• Title/Summary/Keyword: 3D CG

Search Result 195, Processing Time 0.022 seconds

Solutions for the Effective 3D Character Skin Weight by converting Lattice Weight (래티스 웨이트 변환을 통한 효과적인 3D 캐릭터 스킨 웨이트 솔루션 제안)

  • Song, Bal-gum;Lee, Hyun-seok
    • Cartoon and Animation Studies
    • /
    • s.44
    • /
    • pp.33-56
    • /
    • 2016
  • As the rapid extension of the game and film industry, studies on developing natural movements on a 3D characters are increasing. Rigging a character with joints is essential to create realistic movements on a 3D character. The rapid development of the CG industry, rigging technologies and workflow is becoming more sophisticated. Despite the progress and the growth of rigging operations, has shown the limitations of such repetitive tasks. For this study, analyzes the issues and inefficiency of the old method of skin weights and propose a better approach. First, need to understand the general process of an animation pipeline and learn the technology term of skin weights. Second, comparing the traditional ways of skinning a character and applying other deformers to work properly. Third, testing out new ways of weighting a character by applying deformers such as lattice and finally converting lattice weights back to skin weights. Forth, verifying effectiveness of the new method of skin weights by comparing with the traditional skin weighting process. The study shows that the new method of skin weights, reduced working hours and a better final weighting outcome. Expecting this study to enhance the method of skin weights and able to utilize this new skinning technology.

Interactive VFX System for TV Virtual Studio (TV 가상 스튜디오용 인터랙티브 VFX 시스템)

  • Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
    • /
    • v.21 no.5
    • /
    • pp.21-27
    • /
    • 2015
  • In this paper, we presents visual effect(water, fire, smoke) simulation and interaction system for TV virtual studio. TV virtual studio seamlessly synthesizes CG background and a live performer standing on a TV green studio. Previous virtual studios focus on the registration of CG background and a performer in real world. In contrast to the previous systems, we can afford to make new types of TV scenes more easily by simulating interactive visual effects according to a performer. This requires the extraction of the performer motion to be transformed 3D vector field and simulate fluids by applying the vector field to Navier Stokes equation. To add realism to water VFX simulation and interaction, we also simulate the dynamic behavior of splashing fluids on the water surface. To provide real-time recording of TV programs, real-time VFX simulation and interaction is presented through a GPU programming. Experimental results show this system can be used practically for realizing water, fire, smoke VFX simulation and the dynamic behavior simulation of fish flocks inside ocean.

Design of a 1-Gb/s CMOS Optical Receiver for POF Applications (1-Gb/s CMOS POF 응용 광수신기 설계)

  • Lee, Jun-hyup;Lee, Soo-young;Jang, Kyu-bok;Yu, Chong-gun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.10a
    • /
    • pp.241-244
    • /
    • 2012
  • In this paper, three types of optical receivers are designed using a $0.35-{\mu}m$ standard CMOS technology for plastic optical fiber (POF) applications. Basic common-source transimpedance amplifier (CS-TIA), common-gate TIA (CG-TIA), and regulated-cascode TIA (RGC-TIA) are optimally designed, and their transimpedance gain (TZ gain), 3-dB bandwidth, and noise characteristics are compared and analyzed. As a result of simulations, the RGC-TIA indicates better TZ gain and 3-dB bandwidth than other topologies, and CS-TIA has the best noise performance. Each optical receiver occupies area of $0.35mm^2$.

  • PDF

High-Quality Stereo Depth Map Generation Using Infrared Pattern Projection

  • Jeong, Jae-Chan;Shin, Hochul;Chang, Jiho;Lim, Eul-Gyun;Choi, Seung Min;Yoon, Kuk-Jin;Cho, Jae-Il
    • ETRI Journal
    • /
    • v.35 no.6
    • /
    • pp.1011-1020
    • /
    • 2013
  • In this paper, we present a method for obtaining a high-quality 3D depth. The advantages of active pattern projection and passive stereo matching are combined and a system is established. A diffractive optical element (DOE) is developed to project the active pattern. Cross guidance (CG) and auto guidance (AG) are proposed to perform the passive stereo matching in a stereo image in which a DOE pattern is projected. When obtaining the image, the CG emits a DOE pattern periodically and consecutively receives the original and pattern images. In addition, stereo matching is performed using these images. The AG projects the DOE pattern continuously. It conducts cost aggregation, and the image is restored through the process of removing the pattern from the pattern image. The ground truth is generated to estimate the optimal parameter among various stereo matching algorithms. Using the ground truth, the optimal parameter is estimated and the cost computation and aggregation algorithm are selected. The depth is calculated and bad-pixel errors make up 4.45% of the non-occlusion area.

The Design and Implementation of Real-time Virtual Image Synthesis System of Map-based Depth (깊이 맵 기반의 실시간 가상 영상합성 시스템의 설계 및 구현)

  • Lee, Hye-Mi;Ryu, Nam-Hoon;Roh, Gwhan-Sung;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.9 no.11
    • /
    • pp.1317-1322
    • /
    • 2014
  • To complete an image, it is needed to go through the process to capture the actual actor's motion and compose it with virtual environment. Due to the excessive cost for production or lack of post-processing technology, however, it is mostly conducted by manual labor. The actor plays his role depending on his own imagination at the virtual chromakey studio, and at that time, he has to move considering the possible collision with or reaction to an object that does not exist. And in the process of composition applying CG, when the actor's motion does not go with the virtual environment, the original image may have to be discarded and it is necessary to remake the film. The current study suggested and realized depth-based real-time 3D virtual image composition system to reduce the ratio of remaking the film, shorten the production time, and lower the production cost. As it is possible to figure out the mutual collision or reaction by composing the virtual background, 3D model, and the actual actor in real time at the site of filming, the actor's wrong position or acting can be corrected right there instantly.

A Study on the HDRI Production Process and the Composite Method for CG-Based Realistic Rendering (CG 기반의 실사 렌더링을 위한 HDRI 제작공정 및 합성 방식 연구)

  • Byung Chun Lee;Kyung Su Kwon
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.24 no.4
    • /
    • pp.199-204
    • /
    • 2023
  • Production technologies in the imaging sector are innovating continuously and due to the visual experiences of powerful screen effects using 3D technologies, the public is now pursuing higher quality and more realistic visual effects. 3D production software with greater performance to realize this are now flooding the market, but artificial manual work and traditional hand-painting HDRI production methods still exist. There are few studies on new methods using HDRI production software using the computer's high performance data operations. In order to improve HDRI pipelines, this study links the two technological points of 'Nuke' and 'Photoshop' and it reduced production time and the improvements of quality were verified by using pipelines with new convergence methods.

CUDA-based Parallel Bi-Conjugate Gradient Matrix Solver for BioFET Simulation (BioFET 시뮬레이션을 위한 CUDA 기반 병렬 Bi-CG 행렬 해법)

  • Park, Tae-Jung;Woo, Jun-Myung;Kim, Chang-Hun
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.48 no.1
    • /
    • pp.90-100
    • /
    • 2011
  • We present a parallel bi-conjugate gradient (Bi-CG) matrix solver for large scale Bio-FET simulations based on recent graphics processing units (GPUs) which can realize a large-scale parallel processing with very low cost. The proposed method is focused on solving the Poisson equation in a parallel way, which requires massive computational resources in not only semiconductor simulation, but also other various fields including computational fluid dynamics and heat transfer simulations. As a result, our solver is around 30 times faster than those with traditional methods based on single core CPU systems in solving the Possion equation in a 3D FDM (Finite Difference Method) scheme. The proposed method is implemented and tested based on NVIDIA's CUDA (Compute Unified Device Architecture) environment which enables general purpose parallel processing in GPUs. Unlike other similar GPU-based approaches which apply usually 32-bit single-precision floating point arithmetics, we use 64-bit double-precision operations for better convergence. Applications on the CUDA platform are rather easy to implement but very hard to get optimized performances. In this regard, we also discuss the optimization strategy of the proposed method.

A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
    • /
    • v.10 no.6
    • /
    • pp.157-168
    • /
    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.

Assessment of Power Retail Cost by Penetration scenarios of Decentralized Generation in Korean Power System (우리나라 전력계통에서 분산형전원의 구축 시나리오에 의한 전력소매비용평가)

  • Kim, Yong-Ha;Woo, Sung-Min;Oh, Seok-Hyun;You, Jeong-Hee
    • The Transactions of The Korean Institute of Electrical Engineers
    • /
    • v.58 no.3
    • /
    • pp.478-485
    • /
    • 2009
  • This paper describes retail cost through scenario in the ratio of CG(Centralized Generation) and DG(Decentralized Generation) that constructs new generation capacity in the future. it is not calculated for the supply, but for demand considering an advantage of DG. In the Korea Power System, retail cost that composed of construction, T&D, fuel, maintenance and environment shows macro-trend that power system planning through penetration for DG will be more significant.

The Study on the Kinematics of Carbody Tilting Mechanism for Railway Vehicles (철도차량용 차체틸팅기구의 기구학적 특성연구)

  • 김정석;김남포;고태환
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2004.05a
    • /
    • pp.384-388
    • /
    • 2004
  • This study presents parametric studies for design of tiling mechanism to be used in 180km/h tilting train. The titling mechanism is composed of 4 links, a tilting bolster and an electro-mechanical actuator. First we have determined the installation height of tilting actuator using 3D tilting bogie modeling. Secondary, we verified movements of the tiling center and train body CG along variation of upper and lower span length. From this study, we obtained the upper and lower span length to minimize the lateral and vertical motion of CG of train body. Finally, we evaluated the tilting actuator force and power required to tilt the train body to $\pm$8$^{\circ}$.

  • PDF