• Title/Summary/Keyword: Computer Graphics

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A Study on the Establishment of a Production Pipeline Imported 3D Computer Graphics for Clay Characters (3D 컴퓨터그래픽을 도입한 클레이 캐릭터 제작 공정 개발에 관한 연구)

  • Kim, Jung-Ho
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1245-1257
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    • 2008
  • The establishment of a production pipeline imported 30 computer graphics is suggested in this paper to improve the efficiency of existing production pipeline of clay animation. The point is that the process of building clay characters that remains labor intensive among the existing procedures is replaced by the process of creating computer generated characters. In order to create characters out of clay by means of 30 computer graphics, a diffuse map and displacement map are made of an oil-based clay according to the UVW coordination of polygon modeling, which is the same color and kind of clay used to make a clay character. In addition, a panoramic HDRI recording system is developed to record the lighting information of shooting environment for miniature sets, which is imported in 3D computer graphic tools as digital light source. On account of the new production pipeline, a hyper realistic rendering image can be produced, and at the same time it improves the traditional pipeline of stop motion animation that is know-how based procedure of a complete artist by the engineering approach to the automatic process.

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Introduction to Visual Analytics Research (비주얼 애널리틱스 연구 소개)

  • Oh, Yousang;Lee, Chunggi;Oh, Juyoung;Yang, Jihyeon;Kwag, Heena;Moon, Seongwoo;Park, Sohwan;Ko, Sungahn
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.5
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    • pp.27-36
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    • 2016
  • As big data become more complex than ever, there has been a need for various techniques and approaches to better analyze and explore such big data. A research discipline of visual analytics has been proposed to help users' visual data analysis and decision-making. Since 2006 when the first symposium of visual analytics was held, the visual analytics research has become popular as the advanced technology in computer graphics, data mining, and human-computer interaction has been incorporated in visual analytics. In this work we introduce the visual analytics research by reviewing and surveying the papers published in IEEE VAST 2015 in terms of data and visualization techniques to help domestics researchers' understanding on visual analytics.

Efficient GPU Isosurface Ray-casting of BCC Datasets (효율적인 BCC 볼륨 데이터의 GPU 등가면 광선투사법)

  • Kim, Minho;Kim, Hyunjun;Sarfaraz, Aaliya
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.2
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    • pp.19-27
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    • 2013
  • This paper presents a real-time GPU (Graphics Processing Unit) isosurface ray-caster that improves the performance by 4-7 folds from our previous method, while keeping the superior visual quality. Such an improvement is achieved by incorporating an efficient empty-space skipping scheme and an analytic normal computation. The empty-space skipping scheme is done by building an min/max octree computed from the BB(Bernslein-B$\acute{e}$zier)-form of spline pieces and the analytic normal Formula provides not only a nice visual quality but also an improved evaluation performance.

An X-ray Image Panorama System Using Robust Feature Matching and Per ception-Based Image Enhancement

  • Wang, Weiwei;Gwun, Oubong
    • Journal of Korea Multimedia Society
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    • v.15 no.5
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    • pp.569-576
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    • 2012
  • This paper presents an x-ray medical image panorama system which can overcome the smallness of the images that exist on a source computer during remote medical processing. In the system, after the standard medical image format DICOM is converted to the PC standard image format, a MSR algorithm is used to enhance X-ray images of low quality. Then SURF and Multi-band blending are applied to generate a panoramic image. Also, this paper evaluates the proposed SURF based system through the average gray value error and image quality criterion with X-ray image data by comparing with a SIFT based system. The results show that the proposed system is superior to SIFT based system in image quality.

Multi-user Multi-purpose 3D Simulation Engine (다자참여 다목적 3차원 시뮬레이션 엔진)

  • Koh, Wook
    • Journal of the Korea Computer Graphics Society
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    • v.1 no.2
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    • pp.273-278
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    • 1995
  • 실시간 3차원 렌더링(real-time 3D rendering)은 멀티미디어와 그래픽 반도체 기술의 발달로 PC와 게임전용기에서 급속히 확산되고 있는 추세이며 응용소프트웨어의 개발과 이를 지원할 수 있는 기술 개발은 매우 중요한 과제이다. 본 논문에서는 다자참여 (multi-user)와 다목적(multi-purpose) 활용이 가능한 고성능 3차원 시뮬레이션 엔진 소프트웨어의 구현 방법을 제시한다. 또한 데이터베이스 구축을 하기위한 도구의 구성과 다목적 활용을 위한 재구성(reconfiguration) 방법을 제시한다.

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Script-based goal directed animation system (스크립트기반 목표지향적 애니메이션 시스템)

  • Moon, Sung-Kwang;Cho, Jung-Hee;Jung, Moon-Ryul;Paik, Doo-Won
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.2
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    • pp.45-52
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    • 1996
  • 키프레임 방식의 3차원 애니메이션 시스템은 애니메이터가 관절을 가진 복합물체에 대해 주요 장면의 각 관절각을 지정하면 애니메이션 시스템이 보간을 이용하여 중간 동작을 생성한다. 이 경우 애니메이션 생성 작업이 애니메이터의 기술에 전적으로 의존하기 때문에 작업의 효율이 떨어지는 문제가 발생한다. 본 논문은 애니메이터가 몸의 주요 부위의 목표 위치나 목표 방향만 지정하면 중간동작을 자동적으로 생성하는 스크립트 기반의 목표지향적 애니메이션 시스템을 설계하고 구현하는 방법에 대해 기술한다.

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Geometric Reparametization of Regular Plane Polynomial Pythagorean Hodograph Curves

  • Kim, Gwang-II
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.1
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    • pp.19-25
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    • 2001
  • In this paper, we study the special geometric reparametization of the (plane polynomial) Pythagorean Hodograph curves in the view point of their roots. The PH curves are completely determined by the roots of their hodographs. we show that the loci of roots of the PH curves satisfy some interesting geometric properties.

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A Simple Method for Hairstyle Modeling and Animation (자연스러운 머리카락 모델링 및 애니메이션)

  • Kim, Jinsoo;Lee, Doowon;Ko, Hyeongseok
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.1
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    • pp.35-40
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    • 1999
  • 본 논문에서는 머리카락의 모델링 및 애니메이션을 다룬다. 자연스러운 머리모양의 모델링을 위한 방법을 제시하고 디자인된 머리카락의 애니메이션을 구현한다. 빠른 구현을 위하여 역동적인 충돌감지법을 제안하고 머리카락을 군으로 나누어서 다룬다.

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Real-time Motion Retargetting (실시간 동작 변환)

  • Choe, Gwang-Jin;Go, Hyeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.2
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    • pp.25-32
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    • 1999
  • 본 논문은 한 캐릭터의 동작을 다른 캐릭터에게도 이용 가능하도록 실시간으로 동작을 변환하는 알고리즘을 제시한다. 본 알고리즘은 작업 우선 순위를 고려한 폐루프 역 변화율 제어(closed-loop inverse rate control)에 기반하고 있다. 최우선 순위의 작업으로서 캐릭터간의 앤드이펙터들의 궤적의 차이를 줄이도록 하고, 다음 우선 순위의 작업으로 잉여 자유도를 이용하여 캐릭터간의 관절각의 차이를 최소화함으로서 전체 동작 변환이 수행된다. 동작 변환은 온라인으로 이루어지므로 모션 캡쳐시 변환되는 동작을 화면상에서 실시간으로 볼 수 있다. 따라서 동작을 수행하는 사람이 원하는 결과가 얻어질 때까지 화면을 보면서 동작을 변화시킬 수 있으며 이는 오프라인 알고리즘에 비해 보다 효과적인 인터액션을 가능하게 한다.

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