• Title/Summary/Keyword: Computer Graphic

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Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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A new method to measure the accuracy of intraoral scanners along the complete dental arch: A pilot study

  • Iturrate, Mikel;Lizundia, Erlantz;Amezua, Xabier;Solaberrieta, Eneko
    • The Journal of Advanced Prosthodontics
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    • v.11 no.6
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    • pp.331-340
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    • 2019
  • PURPOSE. The purpose of this study is to assess the accuracy of three intraoral scanners along the complete dental arch and evaluate the feasibility of the assessment methodology for further in vivo analysis. MATERIALS AND METHODS. A specific measurement pattern was fabricated and measured using a coordinate measuring machine for the assessment of control distances and angles. Afterwards, the pattern was placed and fixed in replica of an upper jaw for their subsequent scans (10 times) using 3 intraoral scanners, namely iTero Element1, Trios 3, and True Definition. 4 reference distances and 5 angles were measured and compared with the controls. Trueness and precision were assessed for each IOS: trueness, as the deviation of the measures from the control ones, while precision, as the dispersion of measurements in each reference parameter. These measurements were carried out using software for analyzing 3-dimensional data. Data analysis software was used for statistical and measurements analysis (α=.05). RESULTS. Significant differences (P<.05) were found depending on the intraoral scanner used. Best trueness values were achieved with iTero Element1 (mean from 10 ± 7 ㎛ to 91 ± 63 ㎛) while the worst values were obtained with Trios3 (mean from 42 ± 23 ㎛ to 174 ± 77 ㎛). Trueness analysis in angle measurements, as well as precision analysis, did not show conclusive results. CONCLUSION. iTero Element1 was more accurate than the current versions of Trios3 and True Definition. Importantly, the proposed methodology is considered reliable for analyzing accuracy in any dental arch length and valid for assessing both trueness and precision in an in vivo study.

A Study on Material Analysis with Usability for Virtual Costume Hanbok in Digital Fashion Show (디지털 패션쇼를 위한 가상 한복 재질분석 및 사용성 연구)

  • Ahn, Duckki;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.351-358
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    • 2017
  • This study seeks to propose the virtual costume's pipeline production in digital fashion show which is based on the unique characteristic combining computer graphic technology and traditional fashion design. This study analyzed the fabric materials based on Korean traditional costume to create a virtual Hanbok for the digital fashion show, and conducted the group of professional's satisfaction statistics through the experiment to verify the realistic usability. The contents of primary process of producing virtual Korean costume is analyzed by summarizing the thickness, weight, and color as the three essential fabric properties required for virtual Hanbok. In addition, virtual costumes are compared with real Hanbok based on the usability survey to evaluate the positive research result by forty graphic experts. The purpose of this study is to present the guideline of essential material analysis of the fabrication to digital fashion show in the virtual clothing production.

A study on 3D Pottery Modeling based on Web (웹기반 3D 도자기 모델링에 관한 연구)

  • Park, Gyoung Bae
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.12
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    • pp.209-217
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    • 2012
  • In this paper, I proposed new system that a user makes modeling 3D symmetric pottery using mouse and can confirm the result immediately in internet browser. The main advantage of proposed system is that users who have no specialized knowledge about 3D graphic can easily create 3D objects. And a user can use it that has only PC connected network and mouse without additional devices as like expensive haptic and camera device. For developing proposed system, VRML/X3D that is International Standard language for virtual reality and 3D graphics was used. Because it was born based on internet that is different from other 3D graphic languages, it was able to interact and navigate with users. With those features and high completeness of 3D pottery realization using mouse considered, the system may be useful and is superior in performance to other pottery modeling system.

Design of the 5-band Digital Audio Graphic Equalizer adopted Automatic Gain Controller (자동 이득 제어기를 적용한 5-밴드 디지털 오디오 그래픽 이퀄라이저 설계)

  • 김태형;김환용
    • Journal of the Korea Computer Industry Society
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    • v.3 no.1
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    • pp.27-34
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    • 2002
  • There is much interest on information communications owing to the rapid development of network and IT(Information Technology). Analog signals are converted into digital signals for information communications. However, it is very difficult to completely erase the distortion induced during the conversion of analog signals such as voices and images into digital signals. Existing audio graphic equalizer requires very complex processes to calculate the gain and coefficients of the higher-order filter which is required to generate natural sound and to satisfy the need of each person. Unfortunately it is uneconomical and very difficult to embed the existing digital audio equalizer in the system because of the complexity of the existing digital audio equalizer for high quality sound. This paper discusses the design of a new digital audio graphic equalizer(DAGEQ) which can improve system performance and the quality of audio sound, and can be embedded in the system. This new DAGEQ is designed so that the gain can be controlled automatically. The automatic control of coefficients and gain empowers real time processing and the improvement of audio quality.

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Study on a Model-based Design Technique for Monitoring and Control of a Vehicle Cluster (자동차 클러스터의 감시 및 제어를 위한 모델기반설계 기법 연구)

  • Kim, Dong Hun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.27 no.1
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    • pp.35-41
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    • 2017
  • This paper presents the development of a monitoring and control system for a vehicle cluster using a model-based design technique. For MBD(model-based design), MATLAB GUI(Graphic User Interface), M programs, simulink, state flow, and tool boxes are used to monitor a number of data such as warning, interrupts, and etc. connected to a real vehicle cluster. As a monitoring tool, a PC(Personal Computer) station interworks with the real vehicle cluster through the interface commands of tool boxes. Thus, unlike existing text-based designs, the MBD based vehicle cluster system provides very easy algorithm updates and addition, since it offers a number of blocks and state flow programs for each functional actions. Furthermore, the proposed MBD technique reduces the required time and cost for the development and modification of a vehicle cluster, because of verification and validation of the cluster algorithm on the monitor through a PC.

A Study on Implementation of Motion Graphics Virtual Camera with AR Core

  • Jung, Jin-Bum;Lee, Jae-Soo;Lee, Seung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.85-90
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    • 2022
  • In this study, to reduce the time and cost disadvantages of the traditional motion graphic production method in order to realize the movement of a virtual camera identical to that of the real camera, motion graphics virtualization using AR Core-based mobile device real-time tracking data A method for creating a camera is proposed. The proposed method is a method that simplifies the tracking operation in the video file stored after shooting, and simultaneously proceeds with shooting on an AR Core-based mobile device to determine whether or not tracking is successful in the shooting stage. As a result of the experiment, there was no difference in the motion graphic result image compared to the conventional method, but the time of 6 minutes and 10 seconds was consumed based on the 300frame image, whereas the proposed method has very high time efficiency because this step can be omitted. At a time when interest in image production using virtual augmented reality and various studies are underway, this study will be utilized in virtual camera creation and match moving.

지리정보시스템을 위한 기존지도의 수치화에 관한 소개

  • 이현우
    • Computational Structural Engineering
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    • v.4 no.2
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    • pp.32-35
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    • 1991
  • 컴퓨터가 발명된 초기에는 대부분 수식계산 처리만이 목적이었으나, 현재는 계산처리의 용도는 물론이고, M.I.S.(Management Information System), 자료의 생성.보관.처리.관리, Computer Graphics에 널리 이용되고 있으며 A.T.(Artificial Interligence), N.N.(Neural Network)까지 활용, 발전되어가고 있는 추세이다. 본 글에서는 현재 국내에서 부상하고 있는 G.I.S.(Geographic Information System)의 소개와 G.I.S.에서 필요로 하는 기존지도의 수치화(Digital Mapping)의 방법과정을 설명하고자 한다.

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산업설계에의 컴퓨터 응용

  • 정원량
    • 전기의세계
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    • v.28 no.8
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    • pp.34-44
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    • 1979
  • The article is organized as follows: In Section 2, the functions involved in the total design process are discussed in terms of five phases and the term IGCAD (interactive graphic computer aided design) is introduced. Section 3 is devoted to the discussion of the IGCAD system and turns out to be the longest section. We discuss two particular examples of IGCAD applications and the benefits of IGCAD methodology in Section 4.

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