• Title/Summary/Keyword: 크리쳐

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The comparison of the creatures based on the movement in movie (동작을 기준으로 한 영화속 크리쳐의 유형비교)

  • Kwon, chong-san;Chae, eel-jin
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.273-276
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    • 2009
  • The development of computer hardware equipments and computer graphics technique has taken lots of changes in a movie production of VFX (visual effects) part. Particularly, through the developing of various computers graphic techniques to create imaginary creatures in a movie as high resolution like a real, weight and percentage of creature's appearance in a film is increasingly higher than past year. Creatures play an important role in a various movies such as monster films 'D War' and 'The Host', as well as fantasy films 'Harry Potter', 'The Chronicles of Narnia' and "The Lord of the Rings". The fact that authorized movie sites and organizations rank monsters in diverse processes is to show it. Nevertheless significance and priority of creatures are increased day by day, there are rare to see a basic research about classification and materiality of creatures. In this study, it is organizing materiality of creatures and designing realistic and convincing creatures to help efficient visualization from now on.

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Fluid Simulations in Academy Awarded Movies (아카데미상 영화에서 유체 시뮬레이션 기술)

  • Kim, Myung-Gyu;Oh, Seung-Taik;Choi, Byoung-Tae
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.3
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    • pp.19-30
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    • 2008
  • Fluid simulation for computer graphics is a field of generating the realistic movements of water, smoke, fire, explosion, sand and related phenomena to be used in motion pictures and video games. In this paper we review the fluid simulation technologies and present a trend analysis for the simulation methods used in the recent movies. First of all, for this purpose, the two methods that are most widely used for fluid simulation are explained as well as their technical issues. These two methods are classified into Eulerian grid-based and Lagrangian particle-based approaches. Next, focusing on the achievements of the scientists and engineers that the 2008 Sci-Tech Oscar Awards are given to, the features of their fluid simulation technologies are analyzed. Finally, we anticipate that there are and will be the needs for visualizing fluid interaction with rigid and soft bodies and topological change among solid, fluid and gas, creating digital creatures based on fluid simulation and presenting interaction between creature and fluid.

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