• Title/Summary/Keyword: animation generation

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Realtime Face Animation using High-Speed Texture Mapping Algorithm (고속 텍스처 매핑 알고리즘을 이용한 실시간 얼굴 애니메이션)

  • 최창석;김지성;최운영;전준현
    • Proceedings of the IEEK Conference
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    • 1999.11a
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    • pp.544-547
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    • 1999
  • This paper proposes a high-speed texture mapping algorithm and apply it for the realtime face animation. The mapping process devide into pixel correspondences, Z-buffering, and pixel value interpolation. Pixel correspondences and Z-buffering are calculated exactly through the algorithm. However, pixel values interpolation is approximated without additional calculations. The algorithm dramatically reduces the operations needed for texture mapping. Only three additions are needed in calculation of a pixel value. We simulate the 256$\times$240 pixel facial image with about 100 pixel face width. Simulation results shows that frame generation speed are about 60, 44, 21 frames/second in pentium PC 550MHz, 400MHz, 200MHz, respectively,

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A Study on Facial Modeling using Implicit Primitive (음함수 프리미티브를 이용한 얼굴모델링에 대한 연구)

  • Lee Hyun-Cheol;Song Yong-Kyu;Kim Eun-Seok;Hur Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.466-469
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    • 2005
  • Recently, in computer graphics, researches on 3D animations have been very active. One of the important research areas in 3D animation is animation of human being. Implicit surface model is convient for modeling objects composed of complicated surface such as 3D characters and liquids. Moreover, it can represent various forms of surfaces using a relatively small amount of data. In this paper, we propose a method of facial model generation using Implicit Primitive.

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Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

FBX Format Animation Generation System Combined with Joint Estimation Network using RGB Images (RGB 이미지를 이용한 관절 추정 네트워크와 결합된 FBX 형식 애니메이션 생성 시스템)

  • Lee, Yujin;Kim, Sangjoon;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.519-532
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    • 2021
  • Recently, in various fields such as games, movies, and animation, content that uses motion capture to build body models and create characters to express in 3D space is increasing. Studies are underway to generate animations using RGB-D cameras to compensate for problems such as the cost of cinematography in how to place joints by attaching markers, but the problem of pose estimation accuracy or equipment cost still exists. Therefore, in this paper, we propose a system that inputs RGB images into a joint estimation network and converts the results into 3D data to create FBX format animations in order to reduce the equipment cost required for animation creation and increase joint estimation accuracy. First, the two-dimensional joint is estimated for the RGB image, and the three-dimensional coordinates of the joint are estimated using this value. The result is converted to a quaternion, rotated, and an animation in FBX format is created. To measure the accuracy of the proposed method, the system operation was verified by comparing the error between the animation generated based on the 3D position of the marker by attaching a marker to the body and the animation generated by the proposed system.

A Data Driven Motion Generation for Driving Simulators Using Motion Texture (모션 텍스처를 이용한 차량 시뮬레이터의 통합)

  • Cha, Moo-Hyun;Han, Soon-Hung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.7 s.262
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    • pp.747-755
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    • 2007
  • To improve the reality of motion simulator, the method of data-driven motion generation has been introduced to simply record and replay the motion of real vehicles. We can achieve high quality of reality from real samples, but it has no interactions between users and simulations. However, in character animation, user controllable motions are generated by the database made up of motion capture signals and appropriate control algorithms. In this study, as a tool for the interactive data-driven driving simulator, we proposed a new motion generation method. We sample the motion data from a real vehicle, transform the data into the appropriate data structure(motion block), and store a series of them into a database. While simulation, our system searches and synthesizes optimal motion blocks from database and generates motion stream reflecting current simulation conditions and parameterized user demands. We demonstrate the value of the proposed method through experiments with the integrated motion platform system.

Research on Effective Feature Vector Configuration for Motion Matching in Locomotive Motion Generation (보행 동작 생성을 위한 모션 매칭의 효과적인 특징 벡터 설정에 관한 연구)

  • Sura Kim;Sang Il Park
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.159-166
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    • 2023
  • This paper investigates effective methods for implementing motion matching, which is actively used in real-time motion generation applications. The success of motion matching heavily hinges on its simple definition of a feature vector, yet this very definition can introduce significant variance in the outcomes. Our research focuses on identifying the optimal combination of feature vectors that effectively generates desired trajectories in locomotion generation. To this end, we experimented with a range of feature vector combinations and performed an in-depth error analysis to evaluate the results.

A Study on Production of Low Storage Capacity of Character Animation for 3D Mobile Games (3D 모바일 게임용 저용량 3D캐릭터 애니메이션 제작에 관한 연구)

  • Lee Ji-Won;Kim Tae-Yul;Kyung Byung-Pyo
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.107-114
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    • 2005
  • The next generation of 3D mobile games market is becoming increasingly active, more as a result of improvement in the CPU speed of hardware phone, embarkation of 3D engines and high memory capacity, In response to this trend, popular 3D games of PS2 (PlayStation2) and popular online games are being launched as mobile games. However, mobile units have different hardware characteristics compared to those of other platforms such as the PC or the game console. Therefore, mobile game versions of the popular PC games face many limitations in many aspects such as in battery capacity, size of display, capacity of the game, and other user interface issues. Among these many limitations, study for allowing low capacity storage of the game is becoming important. In addition, realistic animation of the 3D character on the small screen of the mobile unit is more important than any other matter. The purpose of this study is to find a solution to providing realistic 3D character animation, and for decreasing the storage capacity of character animation for application in 3D mobile games.

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A Study on the Fashion of the New Generation in Korea - Focusing on the Influence of Japanese Popular Culture - (한국(韓國) 신세대(新世代) 패션에 관(關)한 연구(硏究) - 일본대중문화(日本大衆文化)의 영향(影響)을 중심(中心)으로 -)

  • Lee, Hee-Seung;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.6 no.1
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    • pp.83-101
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    • 2002
  • The purpose of this study is to observe the elements of Japanese popular culture portrayed in Korean new generation fashion at the current point of time, when Japanese popular culture is first being opened to Korea. And the another purpose is to look into the fashion consciousness of them, which is made up of these aspects. The new generation plays the leading role in further excelling the culture of our society. They are the generation of sense and sensibility, the generation of "me", the generation of information, and the generation of individuality. Even before Japanese popular culture was officially opened, the new generation was already accepting fashion, comics and animation, video games, music, broadcasting, food, etc. The Japanese cultural elements that show most in Korean fashion are street fashion and the fashion of celebrities. These are mostly brought in by fashion magazines, the internet, satellite TV, the new media of cable TV, and street shops. The aspects of Japanese popular culture in Korean new generation fashion are many and varied. Such examples in fashion are : vintage style, school-girl style, sexy causal style, black coordination, soft avant-garde style. It can be said that the fashion consciousness of Korean new generation could be placed in the following order. First, the variety of fashion. Next, the internationalism of fashion. Third, the information of fashion, and last, the play value of fashion. Interest has peaked in Japanese culture after the official opening, and this study has explored the very same aspects which can be seen in Korean new generation fashion. This study was meant to help make a responsible and sturdy new generation fashion culture which can help face the new millennium.

Scientific Study of Subjectivity on Recognition Types and Preferences of Animation Audiences (애니메이션 수용자의 인식유형과 취향에 관한 주관성연구)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.26
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    • pp.31-56
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    • 2012
  • This is a scientific study of subjectivity on recognition types and preferences of animation audience. Therefore, Q-methodology was used as a methodology of this study. As a result, it was possible to find the various characteristics according to the preferences of audience on animation genres. The features of each type were classified into 3 types. First was an artistic and literary value-oriented type that explored storytelling and descriptive value. Second was a pictorial and aesthetic value-oriented type that explored visual beauty such as characters and Mise en scene. Third was a visual and entertainment value-oriented type that explored entertainment factors and attractions. Thus, according to the classification of preference types, it was inferred that digital image generation audience with an active preference that can create and consume images have developed a tendency that independently consumed their preferences based on thoroughly personal or subjective preferences rather than classified and accepted their preferred culture as their symbolic expressions of hierarchical position. In this aspect, Q-methodological consideration that is useful to analyze the subjectivity of audience could be a significant work. Nevertheless, this study alone could not reveal various generative contexts of specific preferences. It seems to have more significant results by applying various qualitative or quantitative methodologies together with this study and analyzing recognition types and preferences of audience.

The Role of College for the Education of Culture & Contents Copyright (문화콘텐츠 저작권 교육을 위한 대학의 역할)

  • Park, keong-cheol
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.663-666
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    • 2007
  • We can make the foundation of culture and contents solid with a mental attitude 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, to give them a chance to learn more about copyright. With this kind of education, We can make and protect works better.

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