• Title/Summary/Keyword: computer animation

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A Study on the NPR(Non-Photorealistic Rendering) Used in 3D Animation (3D 애니메이션에서 사용되는 NPR에 대한 연구)

  • Lee, Young-Hun
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.94-101
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    • 2007
  • From the flood of various informations and images, the producer and the consumer pursue a new method of images constantly. Especially the computer graphic field has affected the images greatly, and has changed the paradigm of images. The 3D animation which is a part of the computer graphics has two general trends(namely the photorealistic rendering and the non-photorealistic rendering) as to the final image. This study overviews the photorealistic rendering and the non-photorealistic rendering by analyzing the technical side and the artistic side. Also this study presents the applicable scope and the advanced directions of the NPR.

A Scene Change Detection using Motion Estimation in Animation Sequence (움직임 추정을 이용한 애니메이션 영상의 장면전환 검출)

  • Kwak, Sung-Keun
    • Journal of the Korea Computer Industry Society
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    • v.9 no.4
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    • pp.149-156
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    • 2008
  • There is the temporal correlation of a animation sequence between the motion vector of current block and the motion vector of previous block. In this paper, we propose the scene change detection algorithm for block matching using the temporal correlation of the animation sequence and the center-biased property of motion vectors. The proposed algorithm determines the location of a better starting point for the search of an exact motion vector using the point of the smallest SAD(sum of absolute difference) value by the predicted motion vector from the same block of the previous frame and the predictor candidate point on each search region. Simulation results show that the proposed algorithm has better detection performance, such as recall rate, then the existing method. The algorithm has the advantage of speed, simplicity and accuracy. In addition, it requires less amount of storage.

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A Realistic Running Animation with One-Legged Hopper Model (한 발 뜀뛰기 모델을 이용한 사실적인 달리기 애니메이션)

  • Kang, Young-Min;Park, Sun-Jin;Cho, Hwan-Gue
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.2
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    • pp.1-13
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    • 1998
  • The most important goal of character animation is to efficiently control the motions of a character. Until now, many techniques have been proposed for human gait animation, and some techniques have been created to control the emotions in gaits such as "tired walking" and "brisk walking" by using parameter interpolation or motion data mapping. This paper proposes a human running model based on a one-legged hopper with a self-balancing mechanism. The proposed technique exploits genetic programming to optimize movement, and can be easily adopted to various character models. We extend the energy minimization technique to generate various motions in accordance with emotional specification.

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The Visual Guide to over 800 species of the Cyber Sea-Shell Museum on the Web using an Animation Technology

  • Lim, Eun-Im;Hong, Sung-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10b
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    • pp.1345-1348
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    • 2000
  • Computers and communication technologies have been brought tremendous change to various aspects of an ever-fast changing world at present. Particularly, the use of internet and cyberspace is widespread in every comer of our life. We developed a cyber shell museum using an animation technology. It was developed for educational purposes, and accessible through the world wide web of internet. Cyber shell museum is consisted of five compartment including rare shells, marvelous shells, shell of the world, the shell of Korea and its story of shells. The database contains the pictures and related information of the shell and it implies not only animation display but also text information. The files of database were classified depending on the species, genus, family, order, and class and division of the shell. Picture of shells is displayed and user may reach the image and virtual view information by clicking through the object displayed. This provides multiple techniques to user may manipulate, visualize and interact with image on the web. And every such transformation as translation, rotation, and scaling can be applied in the picture interactively for the convenient and effective viewing.

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Video-based Stained Glass

  • Kang, Dongwann;Lee, Taemin;Shin, Yong-Hyeon;Seo, Sanghyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.7
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    • pp.2345-2358
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    • 2022
  • This paper presents a method to generate stained-glass animation from video inputs. The method initially segments an input video volume into several regions considered as fragments of glass by mean-shift segmentation. However, the segmentation predominantly results in over-segmentation, causing several tiny segments in a highly textured area. In practice, assembling significantly tiny or large glass fragments is avoided to ensure architectural stability in stained glass manufacturing. Therefore, we use low-frequency components in the segmentation to prevent over-segmentation and subdivide segmented regions that are oversized. The subdividing must be coherent between adjacent frames to prevent temporal artefacts, such as flickering and the shower door effect. To temporally subdivide regions coherently, we obtain a panoramic image from the segmented regions in input frames, subdivide it using a weighted Voronoi diagram, and thereafter project the subdivided regions onto the input frames. To render stained glass fragment for each coherent region, we determine the optimal match glass fragment for the region from a dataset consisting of real stained-glass fragment images and transfer its color and texture to the region. Finally, applying lead came at the boundary of the regions in each frame yields temporally coherent stained-glass animation.

Factorial analysis on commercial success of the American theatrical CG animation movies : Focused on characters, situations, and images (미국 극장용 CG애니메이션의 흥행 요인 분석: 인물, 상황, 이미지를 중심으로)

  • Chang, Wook-Sang;Han, Boo-Young
    • Cartoon and Animation Studies
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    • s.30
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    • pp.59-86
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    • 2013
  • 'Spectacles' and 'factuality' provided by computer technology are strengths of CG animation to still lure the audience and after commercial success of a number of theatrical CG animations whose typical producing companies are PIXAR and DreamWorks, were produced to be commercially successful and they win massive popularity even now. In Korea as well, several works tried to achieve a box office success including , , etc. but the result was truly miserable. In the past, this failure was often attributed to a lack of 'technical expertise', but it became clear that in the process of continuous trial and error, 'narrative' and 'images of imagination' which are bases and characteristics of animation are key elements of commercial success. Actually, statistics indicate that narrative is what is considered to be the most important by the audience when they select animation and its importance is so absolute that they say the most significant thing in animation is 'story.' In particular, it can be said that 'characters', 'situations', and 'ideas' play a key role in them which become elements of the story. This paper studied with what characteristics each animation aroused pleasure and fun focused on characters, situations and images in relation to , , and which are American theatrical CG animation films which succeeded in gaining popularity home and abroad. We hope that analysis in this paper will be helpful even just a little bit as a reference material, which allows domestic writers and producers to develop familiar and characteristic works based on imagination and creativity expressing each work's unique personality and characteristics.

A Study on the Line of Action Shown in Characters' Poses of a Game 'Over Watch' (게임 '오버워치' 캐릭터의 Pose에 나타난 Line of Action 연구)

  • Lee, YuSeop;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.489-494
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    • 2017
  • In spite of lots of differences in the production process of film animation, the animating method through computer is not much different between game animation and film animation. It is because the principles of film animation are also emphasized for the production of game animation. This study aims to consider the line of action showing the direction of movement and flow of energy among many considerations for the character pose work in case when producing game animation. Starting from the basic theory of drawing, the line of action plays a role of bible in the pose work including cell animation and 3D animation. After examining the theoretical background through preceding researches in order to understand the application of the line of action to the pose work of game characters, the poses of hero characters of a 3D online game 'Over Watch' were collected and then lines were directly drawn to analyze them. And as a result, the pose of characters with simple and clear 'Line of action' was good. This study aimed to consider the expression techniques of character pose in the production of game animation, which is expected to be used as an important reference for game animators at work.

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.

Luxo character control using deep reinforcement learning (심층 강화 학습을 이용한 Luxo 캐릭터의 제어)

  • Lee, Jeongmin;Lee, Yoonsang
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.4
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    • pp.1-8
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    • 2020
  • Motion synthesis using physics-based controllers can generate a character animation that interacts naturally with the given environment and other characters. Recently, various methods using deep neural networks have improved the quality of motions generated by physics-based controllers. In this paper, we present a control policy learned by deep reinforcement learning (DRL) that enables Luxo, the mascot character of Pixar animation studio, to run towards a random goal location while imitating a reference motion and maintaining its balance. Instead of directly training our DRL network to make Luxo reach a goal location, we use a reference motion that is generated to keep Luxo animation's jumping style. The reference motion is generated by linearly interpolating predetermined poses, which are defined with Luxo character's each joint angle. By applying our method, we could confirm a better Luxo policy compared to the one without any reference motions.

Implementation of Environment Education Software using the Ruins Original Form Restoration Technique (유적원형 복원 기법을 이용한 환경교육용 소프트웨어의 구현)

  • Lee, Gi-Sung;Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.3
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    • pp.1367-1372
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    • 2011
  • This paper designed 3D animation in consideration of human characteristics to stimulate their interest and to be more understandable to them. It was also confirmed that, using the 3D animation contents, general people came to recognize the problem of environment pollution and developed desirable attitude and behavior for protecting the environment. Furthermore, this paper suggested the ruins original form restoration technique of the residential environment and the natural environment of Hanyang in the Joseon Dynasty period using the 3D virtual reality digital recovery techniques.