• Title/Summary/Keyword: 물리기반 애니메이션

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Faster Collision Response for Rigid Articulated Bodies by Reformulating Linear Equations (선형방정식의 재구성을 통한 강체 다관절체 충돌반응 속도 개선)

  • Jeong Dae-Hyun;Lee Joong-Ha;Kim Eun-Ju;Ryu Kwan-Woo
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.554-563
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    • 2006
  • We present a linear-time algorithm for treating collision response of articulated rigid bodies in physically based modeling. By utilizing the topology of articulated rigid bodies and the property of linear equations, our method can solve in linear time the system of linear equations that is crucial for treating collision response. We also present several new joint condition equations for articulated rigid bodies composed of various joints.

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Physically-Based View-Dependent Liquid Animation (물리 기반 시점 의존 액체 애니메이션)

  • Kim, Jang-Hee;Ihm, In-Sung;Cha, Deuk-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.2
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    • pp.16-25
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    • 2005
  • 계산유체 역학 분야에서는 유체 시뮬레이션 계산에 있어 계산 시간과 컴퓨터 메모리의 한계를 뛰어 넘는 유효 해상도를 달성하기 위하여 다양한 형태의 적응적 메쉬 기법들이 제시되어 왔다. 특히 최근에 컴퓨터 그래픽스 분야에서는 팔진 트리 기반의 메쉬 구조를 사용하여 중요 지역에 높은 해상도를 적용하려는 유체 애니메이션 방법이 제시되었다 [1]. 본 논문에서는 계산시간과 메모리 사용량을 보다 절약하기 위해, 이러한 적응적 방법을 확장하여 카메라의 특성을 이용하여 보이는 지역에 상대적으로 높은 해상도의 메쉬를 적용해주는 시점의존 방법을 제시한다. 이와 함께 시뮬레이션 과정에서 동적으로 변하는 메쉬 구조를 효율적으로 구현하기 위하여 기존의 팔진 트리와는 다른, 단순한 형태의 가변 메쉬 구조를 제시한다. 또한 실제 구현을 통하여 본 논문이 제시하는 시점의존기법이 유체 시뮬레이션 결과의 질을 비교적 잘 유지하면서, 계산에 필요한 자원을 효과적으로 줄일 수 있다는 사실을 보이도록 한다.

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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.

Study of Image Production using Steadicam Effects for 3D Camera (3D 카메라 기반 스테디캠 효과를 적용한 영상제작에 관한연구)

  • Lee, Junsang;Park, Sungdae;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.3035-3041
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    • 2014
  • The steadicam effects is widely used in production of the 3D animation for natural camera movement. Conventional method for steadicam effects is using keyframe animation technique, which is annoying and time consuming process. Furthermore it is difficult and unnatural to simulate camera movement in real world. In this paper we propose a novel method for representing steadicam effects on virtual camera of 3D animation. We modeled a camera of real world into Maya production tools, considering gravity, mass and elasticity. The model is implemented with Python language, which is directly applied to Maya platform as a filter module. The proposed method reduces production time and improves production environment. It also makes more natural and realistic footage to maximize visual effects.

Virtual Marionette Simulation Using Haptic Interfaces (햅틱 인터페이스 기반의 가상 마리오넷 시뮬레이션)

  • Kim, Su-Jeong;Zhang, Xin-Yu;Kim, Young-J.
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.4
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    • pp.39-44
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    • 2005
  • 인터랙티브 컴퓨터 게임과 컴퓨터 애니메이션에서, 유관절체의 움직임을 직관적으로 제어하도록 하는 것은 어려운 문제로 인식되고 있다. 이런 분야에서는 대부분 움직임의 대상이 되는 캐릭터가 많은 관절로 연결되어 있는데, 이때 각 관절을 사용자의 의도대로 쉽게 조종할 수 있도록 해주는 인터페이스를 디자인하기가 어렵기 때문이다. 본 논문에서는 자유도(DOF)가 높은 캐릭터의 움직임을 제어하기 위해 오랫동안 인형극에서 사용되고 있는 마리오넷 조종 기법[5]을 응용한 마리오넷 시스템을 제안하고자 한다. 우리는 가상 마리오넷 시스템을 물리기반 모델링과 햅틱 인터페이스를 기반으로 구현하였고, 이 시스템을 통해 높은 자유도를 가지는 유관절체 캐릭터의 복잡한 움직임을 쉽게 생성해낼 수 있었다. 그리고 사용자에게 햅틱 포스 피드백을 줌으로써 더욱 정교한 마리오넷을 조작이 가능하도록 하였다. 이 시스템을 일반적인 유관절체에 적용한다면 다양한 움직임을 쉽고 빠르게 생성할 수 있을 것이다.

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Exploring the Effectiveness of GAN-based Approach and Reinforcement Learning in Character Boxing Task (캐릭터 복싱 과제에서 GAN 기반 접근법과 강화학습의 효과성 탐구)

  • Seoyoung Son;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.7-16
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    • 2023
  • For decades, creating a desired locomotive motion in a goal-oriented manner has been a challenge in character animation. Data-driven methods using generative models have demonstrated efficient ways of predicting long sequences of motions without the need for explicit conditioning. While these methods produce high-quality long-term motions, they can be limited when it comes to synthesizing motion for challenging novel scenarios, such as punching a random target. A state-of-the-art solution to overcome this limitation is by using a GAN Discriminator to imitate motion data clips and incorporating reinforcement learning to compose goal-oriented motions. In this paper, our research aims to create characters performing combat sports such as boxing, using a novel reward design in conjunction with existing GAN-based approaches. We experimentally demonstrate that both the Adversarial Motion Prior [3] and Adversarial Skill Embeddings [4] methods are capable of generating viable motions for a character punching a random target, even in the absence of mocap data that specifically captures the transition between punching and locomotion. Also, with a single learned policy, multiple task controllers can be constructed through the TimeChamber framework.

Vehicle Animation Making Tools based on Simulation and Trajectory Library (차량 시뮬레이션과 경로 라이브러리에 기반한 차량 애니메이션 저작도구)

  • Jeong, Jinuk;Kang, Daeun;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.57-66
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    • 2017
  • In this paper, we suggest a novel physics-based real-time animation technique for vehicles, and introduce an easy and intuitive animation authoring tool which uses our proposed technique. After a user specifies a trajectory of a virtual car as input, our system produces a more accurate simulation faster than a previous research result. This is achieved by a trajectory splitting method based on directional features and a trajectory library. As a result, the user can create not only a car animation including lane changing and passing, but also a crash animation which is a rarely researched topic. Also, we propose a virtual car structure that approximates a real car's structure for real-time simulation, the resulting animation shows high plausibility such as a small vibration which occurs when the virtual car breaks and a deformation of when a car accident happens.

A Study on the Brain Scientific Mechanism of Drawing Education - Focusing on the Animated Drawing (드로잉 교육의 뇌과학적 기제 연구 - 애니메이션 드로잉을 중심으로)

  • Park, Sung Won
    • Cartoon and Animation Studies
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    • s.36
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    • pp.217-236
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    • 2014
  • This study is a literature analytical process for studying the drawing teaching methods considering the professional characteristics of animation and a principle analytical process for studying the perspective that when teaching methods that consider the function, learning and creative mechanisms of the brain are applied, the animation drawing ability will be effectively increased. In recent years, as an alternative discussion on the educational method of each field, study results applied with brain-based learning principles are being presented. This is not only being applied and implemented for art and drawing education but as overall educational alternatives. On the other hand, animation drawing requires artistic literacy and at the same time requires comprehensive teaching methods that can train the structural knowledge, cognitive sensation and communication method but such professional teaching methods are insufficient. Therefore, the principle of effective education is seen through the brain mechanism and the principle of demonstrating the creativity and learning by the brain is analyzed. In addition, through the fundamental relationship on the picture drawing and the function of the brain, the relationship of the drawing and the brain is identified. As a result, not only for the left brain that observes the cognitive information which can draw the structure and shapes but the right brain which is directly related to the drawing should be developed, but in order to express the creativity, teaching methods that can understand the mechanism of comprehensive brain where physical and psychological factors are expressed should be also developed. It is because the animation drawing education is teaching the methods for demonstrating the characteristics of artistic creativity required for the drawing ability. This process will not only be a foundation for identifying the difference against the previous animation drawing teaching methods, and the brain-based principles will be selected as the core strategic definition for designing the strategy and methodological model of future education.

Physics-Based Real-Time Simulation of Thin Rods (가는 막대의 물리기반 실시간 시뮬레이션)

  • Choi, Min-Gyu
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.2
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    • pp.1-7
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    • 2010
  • This paper proposes a real-time simulation technique for thin rods undergoing large rotational deformation. Rods are thin objects such as ropes and hairs that can be abstracted as 1D structures. Development of a satisfactory physical model that runs in real-time but produces visually convincing animation of thin rods has been remaining a challenge in computer graphics. We adopt the energy formulation based on continuum mechanics, and develop a modal warping technique for rods that can integrate the governing equation in real-time. This novel simulation framework results from making extensions to the original modal warping technique, which was developed for the simulation of 3D solids. Experiments show that the proposed method runs in real-time even for large meshes, and that it can simulate large bending and/or twisting deformations with acceptable realism.

Dynamic Soap Film Model based on Discrete Differential Geometry (이산미분기하 기반의 동적 비누막 모델)

  • Park, Min Ki;Kim, Hyun Soo;Choi, Han Kyun;Lee, Seung Joo;Ko, Kwang Hee;Lee, Kwan H.
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.523-526
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    • 2010
  • 주어진 경계선에 대해 비누막이 생성하는 표면 모델링 및 시간에 따른 변형 시뮬레이션은 컴퓨터 그래픽스 응용 프로그램의 한 분야이다. 이 문제에 대한 이전의 연구들은 주로 기하적인 방법들을 이용하였기 때문에 물리적으로 정확한 변형을 다루지 못하였다. 본 연구에서는 정확한 기하를 바탕으로 물리기반 변형을 다루기 위해 이산미분기하학으로부터 비누막의 동적인 모델을 제안한다. 우선, 비누 성분의 물리적인 특성들을 고려한 에너지 모델을 정의하고, 이를 이산 영역에서 나타내기 위해 이산미분기하 및 이산화 기법들을 이용한다. 제안하는 모델은 평형 상태에서의 비누막 형상뿐만 아니라 외력에 대한 표면의 변형까지 정확하게 나타내며, 실시간 시뮬레이션이 가능하여 게임, 애니메이션 목적으로 활용될 수 있다.