• Title/Summary/Keyword: animation generation

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The Study for the Education of Cartoon & Animation and Copyright in College (만화애니메이션 저작권교육을 위한 대학교육 연구)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.13
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    • pp.1-12
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    • 2008
  • We can make the foundation of culture and contents solid with a mental altitude to make out and protect copyright. It'll be the basis of the cultivating student, the next generation in this field who are majoring in animation, comics and characters now. It will give them a good environment to learn more about copyright and motivate surroundings. With this kind of education, We can make and protect works better. This thesis is a result of study to show how to and when to instruct people copyright even though we have faced constant argument on copyright and new approach to the economic value of cultural contents which has been under industrialization. Also, another big issue is what class would be a good target of the education on copyright. College may be the last place in the regular course for education before starling his or her career. Thus, the education that is focused on the importance of copyright is recommendable at this time. Particularly, the students who are majoring carton, animation and character can keep a good attitude to protect copyrights for others through the timely education on copyright. What's more, we can build better environment for students who will start their career in the field of the cultural contents and copyrights because they will not only try protect copyrights for others but also they know their works will be protected through thls kind of education on copyright. I believe this kind of education in college will promote the development in the field of cultural contents and copyrights. Also, it will support social and economic development In culture after all.

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A Facial Animation System Using 3D Scanned Data (3D 스캔 데이터를 이용한 얼굴 애니메이션 시스템)

  • Gu, Bon-Gwan;Jung, Chul-Hee;Lee, Jae-Yun;Cho, Sun-Young;Lee, Myeong-Won
    • The KIPS Transactions:PartA
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    • v.17A no.6
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    • pp.281-288
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    • 2010
  • In this paper, we describe the development of a system for generating a 3-dimensional human face using 3D scanned facial data and photo images, and morphing animation. The system comprises a facial feature input tool, a 3-dimensional texture mapping interface, and a 3-dimensional facial morphing interface. The facial feature input tool supports texture mapping and morphing animation - facial morphing areas between two facial models are defined by inputting facial feature points interactively. The texture mapping is done first by means of three photo images - a front and two side images - of a face model. The morphing interface allows for the generation of a morphing animation between corresponding areas of two facial models after texture mapping. This system allows users to interactively generate morphing animations between two facial models, without programming, using 3D scanned facial data and photo images.

Fashion-show Animation Generation using a Single Image to 3D Human Reconstruction Technique (이미지에서 3차원 인물복원 기법을 사용한 패션쇼 애니메이션 생성기법)

  • Ahn, Heejune;Minar, Matiur Rahman
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.5
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    • pp.17-25
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    • 2019
  • In this paper, we introduce the technology to convert a single human image into a fashion show animation video clip. The technology can help the customers confirm the dynamic fitting result when combined with the virtual try on technique as well as the interesting experience to a normal person of being a fashion model. We developed an extended technique of full human 2D to 3D inverse modeling based on SMPLify human body inverse modeling technique, and a rigged model animation method. The 3D shape deformation of the full human from the body model was performed by 2 part deformation in the image domain and reconstruction using the estimated depth information. The quality of resultant animation videos are made to be publically available for evaluation. We consider it is a promising approach for commercial application when supplemented with the post - processing technology such as image segmentation technique, mapping technique and restoration technique of obscured area.

A Study on the Dynamic Painterly Stroke Generation for 3D Animation (3차원 애니메이션을 위한 회화적 스트로크의 동적 관리 기법)

  • Lee, Hyo-Keun;Ryoo, Seung-Taek;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.554-568
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    • 2005
  • We suggest the dynamic stroke generation algorithm that provides frame-to-frame coherence in 3D non-photorealistic animations. We use 3D particle system to eliminate the visual popping effect in the animated scene. Since we have located particles on the 3D object's surface, the coherence is maintained when the object or the camera is moving in the scene. Also, this algorithm maintains the coherence when camera is zooming in/out. However, the brush strokes on the surface also zoom in/out. This result(too large or too small brush strokes) can not represent hand-crafted brush strokes. To remove this problem, we suggest stroke generation algorithm that dynamically maintains the number of brush stroke and its size during camera zoom in/out.

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A Study on the Costume Play Fashion (코스튬플레이 패션에 대한 연구)

  • 이은영;백천의
    • Journal of the Korea Fashion and Costume Design Association
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    • v.3 no.2
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    • pp.75-86
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    • 2001
  • The article is alms to investigate the characteristics, the originality, and the interest of fashion design of costume play, which is recently specifically popularized among young fashion mania. The influence of commercialization power of the Disneyland and the animation characters of Japanese caricatures makes the costume play to be one of the main new generation culture. Since the costume play just begins at this moment, the full understanding of the costume play is hard because of the small amount of the materials and happenings of the phenomena. However it reveals the design trends and creativity of the new generation. As the investigation of costume play fashion and the types of costume play, the following results are obtained. 1. The originality of the costume play is thought to be induced from the mask which is used against the ghost in primitive ages, the fancy parade of halloween festival, commercial advertisements of Disneyland, the Japanese caricatures, and the animation games. 2. The distinctive characteristics of Korean costume play shows the massive behaviour, which is different from the individualized costume play in Japan. This facts show the parts of the interest culture of the persons who has the equal interest. The costume play is applied as the sound showing culture, in which the young generation express and enjoy themselves by"kki" - the passion of young energy. 3. The boom of costume play introduce the increased number of costume play shop, pro model, and designer. It also introduce the interest of the new fashion design for the young generations. Thus it is expected the new fashion infra structure in near future.ar future.

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A Cartoon Motion Generation System for 3D Character (3차원 캐릭터의 만화적 모션 제작 시스템)

  • Lee, Ji-Hyeong;Gu, Bon-Gi;Kim, Jong-Hyeok;Choe, Jeong-Ju;Hwang, Chi-Jeong
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.409-413
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    • 2008
  • 최근, 3차원 그래픽스 기술은 애니메이션 필름 제작에 있어서 자주 사용된다. 그러나 많은 애니메이션 필름들은 3차원 그래픽스 기술을 사용하여 제작되더라도, 2차원 셀 애니메이션 효과를 내려고 한다. 3차원 그래픽스 기술을 이용하여 2차원 셀 애니메이션의 효과를 내기 위해서는 렌더링에는 카툰 렌더링이 사용 된다. 그러나 이를 제외하고도 몇 가기 기술이 더 필요한데, 그중 하나가 만화 캐릭터(character)의 만화스러운 움직임이다. 기존의 연구 중에는 기존의 모션을 만화적 모션으로 변형하려는 시도가 있었으나, 셀 애니메이션의 캐릭터 움직임과 차이가 있었다. 또 생성된 모션이 만화적 모션인가 하는 의문에 대한 평가 기준이 없기 때문에, 만화적 모션의 모호성 문제가 발생하였다. 본 논문에서는 직접 애니메이션에서 모션을 얻어내는 시스템을 제안한다. 2차원 애니메이션 동영상에서 2차원 캐릭터의 자세를 보고 3차원 캐릭터의 자세로 반자동 맵핑하여, 3차원 캐릭터의 애니메이션 키 프레임을 생성하고, 이 키 프레임간의 보간을 통해 3차원 캐릭터 애니메이션을 생성한다. 생성된 3차원 캐릭터 애니메이션은 만화적 움직임을 갖게 되며, 2차원 캐릭터의 자세와 움직임을 기준으로 만들었기 때문에, 만화적 모호성을 극복할 수 있다.

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Facial Animation Generation by Korean Text Input (한글 문자 입력에 따른 얼굴 에니메이션)

  • Kim, Tae-Eun;Park, You-Shin
    • The Journal of the Korea institute of electronic communication sciences
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    • v.4 no.2
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    • pp.116-122
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    • 2009
  • In this paper, we propose a new method which generates the trajectory of the mouth shape for the characters by the user inputs. It is based on the character at a basis syllable and can be suitable to the mouth shape generation. In this paper, we understand the principle of the Korean language creation and find the similarity for the form of the mouth shape and select it as a basic syllable. We also consider the articulation of this phoneme for it and create a new mouth shape trajectory and apply at face of an 3D avatar.

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Chracteristics of Cosplay Costume (코스프레 코스튬의 특성)

  • Cho, Hyun-Jin;Cho, Woo-Hyun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.8 no.2
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    • pp.109-123
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    • 2006
  • Cosplay is compound of 'costume' and 'play' and teenagerses disguise equally with populace star or cartoon master who like and it is typical culture of character generation as play that imitate to dress and hair style, gestures. Type of cosplay costume get devided as following according to cosplay object. Animation cosplay costume represent person who appear in cartoon and animation equally. Fan cosplay costume imitates entertainer or celebrity. Game cosplay costume represent character of internet on-line Same. Movie cosplay costume is more realistic than animation or game Character as that imitate moviestar. Character cosplay costume is used by commerce purpose brand or event. Characteristics that appeared commonly in types of cosplay costume are as following. First, cosplay costume is consisted of peculiar mechanism that cosplayer perform series progress such as work selection, design development, manufacture, production, acting alone in aspect of Performance costume. Second, according to cosplay object, degree of representation became different. Character is stronger, because the characteristic is emphasized, tendency that degree of reproduction becomes low showed. Third, cosplayer's distiction appeared according to material selection, design development method and analysis.

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2D Image-Based Individual 3D Face Model Generation and Animation (2차원 영상 기반 3차원 개인 얼굴 모델 생성 및 애니메이션)

  • 김진우;고한석;김형곤;안상철
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.11b
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    • pp.15-20
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    • 1999
  • 본 논문에서는 사람의 정면 얼굴을 찍은 컬러 동영상에서 얼굴의 각 구성 요소에 대한 특징점들을 추출하여 3차원 개인 얼굴 모델을 생성하고 이를 얼굴의 표정 움직임에 따라 애니메이션 하는 방법을 제시한다. 제안된 방법은 얼굴의 정면만을 촬영하도록 고안된 헬멧형 카메라( Head-mounted camera)를 사용하여 얻은 2차원 동영상의 첫 프레임(frame)으로부터 얼굴의 특징점들을 추출하고 이들과 3차원 일반 얼굴 모델을 바탕으로 3차원 얼굴 특징점들의 좌표를 산출한다. 표정의 변화는 초기 영상의 특징점 위치와 이 후 영상들에서의 특징점 위치의 차이를 기반으로 알아낼 수 있다. 추출된 특징점 및 얼굴 움직임은 보다 다양한 응용 이 가능하도록 최근 1단계 표준이 마무리된 MPEG-4 SNHC의 FDP(Facial Definition Parameters)와FAP(Facial Animation Parameters)의 형식으로 표현되며 이를 이용하여 개인 얼굴 모델 및 애니메이션을 수행하였다. 제안된 방법은 단일 카메라로부터 촬영되는 영상을 기반으로 이루어지는 MPEG-4 기반 화상 통신이나 화상 회의 시스템 등에 유용하게 사용될 수 있다.

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Blending Surface Modelling Using Sixth Order PDEs

  • You, L.H.;Zhang, Jian J.
    • International Journal of CAD/CAM
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    • v.6 no.1
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    • pp.157-166
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    • 2006
  • In order to model blending surfaces with curvature continuity, in this paper we apply sixth order partial differential equations (PDEs), which are solved with a composite power series based method. The proposed composite power series based approach meets boundary conditions exactly, minimises the errors of the PDEs, and creates almost as accurate blending surfaces as those from the closed form solution that is the most accurate but achievable only for some simple blending problems. Since only a few unknown constants are involved, the proposed method is comparable with the closed form solution in terms of computational efficiency. Moreover, it can be used to construct 3- or 4-sided patches through the satisfaction of continuities along all edges of the patches. Therefore, the developed method is simpler and more efficient than numerical methods, more powerful than the analytical methods, and can be implemented into an effective tool for the generation and manipulation of complex free-form surfaces.