A Study on Pipeline for Effective Production of VR Animation

VR 애니메이션의 효율적인 제작을 위한 파이프라인 연구

  • Kang, Jiyoung (Graduate School of Cinematic Content, Dankook University) ;
  • Choi, Sang-Il (Department of Computer Science and Engineering, Dankook University)
  • 강지영 (단국대학교 영화콘텐츠전문대학원 영화콘텐츠학과) ;
  • 최상일 (단국대학교 컴퓨터학과)
  • Received : 2018.05.05
  • Accepted : 2018.05.25
  • Published : 2018.05.31


Currently, Virtual Reality video content is rapidly increasing in number of users due to the rapid growth of related hardware and software. Accordingly, Virtual Reality animation is also being produced in a new form by rapidly integrating with Virtual Reality technology among video contents. Currently, research on Virtual Reality animation has focused on how films are produced and how they are directed, and no research has been done to organize the pipeline for efficient VR animation production. Therefore, this study drew the characteristics of the pre-render VR animation pipeline by comparing it with the production pipeline of the existing 3D animation to produce the VR animation efficiently. Through this, we presented organic integration of production and post production processes suitable for the production of VR animations and reduced rendering time using Render Pass for efficient production.


Supported by : 단국대학교


  1. Variety. 'Virtual-Reality Startup Penrose Studios Raises $8.5 Million Seed Funding' [Internet]. Available:
  2. INVEN. 'The Baobab studio was able to present Rainbow Crowe at the festival' [Internet]. Available:
  3. Korea Economy. 'VR Annie Doctor X from Biv Studios won the U.S. Content Storage Award' [Internet]. Available:
  4. M. Y. Huh. A Study on Flow in Animation Production, Master's thesis. Sooncheon University, p.18, 2007.
  5. Pimentel, Ken and Kevin Teixeira, Virtual Reality: Through the New Looking Glass. New York: Intel/Windcrest McGraw Hill, pp.15, 1993.
  6. J. H. Lee, Jong-Han, The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content -, Catoon & Animation Studies, Vol. 45, p. 208, 2016.
  7. J. O. Park, A Study on Visual Tactility and Spatial Illusion in Virtual Reality Games, Journal of Digital Contents Society, Vol. 19, No. 2, p. 232, 2018.
  8. J. Y. Kang, Study on Esthetical Experiment of Virtual Reality Cinema with Rotoscoping Technique, Journal of Digital Contents Society, Vol. 18, No. 2, p. 276, 2017.
  9. P. J. Kim, A Study of 3D Animation Pipeline, Docter's thesis, Sejong University, p. 21, 2004.
  10. J. K. Kim and T. G. Lee, A Establishment of Effective Pipeline for the Production of Stereoscopic 3D Animation, Journal of Integrated Design Research, Vol. 12, No. 3, p. 51, 2013.