• Title/Summary/Keyword: 컴퓨터 그래픽 모델

Search Result 127, Processing Time 0.025 seconds

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.269-272
    • /
    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

  • PDF

Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.8
    • /
    • pp.102-108
    • /
    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

Parallel Implementation and Performance Evaluation of the SIFT Algorithm Using a Many-Core Processor (매니코어 프로세서를 이용한 SIFT 알고리즘 병렬구현 및 성능분석)

  • Kim, Jae-Young;Son, Dong-Koo;Kim, Jong-Myon;Jun, Heesung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.9
    • /
    • pp.1-10
    • /
    • 2013
  • In this paper, we implement the SIFT(Scale-Invariant Feature Transform) algorithm for feature point extraction using a many-core processor, and analyze the performance, area efficiency, and system area efficiency of the many-core processor. In addition, we demonstrate the potential of the proposed many-core processor by comparing the performance of the many-core processor with that of high-performance CPU and GPU(Graphics Processing Unit). Experimental results indicate that the accuracy result of the SIFT algorithm using the many-core processor was same as that of OpenCV. In addition, the many-core processor outperforms CPU and GPU in terms of execution time. Moreover, this paper proposed an optimal model of the SIFT algorithm on the many-core processor by analyzing energy efficiency and area efficiency for different octave sizes.

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
    • /
    • v.17 no.4
    • /
    • pp.31-40
    • /
    • 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.

Design of 3D Action Game for PC Environment (PC 환경에서의 3인칭 액션게임 설계)

  • An, Sung-Ohk;Lee, HeeBum;Park, Dong-Won;Kim, SooKyun;Jung, Jinyoung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.4
    • /
    • pp.63-69
    • /
    • 2014
  • Third Person Action Game is a genre receiving continuous interest from many game enthusiasts. The most distinctive feature about third person action games is that the user can actually see the character as well as the various actions, which in turn increases user engagement. Many games are developed using game engines. However, this study designs a third person action game using only DirectX library instead of the specialized techniques in game engines. By doing so, the game development costs will be minimalized. The study also uses several basic algorithms in order to process the various events and to make the animation effects more efficiently managed in the graphic device. The performance superiority is demonstrated by the results of the study.

A Study on Web-based Collaborative CAD System (웹 기반 협동 CAD시스템에 관한 연구)

  • 윤보열;김응곤
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.4 no.4
    • /
    • pp.767-773
    • /
    • 2000
  • As computer systems and communication technologies develop rapidly, CSCW(Computer Supported Collaborative Work) system appears nowadays, through which it is available to work on virtual space without any restriction of time and place. Most of CWCS systems depend on a special network and groupware. The systems of graphics and CAD are not so many because they are specified by hardware and application software. In this paper, we propose a web-based collaborative CAD system, which can be jointly worked on Internet WWW being independent from any platforms. It can create and modify 3D objects easily using VRML and Java 3D API, and it can send, print, and store them. The interactive work for designing objects can be also carried out through chatting with each other. This system is executed in the environment of Client/server architecture. Clients connect to the CAD sewer through Java applet on WWW. The server is implemented by Java application, and it consists of three components : connection manager which controls the contact to users, work manager which keeps viewing in concurrency and provides virtual work space sharing with others, and solid modeler which creates 3D object.

  • PDF

An App-based Evolving Medical Nomogram Service System (앱기반 진화 의료 노모그램 서비스 시스템)

  • Lee, Keon-Myung;Hwang, Kyoung-Soon;Kim, Wun-Jae
    • Journal of Korea Entertainment Industry Association
    • /
    • v.4 no.4
    • /
    • pp.72-76
    • /
    • 2010
  • Clinical nomogram is a graphical representation of numeric formula, constructed from clinical cases database of followed patients' treatment, which is used for medical predication. For a clinical nomogram to contribute patient care, it is required to accumulate as many as clinical cases and to extract medical prediction knowledge. It needs to be equipped with an effective method to build medical nomogram with high predication accuracy. It is desirable for medical nomogram to be accessible at patient care point. This paper proposes a medical nomogram service system architecture which takes into account the above-mentioned issues. The proposed system architecture includes a web-based database subsystem to maintain and keep track of clinical cases. On the periodic basis, a new clinical nomogram is reconstructed for the updated clinical database. For the convenient use of patient care practice environment, an app-based program is provided which makes prediction based on the most recent clinical nomogram constructed in the service system. The proposed method has been applied to a clinical nomogram service system development for recurrence and survival prediction in bladder cancer patients.

Design of a Convergence Point Adjustment Method to Minimize Visual Discomfort due to Zoom-In (줌인에 따른 시각적 불편을 최소화하기 위한 컨버전스 포인트 조정 기법의 설계)

  • Ha, JongSoo;Ban, ChaeHoon;Kim, DaeWoong;Kim, ChiHun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.17 no.3
    • /
    • pp.665-671
    • /
    • 2013
  • Even though a dual lens stereoscopic camera allows for convenient stereoscopic photography, the necessity for the research comes up, since the dual lens stereoscopic camera can cause visual discomfort during zoom-in due to the fixed convergence point. We propose a method based on which a convergence point can be adjusted to prevent visual discomfort during zoom-in for a dual lens stereoscopic camera. First, the relational model is classified into nine kinds and defined, depending on locations of focus, object, and convergence point. And then, the method to minimize visual discomfort is suggested by adjusting convergence point on the given model. We also implement the suggested methods with anaglyph computer graphic and demonstrate the superiority of them.

A Clinical Nomogram Construction Method Using Genetic Algorithm and Naive Bayesian Technique (유전자 알고리즘과 나이브 베이지언 기법을 이용한 의료 노모그램 생성 방법)

  • Lee, Keon-Myung;Kim, Won-Jae;Yun, Seok-Jung
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.19 no.6
    • /
    • pp.796-801
    • /
    • 2009
  • In medical practice, the diagnosis or prediction models requiring complicated computations are not widely recognized due to difficulty in interpreting the course of reasoning and the complexity of computations. Medical personnel have used the nomograms which are a graphical representation for numerical relationships that enables to easily compute a complicated function without help of computation machines. It has been widely paid attention in diagnosing diseases or predicting the progress of diseases. A nomogram is constructed from a set of clinical data which contain various attributes such as symptoms, lab experiment results, therapy history, progress of diseases or identification of diseases. It is of importance to select effective ones from available attributes, sometimes along with parameters accompanying the attributes. This paper introduces a nomogram construction method that uses a naive Bayesian technique to construct a nomogram as well as a genetic algorithm to select effective attributes and parameters. The proposed method has been applied to the construction of a nomogram for a real clinical data set.

A Method of Island Information Management System Construction Using Geo-Spatial Information System (GSIS를 이용한 도서(섬)정보관리시스템 구축방안)

  • 박민호;곽성남
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.18 no.2
    • /
    • pp.211-219
    • /
    • 2000
  • In the 21th century, on the level of the limit of national resources, the national land development, the development using the marine resource and the marine space, the international diplomacy and the national security, the island development will be more vitalized. Therefore, considering the various kinds of information becomes diverse and massive quantitatively, it is necessary that we develop an effective system which not only operates the information, but also gives a function of various display using the computer graphic and the multimedia. On this point of view, this study focused on thesuggestion of the application system model which is necessary for an efficient management, analysis and development of our country's island. That is, unlike the previous information system, the IIMS(Island Information Management System) model was developed by the active use of the Geo-Spatial Information System which improves the efficiency of the work by managing the spatial information and the attribute information simultaneously, and objectively induces the decision of the opinion and the policy for the management and the development of the island.

  • PDF