• Title/Summary/Keyword: computer animation

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A Three-Dimensional Facial Modeling and Prediction System (3차원 얼굴 모델링과 예측 시스템)

  • Gu, Bon-Gwan;Jeong, Cheol-Hui;Cho, Sun-Young;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.1
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    • pp.9-16
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    • 2011
  • In this paper, we describe the development of a system for generating a 3-dimensional human face and predicting it's appearance as it ages over subsequent years using 3D scanned facial data and photo images. It is composed of 3-dimensional texture mapping functions, a facial definition parameter input tool, and 3-dimensional facial prediction algorithms. With the texture mapping functions, we can generate a new model of a given face at a specified age using a scanned facial model and photo images. The texture mapping is done using three photo images - a front and two side images of a face. The facial definition parameter input tool is a user interface necessary for texture mapping and used for matching facial feature points between photo images and a 3D scanned facial model in order to obtain material values in high resolution. We have calculated material values for future facial models and predicted future facial models in high resolution with a statistical analysis using 100 scanned facial models.

Efficient Treatment of Clumping and Stiffness for Wet Hair and Fur Simulation (젖은 헤어와 털 시뮬레이션을 위한 효율적인 응집력과 강성 처리)

  • Kim, Jong-Hyun;Lee, Jung
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.1
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    • pp.9-16
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    • 2017
  • Simulating the clumping and stiffness of wet hair or fur is a challenging problem. The dynamics of wet hair or fur is characterized by the clumping and stiffness at the tip, which is easily seen in running animals or headbanging scenes. Existing methods address these phenomenon within pre-set scenarios. But there is no consensus on the method of depicting the details of wet hair. Hence, the present paper proposes a new method of modeling the clumping and stiffness of wet hair or fur. Previous studies focused on modeling the absorption of water into hair or fur, whereas this paper highlights a realistic simulation of wet hair. Unlike dry hair strands, wet hair strands adjacent to one another are subjected to the clumping force and gather together, while at the same time becoming stiff as the saturation of water increases. The proposed method builds on the surface tension model based on SPH (smoothed particle hydrodynamics) to simulate the clumping force and to adjust the hair elasticity by giving stiffness constraints. The present method enables a realistic simulation of wet hair by maintaining the clumping force of the wet hair even in dynamic motions, and by simulating the stiffness of hair in line with water saturation.

Two-Stage Evolutionary Algorithm for Path-Controllable Virtual Creatures (경로 제어가 가능한 가상생명체를 위한 2단계 진화 알고리즘)

  • Shim Yoon-Sik;Kim Chang-Hun
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.11_12
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    • pp.682-691
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    • 2005
  • We present a two-step evolution system that produces controllable virtual creatures in physically simulated 3D environment. Previous evolutionary methods for virtual creatures did not allow any user intervention during evolution process, because they generated a creature's shape, locomotion, and high-level behaviors such as target-following and obstacle avoidance simultaneously by one-time evolution process. In this work, we divide a single system into manageable two sub-systems, and this more likely allowsuser interaction. In the first stage, a body structure and low-level motor controllers of a creature for straight movement are generated by an evolutionary algorithm. Next, a high-level control to follow a given path is achieved by a neural network. The connection weights of the neural network are optimized by a genetic algorithm. The evolved controller could follow any given path fairly well. Moreover, users can choose or abort creatures according to their taste before the entire evolution process is finished. This paper also presents a new sinusoidal controller and a simplified hydrodynamics model for a capped-cylinder, which is the basic body primitive of a creature.

A Study on the Pattern Analysis Method using the User Log on the CMS (CMS의 사용자 로그를 이용한 패턴 분석 방법 연구)

  • Moon, Dong-Yeol;Park, Koo-Rack;Kim, Dong-Hyun;Jung, Jin-Young
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.275-281
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    • 2016
  • In modern society, which boomed it became easier to obtain the necessary information to the emergence of a variety of smart devices. Due to this, the frequency of using the content based on the Web is growing rapidly. In addition, companies are turning into a production and modify the content using the CMS under the web-based. It can be a very important part to provide users with the content. Currently web services are designing a UI to the device and provided. To improve the ease of use, they are enhancing services only by survey and analysis of the patterns of all users. Most are designed without considering the UX only in the technical aspects. In this paper, to break the limits that apply to all users of the Web service pattern analysis, we propose a visualization system via the animation based on the individual user's movement patterns and usage patterns. Through this convergence is expected to be able to transform the web from the central manager to the user UX and the planning aspects researchers.

Improved Calculation of the Advection Term in the Semi-Lagrange Method for Realistic Smoke Simulation (사실적 연기 시뮬레이션을 위한 Semi-Lagrange 방법에서의 이류항 계산방법 개선)

  • Park, Su-Wan;Chang, Mun-Hee;Ki, Eun-Ju;Ryu, Kwan-Woo
    • The KIPS Transactions:PartA
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    • v.14A no.4
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    • pp.191-196
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    • 2007
  • In the field of computer graphics, Navier-Stokes equations would be used for realistic simulations of smokes and currents. However, implementations derived from these equations are hard to achieve for real-time simulations, mainly due to its massive and complex calculations. Thus, there have been various attempts to approximate these equations for real-time simulation of smokes and others. When the advection terms of the equations are approximated by the Semi-Lagrange methods, the fluid density can be rapidly reduced and small-scale vorticity phenomena are easy to be missed, mainly due to the numerical losses over time. In this paper, we propose an improved numerical method to approximately calculate the advection terms, and thus eliminate these problems. To calculate the advection terms, our method starts to set critical regions around the target grid points. Then, among the grid points in a specific critical region, we search for a grid point which will be advected to the target grid point, and use the velocity of this grid point as its advection vector. This method would reduce the numerical losses in the calculation of densities and vorticity phenomena, and finally can implement more realistic smoke simulations. We also improve the overall efficiency of vector calculations and related operations through GPU-based implementation techniques, and thus finally achieve the real-time simulation.

A Synchronized Playback Method of 3D Model and Video by Extracting Golf Swing Information from Golf Video (골프 동영상으로부터 추출된 스윙 정보를 활용한 3D 모델과 골프 동영상의 동기화 재생)

  • Oh, Hwang-Seok
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.61-70
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    • 2018
  • In this paper, we propose a synchronized playback method of 3D reference model and video by extracting golf swing information from learner's golf video to precisely compare and analyze each motion in each position and time in the golf swing, and present the implementation result. In order to synchronize the 3D model with the learner's swing video, the learner's golf swing movie is first photographed and relative time information is extracted from the photographed video according to the position of the golf club from the address posture to the finishing posture. Through applying time information from learners' swing video to a 3D reference model that rigs the motion information of a pro-golfer's captured swing motion at 120 frames per second through high-quality motion capture equipment into a 3D model and by synchronizing the 3D reference model with the learner's swing video, the learner can correct or learn his / her posture by precisely comparing his or her posture with the reference model at each position of the golf swing. Synchronized playback can be used to improve the functionality of manually adjusting system for comparing and analyzing the reference model and learner's golf swing. Except for the part where the image processing technology that detects each position of the golf posture is applied, It is expected that the method of automatically extracting the time information of each location from the video and of synchronized playback can be extended to general life sports field.

A Supervised Learning Framework for Physics-based Controllers Using Stochastic Model Predictive Control (확률적 모델예측제어를 이용한 물리기반 제어기 지도 학습 프레임워크)

  • Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.1
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    • pp.9-17
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    • 2021
  • In this paper, we present a simple and fast supervised learning framework based on model predictive control so as to learn motion controllers for a physic-based character to track given example motions. The proposed framework is composed of two components: training data generation and offline learning. Given an example motion, the former component stochastically controls the character motion with an optimal controller while repeatedly updating the controller for tracking the example motion through model predictive control over a time window from the current state of the character to a near future state. The repeated update of the optimal controller and the stochastic control make it possible to effectively explore various states that the character may have while mimicking the example motion and collect useful training data for supervised learning. Once all the training data is generated, the latter component normalizes the data to remove the disparity for magnitude and units inherent in the data and trains an artificial neural network with a simple architecture for a controller. The experimental results for walking and running motions demonstrate how effectively and fast the proposed framework produces physics-based motion controllers.

A Symbolic Characteristic of Mimetic Words in Published Cartoon: Focusing on Works of Heo, Young Man (허영만의 작품에서 나타난 효과태의 상징어적 특징과 활용)

  • O, Yul Seok;Yoon, Ki Heon
    • Cartoon and Animation Studies
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    • s.30
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    • pp.169-199
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    • 2013
  • In various directions of cartoon, vertical stroll direction is opposite to the page direction of existing published cartoon with the popularity of webtoon and established new genre. Lots of studies on published cartoon focus on the cut direction by page, but webtoon doesn't have any concept of page. The pivot of cartoon oriented people is changed from paper to computer monitor as times go by, characteristics of media are changed and media is gradually diversified. Like the strengthening of mobile caused by smart phone's popularity, tablet PC's propagation in public education, etc. cartoon is included to the environment of media which is rapidly changed. In this situation, one of cartoon's unchanged important identities can be the direction made by harmony between picture and text. This thesis analyzed symbolic characteristics and effective value of hyogwatae, mimetic words of cartoon, focusing on works of Heo, Young Man. Hyogwatae just delivers not only sound but also shape, feeling, status, etc. and has significant characteristics by invoking the imaginary structure of literature. Strengths of modern Korean, various linguistic expressions and syllabic systems, let people feel minute feeling of language and difference of emotion and remember the memory through the direct and indirect experiences, so it makes it nuance. Because of the characteristics, representative works of Heo, Young Man have commercialization and writer characteristics, have communicated with people for a long time and have plentiful knowledge of Korean cartoon. The characteristics of hyogwatae in Heo, Young Man's cartoon make a lot of effects for the expression and delivery of cartoon more than the general expectation. When conducting the study focusing on the symbolic process of language, uncertainty and vague standard of judgement caused by the wide factors of study on the direction of general cartoon could be endured. And, through the Heo, Young Man's deep analysis on hyogwatae's direction, readers enjoy the process while inferring actually and intellectually between pictures and sentences. In the process, the equipment stimulating imagination more than pictures, effects and dialogues is hyogwatae. It's reader's equipment of active participation and its strength is symbolic structure.

VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Design and Implementation of an Industrial-Design Collaborative System to Support Scalability (확장성을 고려한 산업디자인 협력시스템 설계 및 구현)

  • Yang, Jin-Mo;Lee, Seung-Ryong;Jeon, Tae-Woong
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.5
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    • pp.513-527
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    • 2000
  • This paper describes our experience to design and implementation of a collaborative system framework that allows to develop certain collaborative applications such as 3D animation, computer game, and industrial design. The collaborative system enables users, who located in geographically long distance, to do collaborative work in a single virtual space. The proposed system basically consists of client and server system. The goal of proposed system is to support scalability, portability, and platform independent. In order to achieve these, the server is implemented in Java platform and is adopted to the hybrid architecture which takes the advantages both in centralized and decentralized collaborative system. We construct the server base on its functional characteristics so called User Manager Server (UMS), Session Manager Server (SMS), and Information Server (IS), The UMS manages the users who are taking part in the collaborative operations. The SMS supports the conferencing in the proposed system. The IS provides the connection methods among the UMSs. For user's convenience, we implement the client using Visual C++ in Windows. We also expend the functions of 3D Studio Max to distributed environment by means of the plug-in module, and facilitate the chatting and white board functions as well.

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