• Title/Summary/Keyword: Three-dimensional animation

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Development of Bench Tester for Designing the Passive Anti-Rolling Tanks (수동형 감요수조 설계를 위한 벤치테스터 개발)

  • Lew, Jae-Moon;Kim, Hyochul
    • Journal of the Society of Naval Architects of Korea
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    • v.52 no.6
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    • pp.452-459
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    • 2015
  • It is important to use bench test results in the design process of anti-rolling tanks. Traditional bench tester is usually designed to perform only roll motions about a fixed axis and relatively small so that the viscous effects may not be neglected. Novel bench tester which could adjust the motion center to realize the coupled motion of sway and roll has been devised and manufactured therefore, large scaled bench tester could be utilized for designing the passive anti-rolling tanks. The time history of the reference signal from the rotation sensor of the bench tester have been recorded and processed to determine the phase angle to derive the Response Amplitude Operator(RAO) of the stabilized ship. The breadth of ART tank model should be large up to 2 m to diminish viscous scale effect and the vertical position of the tank can be varied with the ship's center of motion. The periods and the amplitude of roll motion can be varied from 1.5 sec to 5 sec and up to ±20°, respectively. The components of the tester was expressed in three dimensional digital mockup (DMU) and assembled together in the CAD space. The final configuration of the bench tester has been determined by confirming the smooth operation of the moving parts without interference through the animation in CAD space. New analytic logic are introduced for the determination of hydrodynamic moment and phase difference due to fluid motion in ART and verified through the test. The developed bench tester is believed to be effective and accurate for the verification of stabilization effect of ART taking into the consideration of the sway effect in the design stage.

Abstract of digital motion capture system and 3D game character animation application (디지털 모션캡쳐(Digital Motion Capture)시스템의 개요 및 3D게임 캐릭터 애니메이션 적용)

  • Choi, Tae-Jun;Lee, Dong-Lyeor;Sohn, Jong-Nam;kim, Tae-Yul
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.257-263
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    • 2006
  • Nowadays, 3-D(Three-dimensions) is used in various field such as Games, Movies, Animations etc. Especially the Role of 3-D computer graphic is being generalized by turnover of Screen from '2-dimensional' to '3-dimensional'. There are not enough data about 'Motion Capture' even though it plays main function in 3-dimensional movement. 'Motion Capture' could be also unfamiliar for people. And as a matter of fact, the use of this equipment is limited due to its high cost. Therefore, I studied the outline of Digital Motion Capture system and its application to 3-D game Character Animation. And I checked the movement of 3-D Character after transplanting the Motion Data to the 3-D Character. I acquired Motion Data by Optical Motion Capture Equipment which we possess and transplanted it into the 3-D Character then Implemented it as walking, running and hitting which are the basic motions of Expression.

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A Study on Expressing 3D Animation by Visual Direction : focused on 〈 How to train your dragon 〉 (시각적 연출에 의한 3D 입체 애니메이션 표현 연구: 〈드래곤 길들이기〉를 중심으로)

  • Kim, Jung-Hyun
    • Cartoon and Animation Studies
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    • s.26
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    • pp.1-30
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    • 2012
  • The purpose of animation is to give interesting stories to an audience through motion. To achieve the purpose, over the past century since its inception, animation has adopted many kinds of technologies, and thus developed diverse narrative methods and visual expression techniques. In addition, with the advancement of expression techniques, all elements making up animation have gradually been systemized, and at the same time, have helped express the worlds beyond the reality. As a result, people have faced the era when an audience can watch everything imaginated by an animation director on a big screen. These days, more efforts have been made in order for the audience to feel much more than enjoy pictures moving in a frame. In other words, the purpose of the animation is changing from the passive viewing of animation to feeling and sensing stuffs through the animation. In the center of the changing process is 3D technology which gives new interesting to an audience. Sometime ago, a 3D animation movie was produced in Korea. But it did not bring out box-office profits, for it failed to give satisfaction to an audience who expected high perfection and beauty being able to be rivalled to those of international 3D animation movies. The failure is attributable to the fact that the domestic 3D animation production industry is merely in the early stage, and has not sufficient human resources, technology, and experiences in producing 3D animation films. Moreover, the problem is that most studies on 3D focus on the technologies related to reenactment, but that few studies on the images, which an audience directly faces, have been conducted. Under the domestic circumstance, the study on stereoscopic image screen of , a 3D stereoscopic animation film which was released in 2010 and has been seen as the best successful 3D stereoscopic animation, is worthwhile. Thus this thesis conducted theoretical consideration and case analysis focusing on the visual direction that creates the pictures to deliver abundant three dimensional effect so that it can be used as a basic data when producing high quality-domestic 3D animation and training professional labor forces. In the result, it was found that the 3D animation was not a new area, but the area which has been expanded and changed by applying the characteristics of 3D image based on the principles of the existing media aesthetics. This study might be helpful to establish the foundation of the theoretical studies necessary for producing 3D animation contents for realizing the sense of reality.

Design of Flight Learning System Using Sketch-based Interface (스케치 인터페이스를 이용한 항공기동 학습 시스템 개발)

  • Kim, Sang-Jin;Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.771-779
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    • 2010
  • Sketch-based interface is used more and more in developing animation contents. Particularly, there has been a system where the user's sketch inputs are interpreted and presented as live motions. In this study¸ it is to design an animated flight learning system using sketch-based interface. Most of the flights include movements in three-dimensional space and have unique and complex flight patterns. In other words, the actual flight movements not only include acceleration and deceleration, rising and falling, straight or circular flying, but also may include combinations of two or more movements as they simultaneously occur such as accelerating while falling, or slowing down while rising, and so forth. And, currently existing flight learning animation system cannot present such complex flight patterns to the pilots of aircrafts or to those personnel for air-traffic controllers. Hence, it is to be shown in this study that unit-path sketch animation method can support quicker ways to create animations to present those complex flight movements, and requires lesser inputs compared to the existing frame-based animation method. Also, the flight learning system suggested uses the flight-route realization tasks to reflect complex flight patterns, and therefore creates animations close to real as possible.

Development of Basic Education Models of Stop-Motion Techniques (스톱모션 기법의 기초 교육모형 개발)

  • Yang, Se-Hyeok
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.258-269
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    • 2007
  • Stop-motion is a technique that should be in the basic stage of the animation education, as it gives a chance for students to learn a three-dimensional sense about the movement, just to name a few, as this technique can give movements to actual objects in real life. As the old animation education is consist of forms to make a short animation. most students got a situation that they should be reeducated about 'movement' at their work after graduation from the school. It is necessary to have a systematic education about basic movement for 16 weeks to solve the problem under these circumstances. Therefore this researcher came to seek a more effective way for students who aim to major in stop-motion as well as students who try to nurture their basic capability of animation. This study aimed to present the optimized education model for the basic stage of the stop-motion technique specifically around expressions such as 'walking/ free-movement/ facial expression'.

A Study on depth analysis for S3D animation (S3D 애니메이션 제작을 위한 입체 값 분석 기술)

  • Kim, Sang-hoon;hwan, Moon suk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.645-650
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    • 2015
  • In this paper, we propose the method for creating a stable stereoscopic 3D contents with the production guidelines by removing the excessive depth value and scene changes for high quality. We have developed a three-dimensional depth analysis tool for detecting the scene changes out of the production guidelines and the depth value changes excessively. The Scenes detected by depth analysis tool can be modified at the post production and it helps to make a stable stereoscopic 3D contents.

Computer Animation of Marine Process - Tsunami Events - (해양과정의 컴퓨터 동주화 -지진진파(쯔나미)의 경우-)

  • Choi, Byung-Ho;Lee, Ho-Jun;Fumihiko Imamura;Nobuo Shuto
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.5 no.1
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    • pp.19-24
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    • 1993
  • With the use of Supercomputer and engineering workstations, high quality computer graphic representation of the modeling of marine process is feasible. In this wort major tsunami events occurred during recent years were simulated by numerical models and the computed water levels were viewed as three-dimensional surfaces in an animated sequence. Photorealistic images are constructed by advanced rendering technique with light reflection and shadows. It has demonstrated that video animation of numerical results reproduced the behaviour of propagation of real tsunami events remarkably well.

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Modernist painting style in Disney animation (디즈니 애니메이션에 나타난 모더니즘 회화스타일 : 색, 형태, 공간을 중심으로)

  • Moon, Jae-Cheol;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.33
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    • pp.31-53
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    • 2013
  • In the early twentieth century, history of animation began by modern artists, they produced various experimental images with the newly invented film and cameras. Artists in the field of movie, photography, paintings and others manipulated images in motion. But as some animated movies won industrial success and popularity, they became the trend but experimental style of early animation preserved by so-called non-mainstreamers or experimental animators, counteracting commercialism. Disney animation also followed the trend by applying realistic Hollywood film style, the worse critics placed a low value on the animation and it tarnished the image, although it was profitable investment from a business standpoint. To make images realistic, they opened a drawing class that animators developed skills to imitate motions and forms from subjects in real life. Also some techniques and gizmos were used to mimic and simulate three dimensional objects and spaces, multiplane camera and compositing 3D CG images with 2D drawings. Moreover, they brought animation stories from fairly tales or folk tales, and Walt's personal interest in live-action movies, they applied Hollywood-film-like narratives and realistic visual, and harsh criticism ensued. On the surface early disney animations' potential seems to be weakened, but in reality it still exists by simplifying and exaggerating forms and color as modern arts. Disney animation employs concepts of the modernism paintings such as simplified shapes and colors to a character design, when their characters are placed together in a scene, that visual elements cause mental reaction. This modification gives a new internal experience to audiences. As conceptual colors in abstract paintings make images appeared to be flat, coloring characters with no shading make them look flat and comparing to them, background images are also appeared to be flat. On top of that, multi-perspective at background images recalls modernist paintings. This essay goes in details with the animation pioneers' works and how Disney animation developed its techniques to emulate real life and analyses color schemes, forms, and spaces in Disney animation compared with modern artists' works, in that the visual language of Disney animation reminds of impression from abstract paintings in the beginning of the twentieth centuries.

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.

Interactive 3D Visualization of Ceilometer Data (운고계 관측자료의 대화형 3차원 시각화)

  • Lee, Junhyeok;Ha, Wan Soo;Kim, Yong-Hyuk;Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.2
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    • pp.21-28
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    • 2018
  • We present interactive methods for visualizing the cloud height data and the backscatter data collected from ceilometers in the three-dimensional virtual space. Because ceilometer data is high-dimensional, large-size data associated with both spatial and temporal information, it is highly improbable to exhibit the whole aspects of ceilometer data simply with static, two-dimensional images. Based on the three-dimensional rendering technology, our visualization methods allow the user to observe both the global variations and the local features of the three-dimensional representations of ceilometer data from various angles by interactively manipulating the timing and the view as desired. The cloud height data, coupled with the terrain data, is visualized as a realistic cloud animation in which many clouds are formed and dissipated over the terrain. The backscatter data is visualized as a three-dimensional terrain which effectively represents how the amount of backscatter changes according to the time and the altitude. Our system facilitates the multivariate analysis of ceilometer data by enabling the user to select the date to be examined, the level-of-detail of the terrain, and the additional data such as the planetary boundary layer height. We demonstrate the usefulness of our methods through various experiments with real ceilometer data collected from 93 sites scattered over the country.