• Title/Summary/Keyword: 한국컴퓨터그래픽스

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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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Dolly Zoom Rendering for Computer Graphics (그래픽스 기반 달리줌 렌더링)

  • Kim, Kangtae;Jeong, Yuna;Lee, Sungkil
    • Annual Conference of KIPS
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    • 2012.04a
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    • pp.464-465
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    • 2012
  • 장면에는 초점을 두는 중요한 영역이 있다. 초점에 의한 영상 효과는 사실감 뿐 아니라 작가들의 매시지를 효과적으로 전달하는데 현저히 도움이 된다. 본 논문에서는 영화 영상 기법 중 달리줌을 컴퓨터 그래픽스에 적용/렌더링하여 초점 효과를 극적으로 향상시키는 방법에 대하여 제안한다. 달리줌과 더불어, thin-lens 카메라 모델 기반 디포커스 블러를 추가하여, 보다 극적인 효과를 실시간에 얻을 수 있다. 이러한 효과는 역동적인 원근감을 제공하여 물체를 강조하는 다양한 특수효과에 쓰일 수 있다.

TF color mapping for direct volume rendering with CNN (직접 볼륨 렌더링을 위한 CNN 기반 TF 색상 매핑)

  • Kim, Seokyeon;Jang, Yun
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.5
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    • pp.25-32
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    • 2021
  • Direct Volume Rendering(DVR) renders by projecting data into a two-dimensional space without calculating the volume surfaces. In DVR, the transfer function(TF) assigns light properties such as color and transparency to the volume. However, it takes a long time for beginners to manipulate TF to understand volume data and assign colors. This paper proposes an approach to colorize the volume using sample images for intuitive volume rendering. We also discuss color extraction methods using K-means clustering.

A Study on the Basic Design Education Using WWW (WWW를 활용한 기초디자인교육에 관한 연구)

  • 김소영;임창영
    • Archives of design research
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    • v.11 no.1
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    • pp.161-172
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    • 1998
  • The evolution of computing environments caused various dharges in our society. The change cj instruction media is one of these effects. WWW using network techndogy is regarded as a pov.powerful tool for rerrote instruction. The methods of utilizing network technologies in design instrudion and design process rould be diversified comparing with those of other general instruction. Computer graphics has been regarded as a very use!u design tool for its accuracy and rapidty. Network can help us to do creative work using cornplter graphics. The merits of this technology are sharing resources and rraking it easy to roIlaborate. Recent cxxnputer graphics instruction has some defects in oontents and methods. The oontents have a weak relationship with other industrial design subjects. From above, the purpose of this thesis is to use computer graphics and netv.urk technology for supporting basic design instruction. Virtual gallery using WWW can be a cyberspare v.tlere the evaluation of results and the exchange of information take plare. This tool makes it easier to oomrunicate and oollaborate with dassmates. A casestudy-Composition with basic objectswas exea.rted by individual for distributed asynchronous rmde. The results of this thesis are summarized for four factors. Rrst, it was easy to transform idea. Serond, student-oriented working was performed. Third, interaction among students was activated. Fourth, not only final results, but also midterm results was oonsidered for evaluation. These methods also have problems as rerent instruction methods, but it rould be used as a instruction tool to compensate for existing instruction methods.

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Real-Time Simulation of Deformation and Fracture with Oriented Particles (방향성 입자를 이용한 실시간 변형 및 파괴 시뮬레이션)

  • Won, Jong Won;Choi, Min Gyu
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.4
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    • pp.35-40
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    • 2012
  • Simulation of deformation and fracture is one of the most important physics-based techniques in film production and real-time applications such as computer games. This paper proposes a practical approach to real-time deformation and fracturing. We adopt solid simulation with oriented particles [1] to simulate large deformation robustly, and develop a fracturing scheme to accommodate material failure when excessively stretched or compressed. The proposed method decomposes linear deformation into optimal rotation and pure stretching precisely in shape matching with oriented particles so that fracturing criteria can be easily formulated in terms of stretching. Experimental results show that the proposed method runs in real-time even for large meshes and it can simulate large deformation and fracturing.

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.

Improvement Depth Perception of Volume Rendering using Virtual Reality (가상현실을 통한 볼륨렌더링 깊이 인식 향상)

  • Choi, JunYoung;Jeong, HaeJin;Jeong, Won-Ki
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.2
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    • pp.29-40
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    • 2018
  • Direct volume rendering (DVR) is a commonly used method to visualize inner structures in 3D volumetric datasets. However, conventional volume rendering on a 2D display lacks depth perception due to dimensionality reduction caused by ray casting. In this work, we investigate how emerging Virtual Reality (VR) can improve the usability of direct volume rendering. We developed real-time high-resolution DVR system in virtual reality, and measures the usefulness of volume rendering with improved depth perception via a user study conducted by 38 participants. The result indicates that virtual reality significantly improves the usability of DVR by allowing better depth perception.

Heuristic Method for Computing Progressive Mesh Representation between Two Polygonal Models (두 다면체 모델 사이의 점진적 표현을 계산하는 휴리스틱 방법)

  • Yoon, Won-Young;Choi, Jung-Ju;Lee, In-Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.4
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    • pp.25-30
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    • 2003
  • 본 논문에서는 서로 다른 개수의 정점을 가지는 두 다면체 사이의 점진적 다면체 모델 표현(Progressive Mesh Representation)을 계산하는 휴리스틱 방법을 제시한다. 정점의 개수가 각각 n, k개 인 두 다면체 모델 $M^n$, $M^k$ (n > k)에 대하여 $M^n$에서 서로 다른 k개의 정점을 선택한다. 선택된 k개의 정점을 기준으로 $M^n$의 모든 정점에 대한 클러스터링을 수행하여 k개의 정점군(Vertex Set)을 생성한다. $M^n$을 간략화하여 k개의 정점만을 가지는 모델 $M^{k'}$의 위상정보(Topology)를 $M^k$와 동일하게 유지하기 위하여 $M^n$ 정점군들의 위상정보를 수정한다. 수정 생성된 정점군 내에서 선분병합(Edge Collapse)을 수행하면, 위상정보를 유지하면서 $M^n$에서 $M^k$로 변화하는 점진적 다면체 모델 표현을 얻을 수 있다. $M^{k'}$$M^k$의 정점간의 기하학적 위치차이를 선형보간하여 선분병합이 일어날때 마다 반영하면 $M^n$에서 $M^k$로 기하정보를 부드럽게 유지하면서 변화하는 점진적 다면체 모델 표현을 얻을 수 있다. 본 논문의 연구결과는 기존의 DLoD(Discrete Level of Detail)를 지원하는 게임을 CLoD(Continuous Level of Detail)를 지원하는 게임으로 확장하는 등의 다양한 컴퓨터 그래픽스 응용문제에 사용할 수 있다.

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Constraint-Based Modeling of Human Hands (구속조건 기반의 손 모델)

  • Choi, Haeock;Song, Mankyun;Jun, Byoungmin
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.1-7
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    • 1997
  • Technology for the realistic model and the motion control of human is applied to many areas of computer graphics, virtual reality and computer simulations. Human body is a multi-articular body. Generally, to create a human model and motions. articulated body models are generated and their motions are controlled based upon kinematics. The hand of the human consists of many small articulations and each articulations have a various degree of freedom. This paper presents a model of human hand which is based on the two kinds of constraints to control the motions of the hand realistically. To build a hand model, we experimented the anatomy of the human hand, and the diverse motions of the hand are tested.

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Construction of Virtual Campus, a Large-scale Virtual World (버츄얼 캠퍼스 : 대규모 가상 세계의 제작)

  • Seo, HyeWon;Chwa, SooJin;Wohn, KwangYun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.2
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    • pp.15-25
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    • 1997
  • In this paper, we describe the construction process of a large-scale virtual environment and navigation through it. We discuss on the problems found, future directions for improvements, and related research issues. KAIST campus was chosen as a target environment and was constructed as an integrated virtual world by modeling and configurating its terrain, buildings, and other objects. Constructing a large-scale virtual world itself is an important research issue. Moreover, it can be used not only in numerous applications such as campus information system, remote education, digital library, and internet application system but also as a testbed for the realtime computer graphics.

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