• Title/Summary/Keyword: VFX

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Efficient Film Post Production Process using Metadata on the eXtensible Markup Language (eXtensible MarkUp Language (XML) 기반 메타데이터를 활용한 효율적인 영화 후반 제작과정)

  • Lim, Young-Hoon;Kim, Chul-Hyun;Paik, Joon-Ki
    • Journal of Broadcast Engineering
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    • v.16 no.3
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    • pp.439-447
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    • 2011
  • In this paper, we present a novel method to use metadata based on the eXtensible Markup Language (XML) for efficient data transfer between visual effects (VFX) and film editing. For transferring data to the VFX process, image sequences such as Cineon DPX or TGA are currently used in Korean post productions. The use of image sequences tends to increase rendering time and the amount of data for repetitive file format conversions, and as a result causes inefficiency in the entire production process. On the other hand, the use of metadata on the XML can reduce time and data because the repetitive rendering processes are not needed. This method can also be used at a variety of editing and VFX programs, and provides content information for combining online contents. The development of XML-base methods on the web enables flexible combination with other types of media.

Development for a method of measurement in equilibrium sense (평형감각 측정기술의 개발)

  • 이문영;정영자;김규겸;이성호;박병림
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.03a
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    • pp.3-6
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    • 1999
  • The study was performed to evaluate the sense of equilibrium by means of rotary chair system in middle school girls with dance learning. Control of equilibrium, which is the most important function in dancing, is maintained by vestibular, visual, and proprioceptive inputs. Experimental groups were divided into trained group with dance (experimental group, 13~14 ys, n=15) and untrained group (control group, 13~14 ys, n=15). experimental group was trained by programmed dancing for 12 weeks, 45 min/day and 5 day/week. Gain of eye movement was measured for vestibulocular reflex (VOR), visual vestibular stimulation (VVOR), optokinetic stimulation(OKN), and visual fixation (VFX). The gain of eye movement at higher than 0.08 hz was significant decrease in experimental group, and VVOR showed the similar fashion to VOR. The gain in OKN and VFX was not significant difference between experimental and control groups. These results suggest that programmed training of dancing improves control of balance by adaptation of the vestibular function, and rotary chair system would be useful to evaluate the sense of equilibrium ability.

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A Study on Fabrication Technique for Realistic Bubble Effect (사실적인 기포 효과 구현을 위한 제작 기법 연구)

  • Wei, si-yuan;Hwang, Min-Sik
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.37-38
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    • 2018
  • 최근 영화와 애니메이션에서 기포가 수중에서 발생하는 장면이 많아지고 있다. 컴퓨터 그래픽 시각 효과를 사용하여 제작된 수중 기포 효과의 사실적인 수중 장면은 전반적인 효과에 영향을 미치는 중요한 요소가 된다. 물속의 환경과 융합된 기포의 특성을 분석하고 Maya를 응용한 실험과정을 통해 실감나는 기포 효과를 구현하는 것을 목표로 한다. 기술 개발과 VFX 영화의 향상으로 인해 수중 장면과 같이 직접 촬영으로 얻을 수 없는 장면을 시각효과를 통해 사실적으로 제작할 수 있다. 디지털 시각효과를 이용한 VFX 영화의 리얼리티와 생동감과 박진감 넘치는 모습을 보여 준다. 수중 환경의 사실성을 재현하기 위해 기포 효과의 사실성에 대한 요구가 높다. 기포가 있는 수중 환경은 다양한 역학 조건의 영향을 받으므로 분석과 제작을 통해 접근하는 것이 효과적이다. 본 연구는 컴퓨터 소프트웨어를 통해 수중 기포의 사실성 증대에 대한 시뮬레이션 과정을 분석한다.

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CG image product system by virtual control of simulator camera (시뮬레이터 카메라 가상제어형 VFX 영상제작시스템)

  • Du, Yi-chen;Dong, Xiao;Ko, Jae-Hyuk
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.195-200
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    • 2017
  • The purpose of this study is to provide a virtual CG - based image production system for a simulator camera. The video production system proposed in this study is designed to synchronize the virtual camera of the graphic tool with the simulator camera at the shooting site and the CG application image editing, And can be easily and easily performed through a graphic tool by being controlled virtually through a control interface. Blaze Knights, an animation created by Dongseo University, was used to illustrate the superiority of the research results by comparing the progress and the amount of work before and after the application of the system. According to the results of the research, the CG artist's work efficiency is increased, while the physical constraint is minimized when the scene of the CG application image is minimized. It is possible to produce various scenes and minimize the re- We expect the contribution to the industry to be high.

FPGA Design of Turbo Code based on MAP (MAP 기반 터보코드의 FPGA 설계)

  • Seo, Young-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.3C
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    • pp.306-313
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    • 2007
  • In this paper, we efficiently implemented turbo code algorithm in FPGA H/W(hardware) resource. The used turbo code algorithm has the characteristics; the size of constraint is 3, encoder type is 1/3, the size of random interleaver is 2048. The proposed H/W consists of MAP block for calculating alpha and delta using delta value, storing buffer for each value, multiplier for calculating lamda, and lamda buffer. The proposed algorithm and H/W architecture was verified by C++ language and was designed by VHDL. Finally the designed H/W was programmed into FPGA and tested in wireless communication environment for field availability. The target FPGA of the implemented H/W is VERTEX4 XC4VFX12-12-SF363 and it is stably operated in 131.533MHz clock frequency (7.603ns).

A Study on Video Production Method using Camera Tracking Technique (카메라 트래킹 기법을 이용한 모션그래픽 활용방안 연구)

  • Lee, Junsang;Lee, Imgeun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.727-728
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    • 2015
  • Nowadays many videos are created with motiongraphics which has new visual effects and technology. The technique try to find out the image models which maximally stimulate the memories to transfer new visual information. The image will be expressed various ways with combining graphics and real scene with the help of computer. With the advances of VFX, the real and graphic scenes are more naturally combined to make believe its real scene. In this paper the novel motiongraphic technique, which uses tracking data from camera, is proposed.

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A Study on 4D Special Effect Graphics Content Development Creative Processing and Preproduction Design : base on Special Effect Graphics of 'Namsadang' Character Preproduction Report in An-Sung (4D 특수영상에서의 캐릭터 개발과정 제작 공동 작품 연구 - 안성 특수 영상 남사당패 Pre-Production 작품 개발을 기반으로)

  • Cho, Hyun-Kyung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.153-168
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    • 2015
  • In Kyung-GI DO, An-sung, Each local autonomous entity developed the character design to inform the public relations and revitalize local economy and culture. consequently, These have got benefits with marketing local speciality related to their an-sung character; we call it name is arum, pung-mul, duck-bugi who korea traditional face characters. On the contrary, Most of old characters which have been fallen off their formative qualities became a reason that unfit (4D,3D) special film at local doom movie theater. This thesis aims to study on the character of 'namsadang' group what have been produced in ansung-si, that the show up to people about an-sung 4D Contents what local actually character and to make it more competitive through 3D,4D spacial character project developing process. It is need for new various characters, that (3D,4D-VFX) -Graphics of new an-sung'namsadang' group. that will be total different and new development. total VFX; 4-Dimantion visual graphics released in next an-sung local festival, Business prospects are bright and receiving benefits are increasing. As seen in the case of the character of in 2015, it can be a measure to earn benefits as a higher value-added business if it is managed in the local autonomous entities. In this thesis, I propose what the of character in the local special graphics; VFX style characters design. also I was show up to '4D contents character;' ; 'namsadang' group; creative processing including planing. It is possible to be ranged from special 4D series animation, a feature-length special effct cartoon film, character products, and even local doom Theme parks show up film. which are all expected high profits. These profits will be returned back to the an-sung local autonomous entity, who can use them to develop new contents, one of foundations in local economy. As a result, it is helpful to make local traits and effective tourist attractions.

A Study on Replacing Method Global Illumination Using Ambient Occlusion (Ambient Occlusion을 이용한 Global Illumination 대체기법 연구)

  • Park, Jae-Wook;Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.493-510
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    • 2014
  • From game consoles to TV and Hollywood films, 3D rendering technology is involved in various fields. Up until the late 90s, the computer image rendering method was rasterization that mainly used Phong Shading, and up until recently it was the go-to method for movies and film animation. In the 21st century, the quality provided by Ray Tracing and the development of Global Illumination was much more realistic and thus became popularized. However, despite its growing use in architectural rendering to the markets, Global Illumination in film animation and movies was limited due to its long render time. So, in this thesis, if one were to take the concept from each rendering method and consider it from a mathematical perspective, one could adapt the Ambient Occlusion's equation to the illumination loop equation used in rasterization. This algorithm modification has the capability to reflect the lighting of a diverse array of colors, like in Global Illumination, with a fast render time, as in rasterization, and the example RenderMan Shader is based upon this new algorithm. In conclusion, with Global Illumination's naturalistic lighting and rasterization's rendering speed, the combination of the best points of each is a new method with a short rendering time while producing good quality. I hope animations and films can benefit from this algorithm by the reduction of budget with an overall better quality output in VFX production.

XR Stage와 연계한 볼류메트릭 비디오 활용 전망

  • 이진서
    • Broadcasting and Media Magazine
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    • v.28 no.2
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    • pp.13-24
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    • 2023
  • 2018년도부터 국내에서 많이 알려진 Volumetric Video(이하 볼류메트릭 비디오)는 지난 몇 년간 지속적인 개발과 변화를 해왔고 최근에는 데이터의 생성 방법을 보다 쉽고 가볍게 만드는 기술이 도입되면서 아직 대중적으로 보편화된 시스템은 아니지만 지속 성장을 하고 있다. 본 논고에서는 실제 사람을 기반으로 만든 볼류메트릭 비디오와 최근 국내외에서 많이 활용되고 있는 LED Wall을 이용한 ICFVX(In Camera VFX), XR Stage와 연계한 콘텐츠 제작 사례를 중심으로 볼류메트릭 비디오의 디지털 휴먼으로서 활용도와 더 나아가 게임엔진 기반의 가상 공간에서의 볼류메트릭 비디오 기술 적용 확대에 대하여 살펴본다.

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An Adaptive FLIP-Levelset Hybrid Method for Efficient Fluid Simulation (효율적인 유체 시뮬레이션을 위한 FLIP과 레벨셋의 적응형 혼합 기법)

  • Lim, Jae-Gwang;Kim, Bong-Jun;Hong, Jeong-Mo
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.3
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    • pp.1-11
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    • 2013
  • Fluid Implicit Particle (FLIP) method is used in Visual Effect(VFX) industries frequently because FLIP based simulation show high performance with good visual quality. However in large-scale fluid simulations, the efficiency of FLIP method is low because it requires many particles to represent large volume of water. In this papers, we propose a novel hybrid method of simulating fluids to supplement this drawback. To improve the performance of the FLIP method by reducing the number of particles, particles are deployed inside thin layers of the inner surface of water volume only. The coupling between less-disspative solutions of FLIP method and viscosity solution of level set method is achieved by introducing a new surface reconstruction method motivated by surface reconstruction method[1] and moving least squares(MLS) method[2]. Our hybrid method can generate high quality of water simulations efficiently with various multiscale features.