• Title/Summary/Keyword: 실사 영상

Search Result 161, Processing Time 0.019 seconds

Study on Compositing Editing of 360˚ VR Actual Video and 3D Computer Graphic Video (360˚ VR 실사 영상과 3D Computer Graphic 영상 합성 편집에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.17 no.4
    • /
    • pp.255-260
    • /
    • 2019
  • This study is about an efficient synthesis of $360^{\circ}$ video and 3D graphics. First, the video image filmed by a binocular integral type $360^{\circ}$ camera was stitched, and location values of the camera and objects were extracted. And the data of extracted location values were moved to the 3D program to create 3D objects, and the methods for natural compositing was researched. As a result, as the method for natural compositing of $360^{\circ}$ video image and 3D graphics, rendering factors and rendering method were derived. First, as for rendering factors, there were 3D objects' location and quality of material, lighting and shadow. Second, as for rendering method, actual video based rendering method's necessity was found. Providing the method for natural compositing of $360^{\circ}$ video image and 3D graphics through this study process and results is expected to be helpful for research and production of $360^{\circ}$ video image and VR video contents.

Research on Use of Character Animation by Robert Zermeckis and James Cameron (로버트 저메키스와 제임스 카메론의 캐릭터 애니메이션 이용)

  • Yoon, Soo-In
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.5
    • /
    • pp.157-171
    • /
    • 2011
  • James Cameron's Avatar was a stunning success for digital characters. Digital animation character creation was not suddenly enabled by visual technology, rather it was a result of numerous attempts of combining animation and live action film with the help of technology advancement. Two pioneers in this field are James Cameron and Robert Zemeckis. Although continuous interest and research in visual technology existed, the two directors differed in how they viewed the use of technology. The difference is demonstrated in their two recent movies which will be covered in details. How these two directors differed in their approach remains a topic of study for us who continuously are exposed on advance visual technology and our reaction to the changing nature of the industry.

Research on the expression of aesthetics in Animation (애니메이션 제작기법의 미학적 접근 방법연구)

  • Joo Young-Sook;Kim Chee-Yong
    • Journal of Digital Contents Society
    • /
    • v.6 no.4
    • /
    • pp.249-254
    • /
    • 2005
  • Modern society has produced various forms of mass media to convey different messages to the public.Animation, in particular, has been developing and expanding its own unique ganre and cultural code. In this report, I first describe the basic definition and expression techniques of filmography. Based on these technique, I observe the characteristics and methodologies of animation aesthetics, and distinguish between animation and motion pictures in order to show the benefits of using animation. Finally, I suggest the future direction of the research we will pursue in order to efficiently carry message to the public.

  • PDF

A New System Implementation for Generating Holographic Video using Natural Color Scene (실사 컬러 영상을 이용한 홀로그램 비디오 생성 시스템 구현)

  • Seo, Youngho;Lee, Yoon-Hyuk;Koo, Ja-Myung;Kim, Woo-Youl;Kim, Bo-Ra;Kim, Dong-Wook
    • Journal of Broadcast Engineering
    • /
    • v.18 no.2
    • /
    • pp.149-158
    • /
    • 2013
  • In this paper, we propose a new system which can generate digital holograms for natural color scene. The system consists of both a camera system for capturing images and softwares(SWs) for various image processings. The camera system uses a vertical rig with a depth and a RGB camera and a cold mirror which has the different transmittance according to wavelength for obtaining images with the same view point. The S/W is composed by the engines for processing and servicing the captured images and computer-generated hologram (CGH) for generating digital holograms using general-purpose computing on graphics processing unit (GPGPU). Each algorithm was implemented using C/C++ and CUDA languages, and all engines were integrated in LabView environment. The proposed system can generate 10 digital holographic frames per second using about 6K light sources.

A Study on Sound Synchronized Out-Focusing Techniques for 3D Animation (음원 데이터를 활용한 3D 애니메이션 카메라 아웃포커싱 표현 연구)

  • Lee, Junsang;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.2
    • /
    • pp.57-65
    • /
    • 2014
  • The role of sound in producing 3D animation clip is one of the important factor to maximize the immersive effects of the scene. Especially interaction between video and sound makes the scene expressions more apparent, which is diversely applied in video production. One of these interaction techniques, the out-focussing technique is frequently used in both real video and 3D animation field. But in 3D animation, out-focussing is not easily implemented as in music videos or explosion scenes in real video shots. This paper analyzes the sound data to synchronize the depth of field with it. The novel out-focussing technique is proposed, where the object's field of depth is controlled by beat rhythm in the sound data.

Technical Trend of Stereoscopic Content Production (입체 콘텐츠 제작 기술 동향 분석)

  • Kim, H.D.;Kim, H.S.;Jang, H.W.;Nam, S.W.
    • Electronics and Telecommunications Trends
    • /
    • v.26 no.1
    • /
    • pp.13-24
    • /
    • 2011
  • 영화 "아바타"가 개봉되면서 입체 콘텐츠 특히 입체 영화에 대해 많은 사람들이 관심을 갖게 되었다. 초기 국내에서, 스테레오 영상 제작 시도는 많았지만, 입체 영상을 단순히 한 쌍의 영상을 보여주는 것으로 생각하여 잘못 제작되는 경우가 많았다. 입체영상 제작 기술은 한 쌍의 영상을 인간의 양안에 각각의 영상을 보여주면 3차원으로 인식한다는 데 기술적 근간을 두고 있으나, 초기엔 실세계에서 인간이 인식하는 것과 유사하게 처리되지 않아 시각피로를 유발하는 경우가 많았다. 그래서, 본 원고에서는 "아바타" 영화와 같은 입체영상을 제작하기 위해 어떠한 기술과 고려되어야 할 사항들이 있는지 살펴본다. 현재 입체 영상 획득 방식인 두 대의 카메라를 이용하여 실사로 촬영하는 데 필요한 기술과, 그 결과 영상을 후반작업에서 보정하고 합성하여 시각피로를 최소화하는 방법 및 기술들을 중심으로 살펴본다.

  • PDF

The Work's of Art on Syncronized Interaction between Frame Images and the Sound (프레임 이미지와 음의 상호작용에 관한 작품연구)

  • Lee, Gwang-Hun
    • Cartoon and Animation Studies
    • /
    • s.5
    • /
    • pp.472-475
    • /
    • 2001
  • 논고에 제시한 작품의 제작 과정과 발표를 토해보편성을 가진 실사의 동영상 이미지들을 프레임(frame)이라는 구조적 차원으로 확대하고 분석하여 시간속의 이미지와 음의 관계를 파악하고, 환원하여 이를 통한 시각적 훈련과 교육의 방법적 기틀을 마련함으로써 애니메이션의 학문적 가능성을 파악하고자 한다.

  • PDF

Camera Motion and Structure Recovery Using Two-step Sampling (2단계 샘플링을 이용한 카메라 움직임 및 장면 구조 복원)

  • 서정국;조청운;홍현기
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.40 no.5
    • /
    • pp.347-356
    • /
    • 2003
  • Camera pose and scene geometry estimation from video sequences is widely used in various areas such as image composition. Structure and motion recovery based on the auto calibration algorithm can insert synthetic 3D objects in real but un modeled scenes and create their views from the camera positions. However, most previous methods require bundle adjustment or non linear minimization process [or more precise results. This paper presents a new auto' calibration algorithm for video sequence based on two steps: the one is key frame selection, and the other removes the key frame with inaccurate camera matrix based on an absolute quadric estimation by LMedS. In the experimental results, we have demonstrated that the proposed method can achieve a precise camera pose estimation and scene geometry recovery without bundle adjustment. In addition, virtual objects have been inserted in the real images by using the camera trajectories.

Authoring Method for stereo scenes using Stereoscopic Still Pictures and Moving Pictures (실사 정지영상 및 동영상 콘텐츠를 이용한 양안식 장면 합성 기술)

  • 이인재;김규헌
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2003.11b
    • /
    • pp.495-498
    • /
    • 2003
  • The authoring technique in 3D stereoscopic technology has dealt in virtual stereoscopic contents. Thus authoring technique for stereoscopic pictures is insufficient. In this paper, we propose the method for authoring stereo scenes with a stereoscopic still picture and moving pictures. And there are no standards for stereoscopic contents in MPEG-4 systems. Thus we propose the extended MPEG-4 systems to support an interactive service with stereoscopic contents. We define new nodes for stereoscopic contents.

  • PDF