• Title/Summary/Keyword: Water Animation

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An Efficient Method for Crown-Shaped Water Animation Using Geometric Mesh (기하적 메쉬를 이용한 왕관형 수면 애니메이션을 구현하기 위한 효율적 방법)

  • Lee, Kyung-Hoon;Park, Jinho
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.13-21
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    • 2014
  • The paper provides an efficient method for generating water crown animation. Compared to general liquid simulation, water crown animation requires tremendous computational loads. Tackling the problem, we propose a novel geometry based approach with procedural texture. Unreal engine is utilized to construct material and handle the geometric mesh combined with water texture. The experimental results demonstrate our method achieves effective performance for realistic water crown animation.

A Study on the line expression in 'The cowboy's Flute' (중국 수묵애니메이션의 예술적 특징에 관한 연구 : 특위의 <피리부는 목동>에 나타난 선적(線的) 표현을 중심으로)

  • Kim, Jeung-Yeun;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.11
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    • pp.87-104
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    • 2007
  • This paper proposes to analyze artistic characteristic based on the line expression of , Te Wei's Chinese water-ink animation. We considered the transitions of Chinese water-ink animation through Shang-hai Animation Film Studio's works which induced the dominant improvement in Chinese animations and other major animation industries internationally with the theoretical explanations about particular understanding of line concept and formative characteristics. We not only considered line expression of , aesthetic and idea etc. which are the central point of this paper but also researched the artistic possibilities through the effects of Chinese water ink and line and the relationship of animation.

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A Development and Application of the Environmental Education Program using Animation on Water for Elementary School Students (초등학생을 위한 물 환경교육 애니메이션 학습 프로그램의 개발 및 적용)

  • So, Keum-Hyun;Park, Kyung-Sook;Bae, Jin-Ho;Shim, Kew-Cheol;Yeau, Sung-Hee
    • Hwankyungkyoyuk
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    • v.23 no.1
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    • pp.64-74
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    • 2010
  • The purpose of this study was to develope the water environmental education program using animation and to examine the learning effect of the animation based learning program(ALP) on elementary school students. The program consisted of raising a question in everyday life, history and water, the present condition of water resources, the future of water and mankind, and a view and a measure of water. Following development, it was applied to 127 fifth grade students in Busan. With dividing them into two groups: the controlled group and the experimental one, lessons were executed respectively. After experiencing each class, the experimental groups showed higher recognition on importance of water, water pollution, and insufficiency of water and their attitude toward water was improved affirmatively than the controlled group.

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A Study on the Analysis of Uncanny of 3D Animation Originated from 2D Animation (2D애니메이션을 원작으로 하는 3D애니메이션의 Uncanny현상에 대한 연구)

  • Bae, sun cheol;Choi, dong-hyuk
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.83-84
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    • 2015
  • 최근 개봉하는 영화들을 살펴보면 2D Animation이었던 작품들이 3D Animation으로 제작되고 있다. 먼저 1981년 미국 NBC에서 방영된 후 2011년과 2013년에 실사합성 Animation으로 개봉된 'The Smurf'가 있고, 1999년 'Nickelodeon Kids' Choice Awards'에서 처음 방영되어 2015년 2월에 실사합성 Animation으로 극장에 개봉한 'The SpongeBob Movie: Sponge Out of Water'이 있다. 과거 만화책과 TV에서 방영되어 아주 큰 호응을 받은 작품들을 기억하는 관객들에게는 3D Animation에서 만들어지는 3D의 공간감과 입체감이 보는 관객들로 하여금 이질감을 느낄 수 있다. 본 논문은 이러한 이질감을 프로이트의 논문 '두려운 낯설음'에서 이야기한 Uncanny현상에 대입한다. 2D Animation이 원작인 작품을 3D Animation으로 만드는 데는 적지 않은 어려움이 있고 각 작품들만의 특징이 있기 때문에, 본 연구를 통해서 2D Animation을 원작으로 하는 3D Animation작품에서 감상하는 관객들로 하여금 이질감을 느끼는 Uncanny현상이 작품에 미치는 영향 대한 연구 결과를 도출하고자 한다.

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facial Expression Animation Using 3D Face Modelling of Anatomy Base (해부학 기반의 3차원 얼굴 모델링을 이용한 얼굴 표정 애니메이션)

  • 김형균;오무송
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.2
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    • pp.328-333
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    • 2003
  • This paper did to do with 18 muscle pairs that do fetters in anatomy that influence in facial expression change and mix motion of muscle for face facial animation. After set and change mash and make standard model in individual's image, did mapping to mash using individual facial front side and side image to raise truth stuff. Muscle model who become motive power that can do animation used facial expression creation correcting Waters' muscle model. Created deformed face that texture is dressed using these method. Also, 6 facial expression that Ekman proposes did animation.

Animation construction and application example by the post-processing of PIV data (PIV데이터의 post-processing에 의한 애니메이션 제작 및 적용예)

  • Kim, M.Y.;Choi, J.W.;Lee, H.;Lee, Y.H.
    • Proceedings of the KSME Conference
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    • 2000.04b
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    • pp.655-660
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    • 2000
  • Animation technique from the PIV database is particularly emphasized to give macroscopic and quantitative description of complex flow fields. This paper shows animation construction and application example for the post-processing of PIV data. As examples, first case is a pitching airfoil immersed in tree surface water circulating tunnel. Second case is a wake of a model-ship. Third case of PIV data is a large scale surface flow field. Obtained images are processed in time sequence by PIV exclusive routines where an efficient and reliable cross correlation algorithm is included for vector identification. All. animation Jobs are implemented completely on single personal computer environment. Compressed digital images are obtained initially by Motion-JPEG board and various An files are finally obtained through graphic processes.

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Effective expression of the caustic effect in 3D animation (3D Animation에서 효과적인 Caustic표현 연구)

  • 이순영;최유미
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.132-138
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    • 2003
  • The caustic effect provides some of the most amazing indirect illuminated light patterns or scenery one could find in nature. We can perceive this in forms of twinkling stars, shimmering, visually deflected spoon in the water and other various occasions. To generate the caustic effect more realistic and effectively in 3D animation the understanding of the caustic effect and its application is very crucial. However, thor exists various factors in creating the caustic effect other than two main factors discussed in this paper and these factors will require to be studied and tested. In this report, various cases, which used the caustic effect to create more realistic scenery are studied and the role of the caustic effect played in various sceneries are analyzed. In addition to these case studies it is also experimented with changes in different conditions On the basis of the result of case studies, the report demonstrates how the caustic effect can be used to create more realistic scenery by conducting substantiate experiment and research on practicing 3D animation. With all of these researches, the paper is to present the education guide to produce more realistic scenery in 3D animation.

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Implementation of 3D Animation Software for an Environment Education of the Young children Using 3D MAX (3D MAX를 이용한 유아의 환경교육용 3D 애니메이션 소프트웨어 구현)

  • Oh, Taek-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.623-625
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    • 2007
  • The education of kindergarten children through 3D animation software, introducing them to water pollution a most serious environmental problem through this software program, children learn about environmental protection and how to practice it. also we provide about publicity animation content for the environment education at kindergarten. so we can show and teach to the infants systematic environment education by improving their environment understanding and sensibility and then we are realized 3D animation that we can bring up in practice direction in the kindergarten.

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Implementation of Interactive 3D Aquaium from 2D Images Using 3D Model Conversion Algorithm (2D이미지의 3D 모델화 알고리즘 적용을 통한 인터랙티브 수족관개발)

  • Choi, Tea Jun;Lee, Heeman;Kim, Jeong Ho;Kim, Eung Soo
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1562-1568
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    • 2015
  • The 3D contents are getting more attentions in various areas, such as in movies, advertising, games and exhibition contents. There are many authoring tools for making 3D Models and contents. However, those authoring tools take considerable amount of time to learn and to make 3D contents. In this paper, we propose the 3D model conversion algorithm to make 3D models from 2D pictures drawn on the touch screens or papers. The vertex animation method also proposed for the interactive 3D aquarium. The proposed vertex animation algorithm was tested for virtual 3D water creatures and compared with human-made animation. An Interactive 3D aquarium was implemented by using those proposed algorithms. Thus the simplicity and effectiveness of the algorithms can be applied to diverse industries.