of 3D Computer Animation (3D 컴퓨터 애니메이션 제작에서 Cloth Simulation 을 위한 제작파이프라인의 최적화)

  • Kwak, Dong-Min;Choi, Chul-Yong;Kim, Ki-Hong;Lee, Dong-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.198-207
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    • 2009
  • Recently, it was possible to represent the realistic clothes in the cloth simulation along with growth of 3D computer animation such as visual contents. In addition, because of the development of H/W(Hardware) and S/W(Software), the accessibility and participation are growing. However, in order to make the image of high quality of 3D animation, the optimized production pipeline was need. In this paper, in order to overcome the limitation of exiting 3D computer animation production pipeline, we propose the optimized production pipeline of the cloth simulation. Our production pipeline makes the optimization arrangement in consideration of the mobility in order to supplement the related structure limit toward each part of the existing pipeline. Moreover, by utilizing the dummy cloth the association nature with the animation part is solved and a performance is improved. The proposal pipeline actually introduced to the animation production. And then we can improve the performance production time and production manpower consumption. Consequently, our pipeline is guaranteed an optimized work by emphasizing a connection in the direct image production.

A study on the improvement of 3D animation production productivity (3D 애니메이션 제작 생산성 향상에 관한 연구)

  • Park, Hunjin
    • Journal of Software Assessment and Valuation
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    • v.17 no.2
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    • pp.101-107
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    • 2021
  • Animation production is collaborated by many experts and gives many ideas for new and interesting video production. Interesting video production is a problem directly related to the success of the project, so it can be said that it is better to create an environment that is not burdened with technical aspects in expressing ideas. In the actual keyframe animation production environment, ideas are frequently modified to obtain better results, and techniques that are re-used so that the animation key pose data developed at the early stage of the possible stage can be rewritten without abandoning it, and functions that can temporarily change the center of gravity contribute to the productivity of animation work and greatly help the creator to improve the creative atmosphere. This study analyzes action animations implemented in computer animation software to examine the factors that hinder actual productivity, and derives the technical concepts that can contribute to the improvement of animation production productivity and the necessity of developing related tools.

The Study about Necessity of Production Managing Program in 3D Animation - Focus on Lighting Production Pipeline - (3D애니메이션에서 제작관리프로그램의 필요성에 관한 연구 - 라이팅 제작파이프라인 중심으로 -)

  • Lee Jung-Ho;Kim Hyun-Jo
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.66-75
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    • 2006
  • Korea animation industry has a face with many difficulties even if the worldwide animation industry is booming stage. The funding of korea animation industry has been getting decreased from the outside which are ordinary investors and government since 'Wonderful Days' showed on the screen in 2003 didn't has enough box-office profits. In this kinds of circumstance, Animation producers should check out the current production system very closely and restructure improvement factors resolutely. It is very important issue that the serious problems that have been repeated in the past like the absence of planning skill and saving time and money through the improvement of production system. Therefore, the purpose of this thesis is to check out the whole production process used in the current 30 animation industry and analyzes problems, show the necessity of the production management program that makes a given condition of the effective production system in 3d animation.

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Cultural Opening & Animation (문화개방과 애니메이션)

  • Choi, Seung-Rak;Choi, Young-Chul
    • Cartoon and Animation Studies
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    • s.9
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    • pp.294-309
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    • 2005
  • The term 'animation' derived from the Latin 'anima' meaning spirit, life, or vitality. Although its original meaning was somewhat related to creation of life or incorporation of vitality into an inanimate or nonexisting entity by providing mobility through artificial manipulation, it is now used in a rather narrow sense to define collectively the cartoon-based films or tape-recordings and specialists who are involved in animation production or related areas are called animators. The current worldwide market for animation production is progressing and expanding enormously. Although the domestic animation market is ranked as third in the world in terms of overall quantity, the reality is that there are few high quality products that can compete with foreign animation products in the global markets. This issue is further discussed in this paper along with the current status of the domestic animation technology and production. This investigation concerns the comparative analysis of literature data on foreign and domestic animation, which can be a basis for the production of internationally competitive animation work.

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Liquid Animation for CG Production (CG 제작을 위한 유체 애니메이션)

  • Cha Dukhyun;Kim Janghee;Min Jungki;Ihm Insung;Kang Byungkwon
    • 한국가시화정보학회:학술대회논문집
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    • 2003.11a
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    • pp.51-54
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    • 2003
  • Fluid is an effective element in computer animation. Recently, the techniques from CFD have been actively applied to CG production. In this paper, we describe our fluid animation system which implements a variety of established simulation and rendering methods. We also explain our new techniques such as chemical reaction and hardware-assisted fluid animation that are being developed to enhance the features of our software system.

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