• Title/Summary/Keyword: Realistic 3D Animation

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A Study on the Features for Filming and Directing of the Digital Stereoscopic Animation Films (디지털 3차원입체 애니메이션의 촬영과 연출 특성에 관한 연구)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.15
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    • pp.237-249
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    • 2009
  • Interest in and study on 3 dimensional pictures has been continued since visual media showing moving images was invented. From simple anaglyph wearing glasses to hologram making perfect 3 dimensional objects by recording phase data of reflected light, as well as amplitude and wave, speed and scope of technical development are quicker and wider, respectively. However, despite such development of technology, there is still lack of study on aesthetical, industrial and contents developing area, except for technology of 3 dimensional images. Unlike the interest in 3 dimensional images, even a theoretical frame for the approach to theoretical areas of 3 dimensional images has not been established. Especially, few experiment and study on directing aesthetics have been conducted, with exception of areas in entertainment documentaries for 3 dimensional feeling or some latest 3D animations. As a result, this study will try to find alternatives to directing aesthetics of realistic 3 dimensional movies to be developed in future by studying directing grammar and aesthetics of digital 3 dimensional movies and finding and analyzing difference between 3 dimensional images and 2 dimensional images drawn on the plane.

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On Natural Motion Editing by a Geometric Mean Filter (기하학적 평균 필터에 의한 자연스러운 움직임 편집)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.4 no.2
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    • pp.31-37
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    • 2003
  • Recently, motion capture has become one of the most promising technologies in animation. Realistic motion data can be captured by recording the movement of a real actor with an optical or magnetic motion capture system. This paper deals with motion editing by a geometric mean filter. Since the captured motion has some noises that cause a jerky motion, it needs a smoothing process to make it natural. A geometric mean filter is proposed to produce natural motions without jerky motions. Experimental results show that the geometric mean filter can effectively remove noises that cause a jerky motion and it can guarantee the most natural motions among various spatial filters. This method could be applied to the various fields such as real time animation, virtual reality applications, 3D applications, and etc.

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On Natural Motion Editing by a Geometric Mean Filter (기하학적 평균 필터에 의한 자연스러운 움직임 편집)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.5 no.2
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    • pp.41-47
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    • 2004
  • Recently, motion capture has become one of the most promising technologies in animation. Realistic motion data can be captured by recording the movement of a real actor with an optical or magnetic motion capture system. This paper deals with motion editing by a geometric mean filter. Since the captured motion has some noises that cause a jerky motion, it needs a smoothing process to make it natural. A geometric mean filter is proposed to produce natural motions without jerky motions. Experimental results show that the geometric mean filter can effectively remove noises that cause a jerky motion and it can guarantee the most natural motions among various spatial filters. This method could be applied to the various fields such as real time animation, virtual reality applications, 3D applications, and etc.

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An Efficient Walkthrough from Two Images using Spidery Mesh Interface and View Morphing (Spidery 매쉬 인터페이스와 뷰 모핑을 이용한 두 이미지로부터의 효율적인 3차원 애니메이션)

  • Cho, Hang-Shin;Kim, Chang-Hun
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.2
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    • pp.132-140
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    • 2001
  • This paper proposes an efficient walktlu-ough animation from two images of the same scene. To make animation easily and fast, Tour Into the Picture(TIP) enables walkthrough animation from single image but lacks the reality of its foreground object when the viewpoint moves from side to side, and view morphing uses only 2D transition between two images but restricts its camera path on the line between two views. By combining advantages of these two image-based techniques, this paper suggests a new virtual navigation technique which enable natural scene transformation when the viewpoint changes in the side-to-side direction as well as in the depth direction. In our method, view morphing is employed only in foreground objects , and background scene which is perceived carelessly is mapped into cube-like 3D model as in TIP, so as to save laborious 3D reconstruction costs and improve visual realism simultaneously. To do this, we newly define a camera transformation between two images from the relationship of the spidery mesh transformation and its corresponding 3D view change. The result animation shows that our method creates a realistic 3D virtual navigation using a simple interface.

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3D Character Motion Synthesis and Control Method for Navigating Virtual Environment Using Depth Sensor (깊이맵 센서를 이용한 3D캐릭터 가상공간 내비게이션 동작 합성 및 제어 방법)

  • Sung, Man-Kyu
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.827-836
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    • 2012
  • After successful advent of Microsoft's Kinect, many interactive contents that control user's 3D avatar motions in realtime have been created. However, due to the Kinect's intrinsic IR projection problem, users are restricted to face the sensor directly forward and to perform all motions in a standing-still position. These constraints are main reasons that make it almost impossible for the 3D character to navigate the virtual environment, which is one of the most required functionalities in games. This paper proposes a new method that makes 3D character navigate the virtual environment with highly realistic motions. First, in order to find out the user's intention of navigating the virtual environment, the method recognizes walking-in-place motion. Second, the algorithm applies the motion splicing technique which segments the upper and the lower motions of character automatically and then switches the lower motion with pre-processed motion capture data naturally. Since the proposed algorithm can synthesize realistic lower-body walking motion while using motion capture data as well as capturing upper body motion on-line puppetry manner, it allows the 3D character to navigate the virtual environment realistically.

Traveler Guidance System based on 3D Street Modeling

  • Kim, Seung-Jun;Eom, Seong-Eun;Byun, Sung-Cheal;Yang, See-Moon;Ahn, Byung-Ha
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1187-1190
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    • 2004
  • This paper presents a traveler guidance system that offers 3D street information such as road types, signal light systems, street trees, buildings, etc. We consider 5x4 road system of Gangnam(in Seoul, Korea) as a test area and reflect the traveler's car-driving situation. A web server is constructed to serve traveler's driving path by switching 3D animation scenes automatically. To do batch processing of geometric data for the 3D graphical streets construction, we have extracted major street information from present GIS database and created new GIS file formats (SMF files), which contain data sessions for links, nodes, and facilities. With these files, we can render 3D navigation scenes. A number of vector calculations were performed for the geometrical consistence and texture-mapping method was used for the realistic scene generation. Finally, we have verified the effectiveness of the service by operating a test scenario. We have checked whether traveler's 2D path and 3D navigation are exactly reported after setting specific departure and destination. This system offers us well awareness of streets and takes useful role of traveler guidance.

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Telerobot control based on 3-D graphics (3차원 그래픽을 이용한 원격로보트 제어)

  • 김창회;황석용;김승호
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.1527-1530
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    • 1996
  • Telerobot system is being developed for the application to nuclear power plants by Korea Atomic Energy Research Institute. Human-machine interaction and interface are very important elements of telerobotic systems. The main purpose of this study is developing a control system based on 3-D graphic techniques for the easy user interface and realistic visual I information supply. This system possesses the abilities for (1) virtual work, environment modelling and simulation, (2) kinematic animation include redundant behavior (3) interfacing with a real robot system, (4) transformation between real and virtual mode within the same graphics system. This system is especially focused on enhancing the overall efficiency and reliably of nozzle dam installation task inside water chamber of steam generator in nuclear power plant.

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Case Study on Production for Stop-motion Animation "Galaxay Kids" (스톱모션 애니메이션 <갤럭시키즈> 제작 사례 연구)

  • Kim, Tak Hoon;Park, Jin Wan
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.444-454
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    • 2017
  • Stop-motion animation is highly valued for realistic imagery and its ability to captivate the five senses of the audience. Despite this, practical research in this area is limited to date. The long hours required to produce stop-motion animation and turn these into profits can be attributed for the lack of knowledge in this area. In production research, the matter is made worse as it is difficult to protect the intellectual property made through the collaborated efforts of students and teaching staff through each laborious stage of planning, broadcasting and making 2D models. Meanwhile as the animation industry finds the investigation of new production processes taxing, it has maintained its focus on pre-existing processes such as the use of pipeline. This paper aims to shed light on new production methods that can be used to improve the effectiveness of existing stop-motion production. In addition, by working with Taktoon Enterprises on its T.V series Galaxy Kids the paper will revise real world production methods including the traditional use of hand made models. Thus by investigating the use of graphic technology such as 3D printing the paper will be able to extend current business models. Research conducted in this paper is a necessary part of overcoming various contents production obstacles. Furthermore, it may help publicize issues faced in production leading to the discussion and sharing of new innovations.

Realistic 3D Facial Expression Animation Based on Muscle Model (근육 모델 기반의 자연스러운 3차원 얼굴 표정 애니메이션)

  • Lee, Hye-Jin;Chung, Hyun-Sook;Lee, Yill-Byung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04a
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    • pp.265-268
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    • 2002
  • 얼굴은 성별, 나이, 인종에 따라 다양한 특징을 가지고 있어서 개개인을 구별하기가 쉽고 내적인 상태를 쉽게 볼 수 있는 중요한 도구로 여겨지고 있다. 본 논문은 얼굴표정 애니메이션을 위한 효과적인 방법으로 실제얼굴의 피부조직 얼굴 근육 등 해부학적 구조에 기반한 근육기반모델링을 이용하는 방법을 소개하고자 한다. 제안하는 시스템의 구성은 얼굴 와이어프레임 구성과 폴리곤 메쉬분할 단계, 얼굴에 필요한 근육을 적용시키는 단계, 근육의 움직임에 따른 얼굴 표정생성단계로 이루어진다. 와이어프레임 구성과 폴리곤 메쉬 분할 단계에서는 얼굴모델을 Water[1]가 제안한 얼굴을 기반으로 하였고, 하나의 폴리곤 메쉬를 4등분으로 분할하여 부드러운 3D 얼굴모델을 보여준다. 다음 단계는 얼굴 표정생성에 필요한 근육을 30 개로 만들어 실제로 표정을 지을 때 많이 쓰는 부위에 적용시킨다. 그 다음으로 표정생성단계는 FACS 에서 제안한 Action Unit 을 조합하고 얼굴표정에 따라 필요한 근육의 강도를 조절하여 더 자연스럽고 실제감 있는 얼굴표정 애니메이션을 보여준다.

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Real-Time Joint Animation Production and Expression System using Deep Learning Model and Kinect Camera (딥러닝 모델과 Kinect 카메라를 이용한 실시간 관절 애니메이션 제작 및 표출 시스템 구축에 관한 연구)

  • Kim, Sang-Joon;Lee, Yu-Jin;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.269-282
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    • 2021
  • As the distribution of 3D content such as augmented reality and virtual reality increases, the importance of real-time computer animation technology is increasing. However, the computer animation process consists mostly of manual or marker-attaching motion capture, which requires a very long time for experienced professionals to obtain realistic images. To solve these problems, animation production systems and algorithms based on deep learning model and sensors have recently emerged. Thus, in this paper, we study four methods of implementing natural human movement in deep learning model and kinect camera-based animation production systems. Each method is chosen considering its environmental characteristics and accuracy. The first method uses a Kinect camera. The second method uses a Kinect camera and a calibration algorithm. The third method uses deep learning model. The fourth method uses deep learning model and kinect. Experiments with the proposed method showed that the fourth method of deep learning model and using the Kinect simultaneously showed the best results compared to other methods.