• Title/Summary/Keyword: 3D 휴먼 모델링

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Recent Trends in 3D Human Modeling and Deformation Technology (3D 휴먼 모델링 및 변형 기술 동향)

  • Lim, S.J.;Lee, J.H.;Koo, B.K.;Lee, K.H.
    • Smart Media Journal
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    • v.1 no.1
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    • pp.64-71
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    • 2012
  • Computer graphics applications such as virtual reality, games, animation begin from 3D modeling. The technology of 3D modeling and deformation has become an active research field in the past few decades from the combination of basic 3D primitives to the realistic modeling and deformation algorithm. In this paper, we introduce recent trends in 3D human modeling and deformation technology.

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The Design of Digital Human Content Creation System (디지털 휴먼 컨텐츠 생성 시스템의 설계)

  • Lee, Sang-Yoon;Lee, Dae-Sik;You, Young-Mo;Lee, Kye-Hun;You, Hyeon-Soo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.15 no.4
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    • pp.271-282
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    • 2022
  • In this paper, we propose a digital human content creation system. The digital human content creation system works with 3D AI modeling through whole-body scanning, and is produced with 3D modeling post-processing, texturing, rigging. By combining this with virtual reality(VR) content information, natural motion of the virtual model can be achieved in virtual reality, and digital human content can be efficiently created in one system. Therefore, there is an effect of enabling the creation of virtual reality-based digital human content that minimizes resources. In addition, it is intended to provide an automated pre-processing process that does not require a pre-processing process for 3D modeling and texturing by humans, and to provide a technology for efficiently managing various digital human contents. In particular, since the pre-processing process such as 3D modeling and texturing to construct a virtual model are automatically performed by artificial intelligence, so it has the advantage that rapid and efficient virtual model configuration can be achieved. In addition, it has the advantage of being able to easily organize and manage digital human contents through signature motion.

메타버스 서비스를 위한 휴먼 모델링 기술 동향

  • Park, Min-Gyu;Gang, Ju-Mi;Yun, Ju-Hong
    • Broadcasting and Media Magazine
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    • v.26 no.4
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    • pp.61-71
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    • 2021
  • 영상, 비디오 정보로부터 3D 휴먼 모델을 생성하고 실제 사람 같이 움직이게 변형하는 기술은 다가오는 메타버스 시대의 핵심 기술이며, 이와 같은 기술이 갖는 잠재적인 파급력 때문에 많은 글로벌 IT 기업에서 앞다투어 관련 기술에 대한 투자를 진행하고 있다. 본 기고문에서는 지난 10년간 휴먼 모델링 기술이 어떻게 발전되어 왔는지 살펴보고 현재 기술의 특징 및 한계점과 함께 앞으로의 기술 전망에 대해 살펴본다.

Motion Transfer Using 3D Human Parameters (3 차원 인체 모델을 사용한 휴먼 모션 전이 기법)

  • Herman, Herman;Park, In Kyu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.187-189
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    • 2021
  • 모션 전이 기법은 주어진 모션 시퀀스를 타겟 대상의 움직임에 적용하는 기법이다. 사실적인 모션 전이를 위해서는 소스와 타겟 휴먼의 포즈, 형태 및 카메라 정보를 기반으로 한 모션 정보가 필요하다. 본 논문은 최근 3 차원 인체 모델링에서 우수한 성능을 보인 SMPL 을 이용하여 정교한 모션 정보를 추출하고 이를 통한 모션 전이를 수행 할 수 있는 기법을 보인다. 소스와 타겟의 SMPL 매개 변수를 사용하여 모션 정보를 나타내고 이를 통해 encoder 로부터 추출된 특징 맵을 변형하여 모션 전이를 수행한다. 제안하는 기법의 정성, 정량적 분석을 보이고 휴먼 모션 전이 기법에 대한 향후 연구 방향을 제시한다.

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3D Clothes Modeling of Virtual Human for Metaverse (메타버스를 위한 가상 휴먼의 3차원 의상 모델링)

  • Kim, Hyun Woo;Kim, Dong Eon;Kim, Yujin;Park, In Kyu
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.638-653
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    • 2022
  • In this paper, we propose the new method of creating 3D virtual-human reflecting the pattern of clothes worn by the person in the high-resolution whole body front image and the body shape data about the person. To get the pattern of clothes, we proceed Instance Segmentation and clothes parsing using Cascade Mask R-CNN. After, we use Pix2Pix to blur the boundaries and estimate the background color and can get UV-Map of 3D clothes mesh proceeding UV-Map base warping. Also, we get the body shape data using SMPL-X and deform the original clothes and body mesh. With UV-Map of clothes and deformed clothes and body mesh, user finally can see the animation of 3D virtual-human reflecting user's appearance by rendering with the state-of-the game engine, i.e. Unreal Engine.

Effect of Anthropomorphism Level of Digital Human Banker Speech on User Experience: Focusing on Social Presence, Affinity, Trust, Perceived Intelligence, and Usefulness (디지털 휴먼 은행원 발화의 의인화 수준이 사용자 경험에 미치는 영향: 사회적 실재감, 친밀감, 신뢰도, 인지된 지능, 유용성을 중심으로)

  • Choi, Bomi;Jang, Seojin;Kang, Hyunmin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.469-476
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    • 2022
  • As the 3D modeling technology and conversational algorithm is developed, digital humans are being used in various fields, and also virtual bankers have begun to appear in banks, including major banks such as Shin-Han Bank and Nong-Hyup Bank. However, most of the research of digital human mainly focus on its appearance, and research on robot persona that should be considered in anthropomorphizing a robot is insufficient. In this study, an experiment was conducted to find out the user experience of three scenarios (student ID receipt, deposit and withdrawal account opening, leasehold loan consultation) in which the level of anthropomorphism of the speech strategy and the level of personal information use differed in the specific context of banking. As a result of the study, social presence and usefulness had an interactive effect on the scenario and the level of anthropomorphism. There was no interaction effect on intimacy, trustworthiness, and perceived intelligence, but a tendency could be confirmed.

A Motion Data Definition for Compatible Human Animation (호환성 있는 인체 애니메이션을 위한 모션 데이터 정의)

  • Jung, Chul-Hee;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.2
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    • pp.35-41
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    • 2008
  • H-Anim is an international standard that Humanoid Animation Working Group in Web3D Consortium defined the data structure necessary for human animation. Various libraries and tools have been generated according to the structure, but they still have restrictions to represent realistic humanoid motions. This paper presents the method of generating realistic human motion using motion capture data in order to define motion for humanoid animation based on H-Anim standard. In order to implement this, we have defined a data structure capable of receiving motion capture data and implemented a motion browser. The human motion data structure defined in this paper is based on X3D and intended to have compatibility through networks and various browsers.

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A Study on 3D Virtual Restoration and Convergence Utilization of Gas Masks for Digital Reproduction of War Cultural Heritage (전쟁 문화유산 디지털 재현을 위한 방독면 3D 가상 복원 및 융합 활용 연구)

  • Hyoung-Ki Ahn;Seung-Jun Oh;Ho-Yeon Lee;Young-Guy Lee
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.89-95
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    • 2023
  • In January 2007, the Remains Excavation and Investigation Team of the Ministry of National Defense was established, and full-scale excavation of remains was promoted. Currently, the scope of the excavation is being expanded to Baekma Hill within the DMZ, where fierce battles were fought during the Korean War. Now, many remains and remains are being excavated in Baekma hill. Most are in damaged condition. Therefore, in this study, the original form of the excavated remains was restored using 3D scanning and 3D modeling. This digital restoration method can be an alternative to compensate for the disadvantages of the manual method. Currently, various digital restorations using 3D technology are active in the field of cultural heritage. Digitally restored materials can be used as basic data for digital heritage. Based on this, various contents related to excavation of remains and patriots and veterans can be developed. Furthermore, if digital human restoration is made based on the excavated remains, it will be possible to reproduce the appearance of the dead.

K-SMPL: Korean Body Measurement Data Based Parametric Human Model (K-SMPL: 한국인 체형 데이터 기반의 매개화된 인체 모델)

  • Choi, Byeoli;Lee, Sung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.4
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    • pp.1-11
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    • 2022
  • The Skinned Multi-Person Linear Model (SMPL) is the most widely used parametric 3D Human Model optimized and learned from CAESAR, a 3D human scanned database created with measurements from 3,800 people living in United States in the 1990s. We point out the lack of racial diversity of body types in SMPL and propose K-SMPL that better represents Korean 3D body shapes. To this end, we develop a fitting algorithm to estimate 2,773 Korean 3D body shapes from Korean body measurement data. By conducting principle component analysis to the estimated Korean body shapes, we construct K-SMPL model that can generate various Korean body shape in 3D. K-SMPL model allows to improve the fitting accuracy over SMPL with respect to the Korean body measurement data. K-SMPL model can be widely used for avatar generation and human shape fitting for Korean.

H-Anim-based Definition of Character Animation Data (캐릭터 애니메이션 데이터의 H-Anim 기반 정의)

  • Lee, Jae-Wook;Lee, Myeong-Won
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.10
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    • pp.796-800
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    • 2009
  • Currently, there are many software tools that can generate 3D human figure models and animations based on the advancement of computer graphics technology. However, we still have problems in interoperability of human data models in different applications because common data models do not exist. To address this issue, the Web3D Consortium and the ISO/IEC JTC1 SC24 WG6 have developed the H-Anim standard. However, H-Anim does not include human motion data formats although it defines the structure of a human figure. This research is intended to obtain interoperable human animation by defining the data for human motions in H- Anim figures. In this paper, we describe a syntactic method to define motion data for the H-Anim figure and its implementation. In addition, we describe a method of specifying motion parameters necessary for generating animations by using an arbitrary character model data set created by a general graphics tool.