• Title/Summary/Keyword: 제작기법(製作技法)

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An Efficient Message Management Scheme in Game Engine (게임엔진에서의 효율적인 메시지 관리 기법)

  • Lee, Sang-Wan;Kim, Hye -Young
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.77-84
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    • 2008
  • Game engine, materialized by a library or a shape of the module, is providing many ability for developing game. Because of the high cost of developing game, game engine plays a big role on game developing urea by how it provide it's efficiency. In other words, the message scheme, which occur often while carrying out the game, highly affect on how fast it manage, its efficiency, and system's efficiency. Also, it is one of the important urea that needed to be considered while developing the game engine. In this paper, we suggest managing the message scheme technique by Lua script language, proving its suggested technique by developing $O_2$ engine itself, and analyzing it's capacity in order to show its efficiency.

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Fast Computation Algorithm of Fresnel Holograms Using Recursive Addition Method (반복 가산 기법을 이용한 Fresnel 홀로그램의 고속 계산 알고리듬)

  • Choi, Hyun-Jun;Seo, Young-Ho;Kim, Dong-Wook
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.5C
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    • pp.386-394
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    • 2008
  • For digital holographic video system, it is important to generate digital hologram as fast as possible. This paper proposed a fixed-point method and fast generation method that can calculate the Fresnel hologram using operation of whole-coordinate recursive addition. To compute the digital hologram, 3D object is assumed to be a collection of depth-map point generated using a PC. Our algorithm can compute a phase on a hologram by recursive addition with fixed-point format at a high speed. When we operated this algorithm on a personal computer, we could maximally compute digital hologram about 70% faster than conventional method and about 30% faster than of [3]'s method.

Producing Alive Realistic Contents from a Single Painting based on TVML (TVML을 기반으로 하는 살아있는 실감 콘텐츠의 구현)

  • Lee, Kwan-Wook;Gil, Jong-In;Kim, Je-Dong;Kim, Man-Bae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.73-76
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    • 2009
  • 실감콘텐츠는 3DTV, 다시점 TV 등의 필수적인 콘텐츠로, 향후 다양한 유형의 콘텐츠 제작이 필요하다. 본 논문에서는 3D 환경의 방송용 콘텐츠로 살아있는 콘텐츠의 제작기법을 제안한다. 살아있는 콘텐츠는 등장하는 캐릭터가 이동하고, 애기를 하도록 제작되어, 기존의 단순한 2D영상의 시청에서 살아있는 캐릭터를 시청할 수 있다. 제안 시스템은 TVML (TV program Making Language)을 기반으로 제작되며, 한 장의 영상이 주어지면, 3D Studio MAX 등과 같은 3D 콘텐츠 제작 툴을 이용하여 캐릭터 및 배경, 물체에 대한 객체 화일을 생성한다. 이렇게 제작된 객체 화일들을 TVML 스크립트에서 불러오고, 이들의 동작을 지시함으로써 살아있는 3D 영상 콘텐츠를 제작한다. 실험 콘텐츠로 신윤복의 단오풍정 그림을 적용하여, 배경에 깊이를 주고 또한 캐릭터들이 움직이고 말하게 된다. 사용자가 다양한 이벤트를 제작하면 보다 실감 있고 관람객의 몰입도를 높일 수 있다. 개인이 제작하기 힘든 방송용 실험 콘텐츠를 손쉽게 제작함으로써 Web 2.0 환경에서의 사용자 참여 중심의 콘텐츠 제작의 용이성을 제공한다.

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A Study on the Technique of the 3D Stereoscopic Cinema (3D 입체영화의 제작 기법 연구 단편영화 <내 생일>을 중심으로)

  • Kim, Byeong-Cheol
    • Journal of Korea Multimedia Society
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    • v.16 no.8
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    • pp.994-1004
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    • 2013
  • 3D stereoscopic cinema emerged as a new dominant media format. In principle, the stereoscopic cinema imitate the vision of the human being has two eyes. The stereoscopic cinema is filmed with 2 connected cameras at the same time and projected these 2 different images. With the stereoscopic glasses, the human being can see the overlapped images as a single 3D stereoscopic image. To make 3D stereoscopic cinema, it is very important to systemize the process of the 3D stereoscopic cinema production and to use the principle of the 3D stereoscopic cinema. This paper investigates the possibilities of the using the 3D stereoscopic principles such as the I.O.D, convergence point, parallax and the 3D comfort zone. Using the principle of the 3D stereoscopic cinema can be the technique of directing the film. Using the example of 3D stereoscopic short film My Birthday, I investigate the main technique of the 3D stereoscopic cinema.

A Study on Realtime Mesh Deformation of 3D Avatar Body (3D 아바타의 실시간 체형 변형에 관한 연구 - 메쉬모핑 기법을 이용한 아바타 및 아이템의 체형변형)

  • Shin, In-Sup
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.688-692
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    • 2008
  • All items from the 3d avatar system should be made to fit the avatar's physical form. However this method is not only a disadvantage in an economical perspective, but also it is difficult to satisfy the client's needs of avatar's variety form. To provide various forms of the avatars, the work load naturally increases. This research is about changing the 3d avatar's body shape based on 3d mesh morphing which allows the 3d avatar with smallest data possible. The result mesh could be generated from source and target mesh with the deformation ratio and all 3d items like hair style, pants, shoes and etc, which was made to fit to basic mesh also could be deformed automatically, to fit them to the result mesh as is. Even if the different physical avatar mesh body such as children style is added to 3d avatar system, it is not necessary to make the 3d avatar items which is fit to the new physical body, New avatar mesh body will be adopted to the 3d avatar system in real time.

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A Study on the 8W High Power Amplifier for VSAT at Ku-band (Ku-band의 소형 지구국용을 위한 8W 고출력 증폭기에 관한 연구)

  • 조창환;이찬주;홍의석
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.7 no.1
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    • pp.53-60
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    • 1996
  • The 8W hybrid MIC SSPA has been developed in the frequency range from 14.0 GHz to 14.5 GHz for uplink of KOREASAT's earth station. The whole system was designed of two parts with driving amplifier and high power amplifier to simplify the fabrication process. we reduced weight and volum of power amplifier through arranging the bias circuits in the same housing. The realized SSPA has a small signal gain of $26\pm1dB$within 500 MHz bandwidith, and the input and output return losses are over 7dB and 12dB respectively. The output power of 39.0 ~ 39.2dBm is achieved at the 1dB gain compression point of 14 GHz, 14.25 GHz, and 14.5 GHz. That reveals higher power than 8W of design target. The proposed SSPA manufacture techni- ques in this paper can be applied to the implementation of power amplifiers for some radars and SCPC.

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Short-axis cine MR 영상을 이용한 심박출량 측정 : Threshold segmentation 기법의 적용

  • 강원석;최병욱;최규옥;정해조;이상호;유선국;김희중
    • Proceedings of the Korean Society of Medical Physics Conference
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    • 2003.09a
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    • pp.79-79
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    • 2003
  • 심실의 내부는 유두근이나 trabecular와 같은 해부학적 구조물들로 인해 복잡한 형태를 띄고 있다. 그러한 복잡한 구조는 MR 영상을 이용한 심박출량 측정시 오차를 유발시킬 수 있으며, 만약 오차를 줄이기 위해 수작업을 하게 된다면 많은 수고와 시간이 필요하게 될 것이다. 본 연구에서는 threshold 기법을 이용하여 짧은 시간동안에 정확하게 복잡한 구조를 가진 심실의 심박출량을 측정하고자 하였다. 7 명의 환자에 대해 l.5T 급 MR 장치 (INTERA, Philips, Netherlands)를 이용하여 short-axis cardiac MR 영상을 획득하였다. 한 환자에 대해서 8개에서 10개의 슬라이스 영상을 8-10 mm의 두께로, 하나의 심장주기(cardiac cycle)동안 일정한 시간간격으로 25 개의 영상을 획득하였으며, 펄스시퀀스로는 ECG-gated segmented balanced fast field echo (TR/TE = 3ms/1.56ms)를 사용하였다. 획득된 영상은 PC(threshold 기법)와 workstation (기존의 수동 및 자동 segmentation 기법)로 DICOM 형태로 전송되었다. 측정은 IDL을 이용하여 자체 제작된 소프트웨어와 상용화된 소프트웨어 (MASS 5.0, MEDIS, Netherlands)를 이용하여 분석되었다. MR 영상에서 심내벽 부위를 추출하기 위하여 자체제작된 소프트웨어로는 threshold 기법을, 상용 소프트웨어로는 기존의 수동 및 자동 기법을 이용하였다. 심박출량은 최대수축기와 이완기 사이의 용적 차이로써 계산되었으며, 좌심실 및 우심실 모두에 대해 수행되었다. 또한, 해부학적 구조의 복잡도에 따른 측정방법의 정확도를 확인하기 위해 유두근 및 trabecular의 hypertrophy의 정도를 3 단계로 구분하고 측정된 값들을 통계적으로 분석하였다. Hypertrophy가 약한 그룹에서는 기존의 수동방식과 threshold 기법간의 의미있는 차이가 없었으며 (p=0.372), 기존의 수동 및 자동방식 간에도 큰 차이가 없었다 (p=0.298). 그러나, hypertrophy가 심한 그룹에서는 수동방식 및 자동방식 측정치 사이에 통계적으로 유의한 차이를 보임을 알 수 있었다 (p=0.044). 그러나, threshold 기법과 수동방식 사이에는 유의한 차이가 없었다 (p=0.l94). 분석시간은 threshold 기법이 기존의 수동방식에 비해서 두배정도 빠르다는 것을 알 수 있었다, Threshold 기법은 심박출량 측정에 있어서 정확하면서도 빠른 결과의 도출이 가능했으며, 특히 심내벽의 구조가 복잡한 경우에 그 효과가 증대됨을 알 수 있었다.

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Proposal and Application of Music Sampling Production Methodology : Focused on Korean Pop Music (음악 샘플링의 제작 방법론 제시 및 적용 : 한국 대중음악을 중심으로)

  • Ryu, Jae-Hack;Park, Jae-Rock
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.205-218
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    • 2019
  • Music sampling, which has been popular since hip-hop DJs used it in the 1970s, is now one of methods of producing music that is used regardless of genre or country. In this study, an overall production methodology for music sampling was presented through in terms of content and techniques. First of all, in terms of the contents, we classified them into the reuse and length of materials, and the function of samples in the mixed songs. In terms of the techniques, editing and effecting techniques were classified. By combining these elements, the methodology of music sampling applicable to the productions as well as the analysis was presented. Based on this methodology, the sampled songs of Korean Popular musicians - Jang Ki-ha and Faces, Epik High, The Quiet, and DJ DOC - were successfully analysed. Through the analysis process, the organic relationship of elements within the methodology was investigated, and the results of the analysis showed the effectiveness of the proposed methodology. This study can be meaningful in laying the groundwork for applying music sampling directly when actually producing songs or analyzing sampled songs.

Automatic Extraction of the Building Using IKONOS Ortho-Image (IKONOS 정사영상을 이용한 건물의 자동추출)

  • 이재기;정성혁;임인섭
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.21 no.1
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    • pp.19-26
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    • 2003
  • As recently, high-resolution satellite images of 1m spatial resolution are opened to the public and able to be used commercially, the studies that make ortho-images using them and apply to digital mapping and database of geo-spatial information system are having been progressed actively. Therefore, the purposes of this study are to establish the auto-extraction methods and to develope algorithms for automatically extracting buildings out of man-made structures, after making the IKONOS ortho-image. As the result of this study, we can extract buildings automatically at 72% out of the whole buildings. And we have analyzed the error trend by means of the comparison with ortho-image, digital map and drawing result, then we could know that obtain the good result for extraction of the building through the methods and algorithms of this study.

Immediate Constituent and Technics of Lingerie in the late20C - Focused on Slip, Knickers, Cami-Knicker - (20세기 후기 란제리의 구성 및 제작기법 - 슬립, 니커, 캐미 니커를 중심으로 -)

  • Kim Jee-Yeon;Chun Hei-Jung
    • Journal of the Korean Society of Costume
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    • v.55 no.6 s.96
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    • pp.109-124
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    • 2005
  • The object of this study was to identify the production technique and immediate constituent of lingerie by examining the materials and the sewing techniques. Various papers are referenced for theoretical study and the elements and techniques of lingerie are analyzed based on photographical materials. From the late 20C century to the present time was the research time period. This paper concludes as follows: 1 Decorative method: Lace, Ribbons, piping, elastic bands were some of the decorative materials attached to the garments by zigzag stitch. 2. Flat pattern making: Lingerie patterns were drafted in smaller size than the patterns of outer garments. Bias cut would be applied for the noll-stretchable fabrics. 3. Draping: Bias grain would be applied for the non-stretch fabric. When draping stretch fabrics, follow the grain line of the fabrics and pull the fabric so that it could fit onto the body. 4. Production technique: Straight stitch would be applied for non-stretch fabrics. Zigzag stitch would be applied for stretch fabrics.