• Title/Summary/Keyword: animations

Search Result 441, Processing Time 0.022 seconds

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
    • /
    • s.36
    • /
    • pp.493-510
    • /
    • 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.

Study on the Effects of Physical Slow Motion Exercises for the Enhancement of the Senses in Animating (애니메이팅 감각 증진을 위한 신체 서행동작(徐行動作:Slow motion) 체조효과 연구)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
    • /
    • s.25
    • /
    • pp.41-63
    • /
    • 2011
  • Many educational facilities have been formed due to the nation's revival policy in the animation industry since about 1995. Owed to the active financial support of the nation, the production industry rapidly vitalized, production technology rapidly advanced, and a large workforce is being passed on into society through educational institutions. The reality of many developing countries appearing to be putting emphasis on the industrialization of animation, similar to our country, is becoming a great pressure on us industrially. It is never easy to develop a certain field into a globally competitive industry in a short period of time. Our countermeasure, pursuant to these international circumstances, lies in innovation and creativity that has broken away from the existing methods of production, and mass production of high quality animation specialists. This paper is a new educational proposition for the consolidation of national competitiveness. Animating, the core of producing an animation, completely depends on the animator's artistic and technical ability. In order to supplement the existing methods of studying by theory and make up for the biggest weak point, which is the lack of "on the scene" learning contents, I propose incorporating movements based on frequently appearing characters in popular animations and acting them out slowly and including the "Slow Motion" kinetic effect, a way of enabling someone to learn and sense astrodynamic fundamental principles by oneself. It is a new method of learning movement, a plan made to achieve sensual performance gestures, and an improvement in direction for students who wish to become animators in the future.

The Road Map of Animation Festival in Korea through the Comparative Analysis of 4 International Animation Festivals (4대 국제애니메이션영화제 비교분석을 통한 한국애니메이션영화제 발전방향)

  • Choi, Young-Chul;Choi, Seung-Rak
    • Cartoon and Animation Studies
    • /
    • s.25
    • /
    • pp.177-201
    • /
    • 2011
  • This article intends to draw the Road map of Korean International Animation Festival through the research of background and its identity of 4 International Animation Film Festivals Such as Annecy, Zagreb, Ottawa and Hiroshima. I was given opportunity to visit Annecy since 2009, it brought me to the real attraction of animation for watching of pleasure and passion of the people those who love animations. For the combining more advanced system and structure for Animation Festival in Korea, I had to do research all the information from the documents from the Annecy Collections. though I have not get the chance to go others except Annecy, However, I could get their background and history whenever I met the other Festival Committee Members. These Festivals showed us successful Road Map for the Animation Festivals in Korea as a role model. For the getting advanced system of Animation Festivals in Korea. It requires the animation theater for animation, effort for the Audiences's Convenience and international network composition system. However, the last task of us is to make people to entertain and enjoy the animation Films, its world of attraction.

Hierarchical Visualization of the Space of Facial Expressions (얼굴 표정공간의 계층적 가시화)

  • Kim Sung-Ho;Jung Moon-Ryul
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.31 no.12
    • /
    • pp.726-734
    • /
    • 2004
  • This paper presents a facial animation method that enables the user to select a sequence of facial frames from the facial expression space, whose level of details the user can select hierarchically Our system creates the facial expression space from about 2400 captured facial frames. To represent the state of each expression, we use the distance matrix that represents the distance between pairs of feature points on the face. The shortest trajectories are found by dynamic programming. The space of facial expressions is multidimensional. To navigate this space, we visualize the space of expressions in 2D space by using the multidimensional scaling(MDS). But because there are too many facial expressions to select from, the user faces difficulty in navigating the space. So, we visualize the space hierarchically. To partition the space into a hierarchy of subspaces, we use fuzzy clustering. In the beginning, the system creates about 10 clusters from the space of 2400 facial expressions. Every tine the level increases, the system doubles the number of clusters. The cluster centers are displayed on 2D screen and are used as candidate key frames for key frame animation. The user selects new key frames along the navigation path of the previous level. At the maximum level, the user completes key frame specification. We let animators use the system to create example animations, and evaluate the system based on the results.

Development of Valuation Framework for Estimating the Market Value of Media Contents (미디어 콘텐츠의 시장가치 산정을 위한 가치평가 프레임워크 개발)

  • Sung, Tae-Eung;Park, Hyun-Woo
    • Journal of Service Research and Studies
    • /
    • v.6 no.3
    • /
    • pp.29-40
    • /
    • 2016
  • Since the late 20th century, there has been much effort to improve the market value of media contents which are commercialized in a digital format, by fusing digital data of video, audio, numerals, characters with IT technology together. Then by what criteria and methodologies could the market value for the drama "Sons of the Sun" or the animated film 'Frozen', often referred to in the meida, be estimated? In the circumstances there has been little or no research on the valuation framework of media contents and the status of their valuation system development to date, we propose a practical valuation models for various purposes such as contents trading, review of investment adequacy, etc., by formalizing and presenting a contents valuation framework for the four types of media of movies, online games, and broadcasting commercials, and animations. Therefore, we develope computational methods of cash flows which includes production cost by media content types, provide reference databases associated with key variables of valuation (economic life cycle, discount rates, contents contribution and royalty rates), and finally propose the valuation framework of media contents based on both income approach and relief-from-royalty method which has been applied to valuation of intangible assets so far.

Model Design and Applicability Analysis of Interactive Electronic Technical Manual for Planning Stage of Construction Projects (건설공사 기획단계 전자매뉴얼의 적용 모형 구성 및 효과 분석)

  • Kwak, Joong-Min;Kang, Leen-Seok
    • Land and Housing Review
    • /
    • v.12 no.2
    • /
    • pp.121-139
    • /
    • 2021
  • Technical documents in the construction field are changing from paper documents to electronic ones. As a result, the industry witnesses a trend of using portable electronic devices in searching or retrieving necessary information such as relevant regulations. Despite the improvement in the accessibility to general technical documents, a limitation is still found in accessing the electronic documents on the regulations. We see the barrier for field engineers to enhance their technical knowledge. One of major barriers is that videos, animations, and virtual reality information to enhance the visual understanding of technical content related to regulations are not linked. It is the interactive electronic technical manual (IETM) that can address such issues. The IETM is an electronic document system that enables real-time information acquisition while operating in the form of conversations with users by linking multimedia functions to document types such as specifications and guidelines. This study establishes a model of the IETM that can be operated in the planning stage of a construction project. The study also verifies its usability with a hypothetical case study. This study aims to improve the usability of the IETM in the construction project by analyzing the application effect of the IETM using the AHP technique.

Correlation between Head Movement Data and Virtual Reality Content Immersion (헤드 무브먼트 데이터와 가상현실 콘텐츠 몰입도 상관관계)

  • Kim, Jungho;Yoo, Taekyung
    • Journal of Broadcast Engineering
    • /
    • v.26 no.5
    • /
    • pp.500-507
    • /
    • 2021
  • The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.

A Study on the Change of Gender Expression in Animation and Live Action Films Characters : In the Enneagram Perspective (<알라딘> 애니메이션과 실사영화 캐릭터 젠더표현 변화에 관한 연구 : 에니어그램을 중심으로)

  • Jeong, Jae-Pil
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.7
    • /
    • pp.599-606
    • /
    • 2022
  • This study investigates trends and changes in gender expression in film and animation. It compares how gender, race, and class discrimination that was socially and culturally expressed differently in past and modern media contents. Indiscriminate content appreciation by the "digital native" generation is likely to unconsciously create false stereotypes. In this study, 「Aladdin」(1992) and 「Aladdin」(2019) were analyzed. This study looks at in the characters have changed since the original, which was a 2D animation in 1992, was re-released as a live-action film in 2019. For character analysis, we compare and analyze major characters and find out the differences based on the nine personality types of Enneagram, which define human personality types. As a result, Princess Jasmine's character change was remarkable. In the past, Disney animations had the majority of patriarchal and male-dependent princess characters, but now Disney is aiming for self-directed and independent female characters. Also, scenes that could instill stereotypes of gender, race, and class were changed. Disney's change can be seen as expressing the gender image that the public wants. Analysis of the change in character's personality in these works can be a useful methodology for creating attractive characters for the public.

The Body Understanding and Narrative Research of "I Am What I Am" (2021) (애니메이션 <웅사소년>(2021)의 신체에 대한 인식과 서사 연구)

  • Xu, Yi-Jia;Choi, Eun-Kyoung
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.10
    • /
    • pp.172-180
    • /
    • 2022
  • Focusing on the concept of "narrative of desire" advocated by Peter Brooks, this paper aims to analyze the construction and presentation of the body narrative in I Am What I Am, combined with the "body situation" concept of Merleau-Ponty, the pioneer of body studies. This paper first analyzes the changes in the characters' physical and mental cognition in the film through the "desire narrative" and "visual body" proposed by body narratologist Peter Brooks. Secondly, this paper summarizes the physical and mental evolution of the coward-rebel-disciple-self-breaker experienced by the teenager, and analyzes the continuous plot composed of the body in time and space through the physical situation formed by time and space, that is, the visual presentation of the juvenile's personal body picture. So the protagonist's physical desire and visual body in "I Am What I Am" are the meta-driving forces of the narrative. The film presents the subject's physical desire in a visual way, and reproduces the deduction process of the body narrative through the body situation.shift from the common surreal, magical special effects, exaggeration, deformation and other techniques of commercial animations such as "Ne Zha: Birth of the Demon Child" (2019) and "Legend of Deification" (2020) to the true-life "I am What I am". "(2021), "To the Bright Side" (2022) and other visual experiences of the same kind marks breakthroughs made by Chinese animation and is of practical significance.

Real-time Interactive Animation System for Low-Priced Motion Capture Sensors (저가형 모션 캡처 장비를 이용한 실시간 상호작용 애니메이션 시스템)

  • Kim, Jeongho;Kang, Daeun;Lee, Yoonsang;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.28 no.2
    • /
    • pp.29-41
    • /
    • 2022
  • In this paper, we introduce a novel real-time, interactive animation system which uses real-time motion inputs from a low-cost motion-sensing device Kinect. Our system generates interaction motions between the user character and the counterpart character in real-time. While the motion of the user character is generated mimicking the user's input motion, the other character's motion is decided to react to the user avatar's motion. During a pre-processing step, our system analyzes the reference motion data and generates mapping model in advance. At run-time, our system first generates initial poses of two characters and then modifies them so that it could provide plausible interacting behavior. Our experimental results show plausible interacting animations in that the user character performs a modified motion of user input and the counterpart character properly reacts against the user character. The proposed method will be useful for developing real-time interactive animation systems which provide a better immersive experience for users.