• Title/Summary/Keyword: Studio camera

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Interactive VFX System for TV Virtual Studio (TV 가상 스튜디오용 인터랙티브 VFX 시스템)

  • Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.21-27
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    • 2015
  • In this paper, we presents visual effect(water, fire, smoke) simulation and interaction system for TV virtual studio. TV virtual studio seamlessly synthesizes CG background and a live performer standing on a TV green studio. Previous virtual studios focus on the registration of CG background and a performer in real world. In contrast to the previous systems, we can afford to make new types of TV scenes more easily by simulating interactive visual effects according to a performer. This requires the extraction of the performer motion to be transformed 3D vector field and simulate fluids by applying the vector field to Navier Stokes equation. To add realism to water VFX simulation and interaction, we also simulate the dynamic behavior of splashing fluids on the water surface. To provide real-time recording of TV programs, real-time VFX simulation and interaction is presented through a GPU programming. Experimental results show this system can be used practically for realizing water, fire, smoke VFX simulation and the dynamic behavior simulation of fish flocks inside ocean.

Case Study of Animation Production using 'MetaHuman'

  • Choi, Chul Young
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.150-156
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    • 2022
  • Recently, the use of Unreal Engine for animation production is increasing. In this situation, Unreal Engine's 'MetaHuman Creator' helps make it easier to apply realistic characters to animation. In this regard, we tried to produce animations using 'MetaHuman' and verify the effectiveness and differences from the animation production process using only Maya software. To increase the efficiency of the production process, the animation process was made with Maya software. We tried to import animation data from Unreal Engine and go through the process of making animations, and try to find out if there are any problems. And we tried to compare animations made with realistic 'MetaHuman' characters and animation works using cartoon-type characters. The use of the same camera lens in realistic character animations and cartoon character animations produced based on the same scenario was judged to be the cause of the lack of realistic animation screen composition. The analysis revealed that a different approach from the existing animation camera lens selection is required for the selection of the camera lens in the production of realistic animation.

A Study on the Application of 3D Digital Technology for Fashion Design (3D 디지털 기술을 활용한 패션 디자인 개발에 관한 연구)

  • Kim, Ji-Eon
    • Journal of the Korean Society of Costume
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    • v.57 no.2 s.111
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    • pp.45-58
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    • 2007
  • This study shows that clothes are made just the same as the real thing in the virtual space through 3D digital technology. This study is significant to expand the area of fashion design in the virtual space. This study analyzes the practical use of the third dimension computer graphics in the aspect of fashion, and it is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. "Temporary bridge" is a rainbow bridge which connects nature, man and technology, and also the past, present, and future. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing rotor and texture used on 3D simulation. The conclusion are as follows : First fashion design process, which consists of design conceptualization, design definition, and computer design process, composed of body modeling, clothing modeling, texture mapping, rendering by lighting and camera establishing are compared. Second, fashion design process is applied to digital technology. Third, the method of body modeling is both that of direct modeling in 3D Studio Max and that of importing DXF file from poser. And the method of direct clothing modeling in 3D Studio Max are two methods, polygon modeling and nurbs modeling. Polygon modeling is more satisfied than nurbs modeling in the aspect of expression to clothing and round face. Forth, this study applies textures and colors transformed by photoshop on manufactured 3D Clothes. According to this result, fashion designers are able to confirm a customer or client in their design minds viewing 3D simulation by various textures. colors and angles. It is able to advance digital fashion show in the future.

An Object Tracking Method for Studio Cameras by OpenCV-based Python Program (OpenCV 기반 파이썬 프로그램에 의한 방송용 카메라의 객체 추적 기법)

  • Yang, Yong Jun;Lee, Sang Gu
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.291-297
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    • 2018
  • In this paper, we present an automatic image object tracking system for Studio cameras on the stage. For object tracking, we use the OpenCV-based Python program using PC, Raspberry Pi 3 and mobile devices. There are many methods of image object tracking such as mean-shift, CAMshift (Continuously Adaptive Mean shift), background modelling using GMM(Gaussian mixture model), template based detection using SURF(Speeded up robust features), CMT(Consensus-based Matching and Tracking) and TLD methods. CAMshift algorithm is very efficient for real-time tracking because of its fast and robust performance. However, in this paper, we implement an image object tracking system for studio cameras based CMT algorithm. This is an optimal image tracking method because of combination of static and adaptive correspondences. The proposed system can be applied to an effective and robust image tracking system for continuous object tracking on the stage in real time.

A study on the effect of introducing EBS AR production system on content (EBS AR 실감영상 제작 시스템 도입이 콘텐츠에 끼친 영향에 대한 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.711-719
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    • 2021
  • EBS has been producing numerous educational contents with traditional virtual studio production systems since the early 2000s and applied AR video production system in October 2020, twenty-years after. Although the basic concept of synthesizing graphic elements and actual image in real time by tracking camera movement and lens information is similar to the previous one but the newly applied AR video production system contains some of advanced technologies that are improved over the previous ones. Marker tracking technology that enables camera movement free and position tracking has been applied that can track the location stably, and the operating software has been applied with Unreal Engine, one of the representative graphic engines used in computer game production, therefore the system's rendering burden has been reduced, enabling high-quality and real-time graphic effects. This system is installed on a crane camera that is mainly used in a crane shot at the live broadcasting studio and applied for live broadcasting programs for children and some of the videos such as program introductions and quiz events that used to be expressed in 2D graphics were converted to 3D AR videos which has been enhanced. This paper covers the effect of introduction and application of the AR video production system on EBS content production and the future development direction and possibility.

Studio Digital Camera Characterization by Using Multiple Regression analysis Method (다중회귀분석법을 이용한 스튜디오형 디지털 카메라 칼라 보정)

  • 윤창락;조맹섭
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.395-397
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    • 1999
  • 디지털 카메라에 의해 획득된 RGB 칼라 신호는 디지털 카메라의 하드웨어적인 특성에 따라 서로 다른 값을 가지는 장비 의존적(Device Dependent) 특성을 가지며, 칼라 운영 시스템(CMS; Color Management System)이 프로파일 연결 칼라 공간(PCS:Profile Connection Space)으로 사용하는 CIE XYZ 칼라 공간에 대해 비선형적인 특성을 가진다. 본 논문에서는 디지털 카메라의 RGB 칼라 신호를 장비 독립적(Device Independent)인 CIE XYZ 칼라 공간으로 변환하는 변환 행렬을 구하는 방법을 제안한다. 변환 행렬은 비선형 다항식을 이용하여 3$\times$m의 변환 행렬을 구하고, 실험에 사용되는 칼라 샘플의 수에 따른 일반화(Generalization) 성능을 평가한다.

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Development of a Real-time Sensor-based Virtual Imaging System (센서기반 실시간 가상이미징 시스템의 구현)

  • 남승진;오주현;박성춘
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.63-71
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    • 2003
  • In sport programs, real-time virtual imaging system come into notice for new technology which can compose information like team logos, scores. distances directly on playing ground, so it can compensate for the defects of general character generator. In order to synchronize graphics to camera movements, generally two method is used. One is for using sensors attached to camera moving axis and the other is for analyzing camera video itself. KBS technical research institute developed real-time sensor-based virtual imaging system 'VIVA', which uses four sensors on pan, tilt, zoom, focus axis and controls virtual graphic camera in three dimensional coordinates in real-time. In this paper, we introduce our system 'VIVA' and it's technology. For accurate camera tracking we calculated view-point movement occurred by zooming based on optical principal point variation data and we considered field of view variation not only by zoom but also by focus. We developed our system based on three dimensional graphic environment. so many useful three dimensional graphic techniques such as keyframe animation can be used. VIVA was successfully used both in Busan Asian Games and 2002 presidential election. We confirmed that it can be used not only in the field but also in the studio programs in which camera is used within more close range.

Analysis of sight deviation between the panelists and the camera of digital broadcasting (디지털 방송 카메라와 토론자 간의 시각 편차 해석)

  • Choi, Chul-Jae;Joo, Seok-Hum;Lee, Tae-Hee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.7
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    • pp.835-840
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    • 2014
  • In this paper, we analyze the visual deviation for the sight mismatch between the digital broadcast camera during shooting and panelists due to sideways frequently the digital stopwatch for panelists who participated in the election broadcast to check the time limit. Match the sight of the on-air broadcast camera discussion and participants in the debate, such as the small studio is relatively stable. However, if a large number of participants in the discussion and broadcasting of the forum is a serious sight deviation occurring by sideways large LCD monitor stopwatch that is installed in the center. Therefore, in this paper, the number of panelists, the length of the desk, to discuss the analysis of fair value changes in accordance with the height and distance the distance between the digital stopwatch, and digital broadcast camera.

Real-Time Camera Tracking for Virtual Stud (가상스튜디오 구현을 위한 실시간 카메라 추적)

  • Park, Seong-Woo;Seo, Yong-Duek;Hong, Ki-Sang
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.7
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    • pp.90-103
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    • 1999
  • In this paper, we present an overall algorithm for real-time camera parameter extraction which is one of key elements in implementing virtual studio. The prevailing mechanical methode for tracking cameras have several disadvantage such as the price, calibration with the camera and operability. To overcome these disadvantages we calculate camera parameters directly from the input image using computer-vision technique. When using zoom lenses, it requires real time calculation of lens distortion. But in Tsai algorithm, adopted for camera calibration, it can be calculated through nonlinear optimization in triple parameter space, which usually takes long computation time. We proposed a new method, separating lens distortion parameter from the other two parameters, so that it is reduced to nonlinear optimization in one parameter space, which can be computed fast enough for real time application.

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A Real-time Augmented Video System using Chroma-Pattern Tracking (색상패턴 추적을 이용한 실시간 증강영상 시스템)

  • 박성춘;남승진;오주현;박창섭
    • Journal of Broadcast Engineering
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    • v.7 no.1
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    • pp.2-9
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    • 2002
  • Recently. VR( Virtual Reality) applications such as virtual studio and virtual character are wifely used In TV programs. and AR( Augmented Reality) applications are also belong taken an interest increasingly. This paper introduces a virtual screen system. which Is a new AR application for broadcasting. The virtual screen system is a real-time video augmentation system by tracking a chroma-patterned moving panel. We haute recently developed a virtual screen system.'K-vision'. Our system enables the user to hold and morse a simple panel on which live video, pictures of 3D graphics images can appear. All the Images seen on the panel change In the correct perspective, according to movements of the camera and the user holding the panel, in real-time. For the purpose of tracking janet. we use some computer vision techniques such as blob analysis and feature tracking. K-vision can work well with any type of camera. requiring no special add-ons. And no need for sensor attachments to the panel. no calibration procedures required. We are using K-vision in some TV programs such as election. documentary and entertainment.