• Title/Summary/Keyword: Character Graphics

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A STUDY FOR MODELING AND ANIMATION OF A HUMAN WITH BONE STRUCTURE AND CLOTHES

  • Suzuki, Tohru;Yamamoto, Toshiyuki;Nagase, Hiroshi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.821-824
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    • 2009
  • A method to visualize human body is proposed for various human pose. The method affords three 3D-styles of the same body: firstly, one which wares clothes specified from pattern of dresses, second, body shape, lastly bone structure of body. For this objective, standard body data are prepared which is constructed from CT images. Individual body is measured by 3D body scanner. The present status of our research is limited to offer still images, though we are engaged to accommodate various poses.

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Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.

A Study on Inverse Kinematics Based Posture and Motion Generation System for Sports Climbing (역운동학 기반 스포츠클라이밍 자세 및 동작 생성 시스템에 관한 연구)

  • Shin, Kyucheol;Son, JongHee;Kim, Dongho
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.5
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    • pp.243-250
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    • 2016
  • Recently, public interest in virtual reality (VR) and augmented reality (AR) has increased. Therefore, computer graphics-related research has been actively conducted. This has included research on virtual space related to human posture implementation. However, such research has focused on general posture in humans. This paper presents a system with reference to the basic posture in sports climbing and the inverse kinematics method for generating the positions and behavior of virtual characteristics in a three-dimensional virtual space. The simulation based on the inverse kinematics method, produced with an inverse kinematics solver and initial pose animation from motion capture, provides realistic and natural movement. We designed a simulation system to generate correct posture and motions similar to those in sports climbing by applying the basic procedure of sports climbing. The simulation system provides help for producing content about sports climbing, such as learning programs for novice climbers and sports climbing games.

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.

Segmentation of Defective Regions based on Logical Discernment and Multiple Windows for Inspection of TFT-LCD Panels (TFT-LCD 패널 검사를 위한 지역적 분별에 기반한 결함 영역 분할 알고리즘)

  • Chung, Gun-Hee;Chung, Chang-Do;Yun, Byung-Ju;Lee, Joon-Jae;Park, Kil-Houm
    • Journal of Korea Multimedia Society
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    • v.15 no.2
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    • pp.204-214
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    • 2012
  • This paper proposes an image segmentation for a vision-based automated defect inspection system on surface image of TFT-LCD(Thin Film Transistor Liquid Crystal Display) panels. TFT-LCD images have non-uniform brightness, which is hard to finding defective regions. Although there are several methods or proposed algorithms, it is difficult to divide the defect with high reliability because of non-uniform properties in the image. Kamel and Zhao disclosed a method which based on logical stage algorithm for segmentation of graphics and character. This method is a one of the local segmentation method that has a advantage. It is that characters and graphics are well segmented in an image which has non-uniform property. As TFT-LCD panel image has a same property, so this paper proposes new algorithm to segment regions of defects based on Kamel and Zhao's algorithm. Our algorithm has an advantage that there are a few ghost objects around the defects. We had experiments to prove performance in real TFT-LCD panel images, and comparing with the FFT(Fast Fourier Transform) method which is used a bandpass filter.

Pose Calibration of Inertial Measurement Units on Joint-Constrained Rigid Bodies (관절체에 고정된 관성 센서의 위치 및 자세 보정 기법)

  • Kim, Sinyoung;Kim, Hyejin;Lee, Sung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.4
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    • pp.13-22
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    • 2013
  • A motion capture system is widely used in movies, computer game, and computer animation industries because it allows for creating realistic human motions efficiently. The inertial motion capture system has several advantages over more popular vision-based systems in terms of the required space and cost. However, it suffers from low accuracy due to the relatively high noise levels of the inertial sensors. In particular, the accelerometer used for measuring gravity direction loses the accuracy when the sensor is moving with non-zero linear acceleration. In this paper, we propose a method to remove the linear acceleration component from the accelerometer data in order to improve the accuracy of measuring gravity direction. In addition, we develop a simple method to calibrate the joint axis of a link to which an inertial sensor belongs as well as the position of a sensor with respect to the link. The calibration enables attaching inertial sensors in an arbitrary position and orientation with respect to a link.

On Parameterizing of Human Expression Using ICA (독립 요소 분석을 이용한 얼굴 표정의 매개변수화)

  • Song, Ji-Hey;Shin, Hyun-Joon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.1
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    • pp.7-15
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    • 2009
  • In this paper, a novel framework that synthesizes and clones facial expression in parameter spaces is presented. To overcome the difficulties in manipulating face geometry models with high degrees of freedom, many parameterization methods have been introduced. In this paper, a data-driven parameterization method is proposed that represents a variety of expressions with a small set of fundamental independent movements based on the ICA technique. The face deformation due to the parameters is also learned from the data to capture the nonlinearity of facial movements. With this parameterization, one can control the expression of an animated character's face by the parameters. By separating the parameterization and the deformation learning process, we believe that we can adopt this framework for a variety applications including expression synthesis and cloning. The experimental result demonstrates the efficient production of realistic expressions using the proposed method.

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Design and Implementation of 3D Visualization System for Real-time Environmental Sensor Data (실시간 환경 센서 데이터의 3차원 시각화 시스템 설계 및 구현)

  • Kim, KyeongOg;Ban, KyeongJin;Ryu, NamHoon;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.783-787
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    • 2007
  • Although data analysis in earlier days had been sufficiently done only by character user interface, users of these days are more used to the graphic user interface and the requirements for the user interface are gradually varying and increasing. In order to meet users' various wants and needs and to develop well-equipped interface, not only software developers but also professional designers who can complement the technique of the developers are needed. But in reality there are many restrictions and difficulties for developers and designers to work together cooperatively. Moreover, developing user interface in use of 3D type of graphics and animation techniques causes the rise of the developing cost. The thesis attempts to design and implement 3D visualization for real-time sensor data collected by the various environmental sensor and measuring devices, by using WPF (Window Presentation Foundation) which can make both developers and designers work together cooperatively and which makes it possible to implement various multimedia functions such as a 2D and 3D type of graphics, animation techniques, and an acoustic effect.

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A Case Study of Fluid Simulation in the Film 'Sector 7' (사례연구: 영화 '7광구'의 유체 시뮬레이션)

  • Kim, Sun-Tae;Lee, Jeong-Hyun;Kim, Dae-yeong;Park, Yeong-Su;Jang, Seong-Ho;Hong, Jeong-Mo
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.3
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    • pp.17-27
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    • 2012
  • In this paper, we describe a case study of the film 'Sector 7' which was produced by technologies applied fluid simulation. For the CG scenes in the movie which include highly detailed fluid motions, we used smoothed particle hydrodynamics(SPH) technique to express subtle movements of seawater from a crashed huge tank, and used hybrid simulation method of particles and levelsets to describe bursting water from a submarine's broken canopy. We also used detonation shock dynamics(DSD) technique for detailed flame simulations to produce a burning monster, the film"s main character. At this point, the divergence-free vortex particle method was applied to conserve the incompressible property of fluids. In addition, we used an upsampling method to achieve more efficient video production. Consequently, we could produce the high-quality visual effects by using the domestic technologies.

Data-driven Facial Expression Reconstruction for Simultaneous Motion Capture of Body and Face (동작 및 효정 동시 포착을 위한 데이터 기반 표정 복원에 관한 연구)

  • Park, Sang Il
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.3
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    • pp.9-16
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    • 2012
  • In this paper, we present a new method for reconstructing detailed facial expression from roughly captured data with a small number of markers. Because of the difference in the required capture resolution between the full-body capture and the facial expression capture, they hardly have been performed simultaneously. However, for generating natural animation, a simultaneous capture for body and face is essential. For this purpose, we provide a method for capturing the detailed facial expression only with a small number of markers. Our basic idea is to build a database for the facial expressions and apply the principal component analysis for reducing the dimensionality. The dimensionality reduction enables us to estimate the full data from a part of the data. We justify our method by applying it to dynamic scenes to show the viability of the method.