• Title/Summary/Keyword: Motion Capture Animation

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The Multi-marker Tracking for Facial Animation (Facial Animation을 위한 다중 마커의 추적)

  • 이문희;김철기;김경석
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.553-557
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    • 2001
  • 얼굴 표정을 애니메이션하는 것은 얼굴 구조의 복잡성과 얼굴 표면의 섬세한 움직임으로 인해 컴퓨터 애니메이션 분야에서 가장 어려운 분야로 인식되고 있다. 최근 3D 애니메이션, 영화 특수효과 그리고 게임 제작시 모션 캡처 시스템(Motion Capture System)을 통하여 실제 인간의 동작 및 얼굴 표정을 수치적으로 측정해내어 이를 실제 애니메이션에 직접 사용함으로써 막대한 작업시간 및 인력 그리고 자본을 획기적으로 줄이고 있다. 그러나 기존의 모션 캡처 시스템은 고속 카메라를 이용함으로써 가격이 고가이고 움직임 추적에서도 여러 가지 문제점을 가지고 있다. 본 논문에서는 일반 저가의 카메라와 신경회로망 및 영상처리기법을 이용하여 얼굴 애니메이션용 모션 캡처 시스템에 적응할 수 있는 경제적이고 효율적인 얼굴 움직임 추적기법을 제안한다.

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Digital Acting Method (디지털 연기 연구)

  • Park, Hoyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.205-212
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    • 2018
  • Learning how to express and express the characteristics of acting expressions required by different media is easy to express the acting required in various mediums. The style of acting required by each medium is different depending on the characteristics of the medium. In particular, digital acting using computer graphics technology expresses actors as if they are in the space by imagining the imaginary space. Through computer graphics post-production, the actual space that will be visible on the final screen is completed and creates a story based on the actual situation. The role of digital actors in applying motion capture to movies is becoming increasingly important. Natural cross-reaction acting between live-action actors and digital character actors has become a trend in animation films where only digital actors appear. In animation films, a real actor plays a major role in connecting the characters of a digital actor. The core of a digital actor is the realization of a unique character performance. In the era of trans-media, the importance of digital acting is increasing day by day.

Learning Multi-Character Competition in Markov Games (마르코프 게임 학습에 기초한 다수 캐릭터의 경쟁적 상호작용 애니메이션 합성)

  • Lee, Kang-Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.2
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    • pp.9-17
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    • 2009
  • Animating multiple characters to compete with each other is an important problem in computer games and animation films. However, it remains difficult to simulate strategic competition among characters because of its inherent complex decision process that should be able to cope with often unpredictable behavior of opponents. We adopt a reinforcement learning method in Markov games to action models built from captured motion data. This enables two characters to perform globally optimal counter-strategies with respect to each other. We also extend this method to simulate competition between two teams, each of which can consist of an arbitrary number of characters. We demonstrate the usefulness of our approach through various competitive scenarios, including playing-tag, keeping-distance, and shooting.

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3-dimensional Coordinate Measurement by Pulse Magnetic Field Method (자기적 방법을 이용한 3차원 좌표 측정)

  • Im, Y.B.;Cho, Y.;Herr, H.B.;Son, D.
    • Journal of the Korean Magnetics Society
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    • v.12 no.6
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    • pp.206-211
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    • 2002
  • We have constructed a new kind of magnetic motion capture sensor based on the pulse magnetic field method. 3-orthogonal magnetic pulse fields were generated in turns only one period of sinusoidal waveform using 3-orthogonal magnetic dipole coils, ring counter and analog multiplier. These pulse magnetic fields were measured with 3-orthogonal search coils, of which induced voltages by the x-, y-, and l-dipole sources using S/H amplifier at the time position of maximum induced voltage. Using the developed motion capture sensor, we can measure position of sensor with uncertainty of ${\pm}$0.5% in the measuring range from ${\pm}$0.5 m to ${\pm}$1.5 m.

Automatic Pose similarity Computation of Motion Capture Data Through Topological Analysis (위상분석을 통한 모션캡처 데이터의 자동 포즈 비교 방법)

  • Sung, Mankyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.5
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    • pp.1199-1206
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    • 2015
  • This paper introduces an algorithm for computing similarity between two poses in the motion capture data with different scale of skeleton, different number of joints and different joint names. The proposed algorithm first performs the topological analysis on the skeleton hierarchy for classifying the joints into more meaningful groups. The global joints positions of each joint group then are aggregated into a point cloud. The number of joints and their positions are automatically adjusted in this process. Once we have two point clouds, the algorithm finds an optimal 2D transform matrix that transforms one point cloud to the other as closely as possible. Then, the similarity can be obtained by summing up all distance values between two points clouds after applying the 2D transform matrix. After some experiment, we found that the proposed algorithm is able to compute the similarity between two poses regardless of their scale, joint name and the number of joints.

Iguana motion synthesis using soft body simulation (연체 시뮬레이션 기반 이구아나 동작 생성)

  • Moon, Jaeseok;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.1
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    • pp.33-38
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    • 2017
  • In this paper, we suggest a method to simulate high-quality iguana animation by using low-quality motion capture data. Iguana motion data captured using a small number of markers cannot express its movement precisely, and even with a realistic skin mesh, it shows unnatural movement because of limited degrees of freedom. In order to solve this problem, we propose to simulate a natural and flexible movement by applying a soft-body simulation technique which models the movement of an iguana according to muscle forces and body's elastic forces. We construct a motion graph from the motion capture data to describe the iguana's various movements, and utilize it to select appropriate movements when the iguana moves. A target point on a terrain is set from the user's input, and a graph path is planned based on it. As a result, the input movement of iguana walking on a flat ground transforms to a movement that is adapted in an online manner to the irregular heights of the terrain. Such a movement is used to calculate the ideal muscle lengths that are needed for soft-body simulation. Lastly, a tetrahedral mesh of the iguana is physically simulated to adapt to various situations by applying a soft-body simulation technique.

A Study on the Transition of the Grotesque Expression Method in Animation (애니메이션에 나타난 그로테스크 표현방법 추이 연구)

  • 이종한
    • Archives of design research
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    • v.17 no.3
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    • pp.51-60
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    • 2004
  • The esthetics of 'grotesque' and its entertaining values have many things in common with the characteristics and properties of animation as a medium of expression. The ways to express grotesque images in animation have expanded its realm of expression with the development of modern image digitalization technologies. The grotesque images that were expressed by the combination of photographs and animations and objet animations have been developing its disharmony in a more realistic manner with full 3D animation technology and realistic motions of virtual characters with motion capture. The subject matter also has become more diverse with the advance of modern scientific civilization. An example is the appearance of Cyborg(cybernetic+organism) characters and the grotesque images in the modern times mainly start to appear in animations dealing with the isolation of human beings among its characteristics. Also, the changes of the expression methods of grotesque images along with the development of visual technology development in the future will transform its methodological forms by changing its expression methods to VR forms and interactive visuals. Thus it is expected that the grotesque images and characteristics will change into a visual genre which emphasizes dehumanization.

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Uniform Posture Map Algorithm to Generate Natural Motion Transitions in Real-time (자연스러운 실시간 동작 전이 생성을 위한 균등 자세 지도 알고리즘)

  • Lee, Bum-Ro;Chung, Chin-Hyun
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.549-558
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    • 2001
  • It is important to reuse existing motion capture data for reduction of the animation producing cost as well as efficiency of producing process. Because its motion curve has no control point, however, it is difficult to modify the captured data interactively. The motion transition is a useful method to reuse the existing motion data. It generates a seamless intermediate motion with two short motion sequences. In this paper, Uniform Posture Map (UPM) algorithm is proposed to perform the motion transition. Since the UPM is organized through quantization of various postures with an unsupervised learning algorithm, it places the output neurons with similar posture in adjacent position. Using this property, an intermediate posture of two active postures is generated; the generating posture is used as a key-frame to make an interpolating motion. The UPM algorithm needs much less computational cost, in comparison with other motion transition algorithms. It provides a control parameter; an animator could control the motion simply by adjusting the parameter. These merits of the UPM make an animator to produce the animation interactively. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. The motion transition algorithm proposed in this paper could be applied to the various fields such as real time 3D games, virtual reality applications, web 3D applications, and etc.

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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.

Development of Smart Phone App. Contents for 3D Sign Language Education (3D 수화교육 스마트폰 앱콘텐츠 개발)

  • Jung, Young Kee
    • Smart Media Journal
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    • v.1 no.3
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    • pp.8-14
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    • 2012
  • In this paper, we develope the smart phone App. contents of 3D sign language to widen the opportunity of the korean sign language education for the hearing-impaired and normal people. Especially, we propose the sign language conversion algorithm that automatically transform the structure of Korean phrases to the structure of the sign language. Also, we implement the 3D sign language animation DB using motion capture system and data glove for acquiring the natural motions. Finally, UNITY 3D engine is used for the realtime 3D rendering of sign language motion. We are distributing the proposed App. with 3D sign language DB of 1,300 words to the iPhone App. store and Android App. store.

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