• Title/Summary/Keyword: motion graphics

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Comparative Analysis of 3D Tools Suitable for the Rotoscoping Cell Animation Production Process

  • Choi, Chul Young
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.113-120
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    • 2024
  • Recently, case presentations using AI functions such as ChatGPT are increasing in many industrial fields. As AI-based results emerge even in the areas of images and videos, traditional animation production tools are in need of significant changes. Unreal Engine is the tool that adapts most quickly to these changes, proposing a new animation production workflow by integrating tools such as Metahuman and Marvelous Designer. Working with realistic metahumans allows for the production of realistic and natural movements, such as those captured through motion capture data. Implementing this approach presents many challenges for production tools that adhere to traditional methods. In this study, we investigated the differences between the cell animation workflow and the computer graphics animation production workflow. We compared and analyzed whether these differences could be reduced by creating sample movements using character rigs in Maya and Cascadeur tools. Our results showed that a similar cell animation workflow could be constructed using the Cascadeur tool. To improve the accuracy of our conclusions, we created large, action-packed short animations to demonstrate and validate our findings.

Video Production Method using Match Moving Technique (매치무빙 기법을 활용한 모션그래픽 영상제작에 관한 연구)

  • Lee, Junsang;Park, Junhong;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.4
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    • pp.755-762
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    • 2016
  • Motion graphic is the recently emerged technique which extends the ways of expression in video industry. Currently, it is worldwide trends that the image design gets more attention in the field of movie, advertisement, exhibition, web, mobile, games and new media, etc. With the development of computer's new technologies, VFX methods for the visual content is dynamically changed. Such production methods combine the real scenary and CG(Computer Graphic) to compose realistic scenes, which cannot be pictured in the ways of ordinary filming. This methods overcome the difference between the real and virtual world, maximize the expressive ways in graphics and real space. Match moving is technique of accurate matching between real and virtual camera to provide realistic scene. In this paper we propose the novel technique for motion graphic image production. In this framework we utilize the match moving methods to get the movements of the real camera into 3D layer data.

The Development of Realistic Virtual Reality Game with Leap Motion Reflected Physical strength and Score Characters (물리적인 힘과 스코어 캐릭터를 반영한 립모션 체험형 가상현실 게임개발)

  • Park, Gangrae;Lee, Byungseok;Kim, Seongdong;Chin, Seongah
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.69-78
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    • 2016
  • With the development of game technology, the realistic game graphics, interface technology, and various content services with immersion are being required in the content area. NUI has been developed through CLI and GUI. Unlike the conventional methods, it is an interface that could be the intuitive and realistic interface for human as a natural action realized. we propose a boxing simulation game using leap motion of it. Providing a realistic 3D experimental environment through VR headsets game, we also propose a method that can be calculated the scores if the user-controlled interface (fist) could be to punch the target (sandbag) of the internal in accordance with changes of the angle of target impact with the physical characteristics.

Development of An Interactive System Prototype Using Imitation Learning to Induce Positive Emotion (긍정감정을 유도하기 위한 모방학습을 이용한 상호작용 시스템 프로토타입 개발)

  • Oh, Chanhae;Kang, Changgu
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.4
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    • pp.239-246
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    • 2021
  • In the field of computer graphics and HCI, there are many studies on systems that create characters and interact naturally. Such studies have focused on the user's response to the user's behavior, and the study of the character's behavior to elicit positive emotions from the user remains a difficult problem. In this paper, we develop a prototype of an interaction system to elicit positive emotions from users according to the movement of virtual characters using artificial intelligence technology. The proposed system is divided into face recognition and motion generation of a virtual character. A depth camera is used for face recognition, and the recognized data is transferred to motion generation. We use imitation learning as a learning model. In motion generation, random actions are performed according to the first user's facial expression data, and actions that the user can elicit positive emotions are learned through continuous imitation learning.

A Study on Gamepad/Gaze based Input Processing for Mobile Platform Virtual Reality Contents (모바일 플랫폼 가상현실 콘텐츠에 적합한 게임패드/시선 기반 입력 처리 기술에 관한 연구)

  • Lee, Jiwon;Kim, Mingyu;Jeon, Changyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.31-41
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    • 2016
  • This study proposes suitable input processing technique for producing the mobile platform based virtual reality contents. First of all, we produce the mobile platform based virtual reality interactive contents to be used in experiments for improve user's immersion who experience the virtual reality contents, get interests and design the input processing that easily controllable. Then design the input processing technique in two methods, with gamepad that accessibility to mobile and with directly through user's gaze to interface. Through virtual reality based input processing technique that we proposed, we analyse effect of improve user's immersion, cause of get interests and whether provide the convenience or not for controlling contents through experiments. Moreover we verify whether bring negative psychological elements like sickness, fatigue or not.

Mega Irises: Per-Pixel Projection Illumination Compensation for the moving participant in projector-based visual system (Mega Irises: 프로젝터 기반의 영상 시스템상에서 이동하는 체험자를 위한 화소 단위의 스크린 투사 밝기 보정)

  • Jin, Jong-Wook;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.4
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    • pp.31-40
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    • 2011
  • Projector-based visual systems are widely used for VR and experience display applications. But the illumination irregularity on the screen surface due to the screen material and its light reflection properties sometimes deteriorates the user experience. This phenomenon is particularly troublesome when the participants of the head tracking VR system such as CAVE or the motion generation experience system continually move around the system. One of reason to illumination irregularity is projector-screen specular reflection component to participant's eye's position and it's analysis needs high computation complexity. Similar to calculate specular lighting term using GPU's programmable shader, Our research adjusts every pixel's brightness in runtime with given 3D screen space model to reduce illumination irregularity. For doing that, Angle-based brightness compensate function are considered for specific screen installation and modified it for GPU-friendly compute and access. Two aspects are implemented, One is function access transformation from angular form to product and the other is piecewise linear interpolate approximation.

Hand Tracking Based Projection Mapping System and Applications (손 위치 트래킹 기반의 프로젝션 매핑 시스템 및 응용)

  • Lee, Cheongun;Park, Sanghun
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.4
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    • pp.1-9
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    • 2016
  • In this paper we present a projection mapping system onto human's moving hand by a projector as information delivery media and Kinect to recognize hand motion. Most traditional projection mapping techniques project a variety of images onto stationary objects, however, our system provides new user experience by projecting images onto the center of the moving palm. We explain development process of the system, and production of content as applications on our system. We propose hardware organization and development process of open software architecture based on object oriented programming approach. For stable image projection, we describe a device calibration method between the projector and Kinect in three dimensional space, and a denoising technique to minimize artifacts from Kinect coordinates vibration and unstable hand tremor.

Speech Animation with Multilevel Control (다중 제어 레벨을 갖는 입모양 중심의 표정 생성)

  • Moon, Bo-Hee;Lee, Son-Ou;Wohn, Kwang-yun
    • Korean Journal of Cognitive Science
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    • v.6 no.2
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    • pp.47-79
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    • 1995
  • Since the early age of computer graphics, facial animation has been applied to various fields, and nowadays it has found several novel applications such as virtual reality(for representing virtual agents), teleconference, and man-machine interface.When we want to apply facial animation to the system with multiple participants connected via network, it is hard to animate facial expression as we desire in real-time because of the size of information to maintain an efficient communication.This paper's major contribution is to adapt 'Level-of-Detail'to the facial animation in order to solve the above problem.Level-of-Detail has been studied in the field of computer graphics to reperesent the appearance of complicated objects in efficient and adaptive way, but until now no attempt has mode in the field of facial animation. In this paper, we present a systematic scheme which enables this kind of adaptive control using Level-of-Detail.The implemented system can generate speech synchronized facial expressions with various types of user input such as text, voice, GUI, head motion, etc.

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Efficient generation of concentric mosaics using image-strip mosaicking (스트립 영상 배치를 이용한 동심원 모자익의 효율적인 생성)

  • Jang, Kyung Ho;Jung, Soon Ki
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.2
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    • pp.29-35
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    • 2001
  • In general, image-based virtual environment is represented by panoramic images created by image mosaic algorithm. The cylindrical panoramic image supports the fixed-viewpoint navigation due to the constraints of construction. Shum proposed concentric mosaics to allow users to navigate freely within a circular area[10]. It is constructed by a sequence of images which is acquired from a regularly rotating camera. Concentric mosaics technique, proposed by Shum, is considered as 3D plenoptic function which is defined three parameters : distance, height and angle. In this paper, we suggest an effective method for creating concentric mosaics, in which we first align a set of strip images on the cylinder plane and stitch the aligned strips to build a panoramic image. The proposed method has no constraints such as regular panning motion of camera. Furthermore, our proposed method minimizes the use of interpolation image to create a novel view images from the concentric mosaics. It allows the result image on a novel view to have better quality with respect to the number of input images.

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Avatar's Lip Synchronization in Talking Involved Virtual Reality (대화형 가상 현실에서 아바타의 립싱크)

  • Lee, Jae Hyun;Park, Kyoungju
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.4
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    • pp.9-15
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    • 2020
  • Having a virtual talking face along with a virtual body increases immersion in VR applications. As virtual reality (VR) techniques develop, various applications are increasing including multi-user social networking and education applications that involve talking avatars. Due to a lack of sensory information for full face and body motion capture in consumer-grade VR, most VR applications do not show a synced talking face and body. We propose a novel method, targeted for VR applications, for talking face synced with audio with an upper-body inverse kinematics. Our system presents a mirrored avatar of a user himself in single-user applications. We implement the mirroring in a single user environment and by visualizing a synced conversational partner in multi-user environment. We found that a realistic talking face avatar is more influential than an un-synced talking avatar or an invisible avatar.