• Title/Summary/Keyword: 3D Computer Graphics

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Making 2.5D with Vanishing Point in Photoshop (Photoshop Vanishing Point를 이용한 2.5D 제작에 관한연구)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.146-153
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    • 2009
  • Thanks to computer graphic technology development, graphic design programming is easily accessible by any home computer user today since it is free from the burdens of complicated 알고리듬 or the expensive graphic tools that were required in the past. The term 알고리듬 2.5 is commonly used by computer graphic designers to refer to 2D, a form of pseudo-3D. In this study, by using 2.5D, which was previously utilized for strengthening visual effects and engine efficiency, together with Adobe Photoshop along with After Effects, I will incorporate these into motion graphics. Today, motion graphics dominate the advertisement and image markets. Since viewers have developed higher expectations, a more dynamic 3D space graphic technology is preferred over the outdated 2D basis. In this study, I will produce a 2.5D image which is generated through a vanishing point filter of Adobe Photoshop and After Effects based on still image information and captured at an angle of Axonometric Projection. Also, I will compare the effectiveness of the production process and camera angle flexibility between the previous 3D process and new 2.5 D process.

A Study on the Early Computer Utilization in Korean Broadcasting: Focusing on the History of Election Broadcasting(1985-1992) (한국 방송에서 초기 컴퓨터 활용에 관한 연구: 선거 개표방송 변천사를 중심으로(1985년-1992년))

  • Nah, So-Mi
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.301-307
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    • 2022
  • Today, each broadcasting station makes the best use of CG (computer Graphics), which is the latest technology in election broadcasting, and competes to attract the eyes of viewers. This paper investigated the history of CG technology and design transitions in election ballot counting broadcasts from the perspective of CG designers. From the 1980s, when computer-based election ballot counting began, to the full-scale use of virtual studios, the image and technology produced by CG while watching the ballot-counting broadcast video of general elections, presidential elections, and local elections. We analyzed the utilization from various angles. In Korea, we started with the EDDS (Election Data Display System) developed in-house, created a database using a computer, and introduced manual animation CG every day from that time. After that, broadcasting stations focused on diverse and gorgeous CG image competition, and CG images were expanded from 2D to 3D while technology and design developed together. From 1985 to 1992, Korean broadcasting can be seen as a transitional period in which the image changes due to the emphasis on information power while utilizing digital technology.

A study on the avatar modelling of Korean 3D facial features in twenties (한국인 20대 안면의 3차원 형태소에 의한 아바타 모델링)

  • Lee, Mi-Seung;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.1
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    • pp.29-39
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    • 2004
  • 사이버상의 의사소통의 도구로 사용되는 아바타나 캐릭터의 3차원 얼굴 모델링에 대한 연구로서 한국인의 안면형태소를 지닌 모델생성으로 인터넷을 즐겨 사용하는 현대인과 청소년들에게 민족적 구체성과 국민적 정체성을 지닌 아바타의 활용에 도움이 되고자 한다. 임의의 20대 남, 녀 각각 40인으로부터 스켄을 하고 머리뼈와 근육 구조를 바탕으로 눈, 코, 눈썹, 뺨, 입, 턱, 아래턱, 이마, 귀 등 각 형태소로 나누고 참조모델을 생성한다. 임의로 생성된 안면형태소 3차원 모델이 한국인의 형상을 갖는지에 관한 평가를 정량적인 치수측정에 의해서 검증 분석하여 입증한다. 이들 안부, 비부, 구순부, 얼굴형의 각 형태소로부터 각 형태소틀 간에 보간 되어 변형된 형태의 형태소 생성이 가능하고, 이 변형 형태소들 간의 임의의 조합된 모델의 안면 생성이 가능하게 한다.

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A Method of Representing Sensors in 3D Virtual Environments (3D 가상공간에서의 센서 표현 방법)

  • Im, Chang Hyuk;Lee, Myeong Won
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.4
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    • pp.11-20
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    • 2018
  • Applications about systems integration of sensors and virtual environments have been developed increasingly. Accordingly, there is a need for the ability to represent, control, and manage physical sensors directly in a 3D virtual environment. In this research, a method of representing physical sensor devices in a 3D virtual environment has been defined using mixed and augmented reality, including virtual and real worlds, where sensors and virtual objects co-exist. The research is intended to control and manage various physical sensors through data sharing and interchange between heterogeneous computing environments. In order to achieve this, general sensor types have been classified, and a sensor based 3D scene graph for representing the functions of sensors has been defined. In addition, a sensor data model has been defined using the scene graph. Finally, a sensor 3D viewer has been implemented based on the scene graph and the data model so as to simulate the functions of sensors in indoor and outdoor 3D environments.

Model Development of Unit-care Welfare Facility for a Traditional Korean House Using Computer Graphics (컴퓨터 그래픽을 이용한 한옥 유니트형 노인복지시설 모델 제시)

  • Nam, Yun-Cheol
    • Journal of The Korean Digital Architecture Interior Association
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    • v.13 no.1
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    • pp.23-31
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    • 2013
  • This paper presents computer graphics applying the traditional Korean house(Hanok) style interior to unit-care space of Welfare Facility and proposes the possibility as interior design and construction materials. In this paper, the proposed computer graphic-based model is a single-story building that provides convenient traffic between rooms. Computer graphic-based model is presented by Auto CAD, 3D program (Sketch-UP v.8), rendering program (Podium v.2) based on the traditional Korean house and related work of unit-care welfare facility. Computer graphic-based model that combined unit-care and the traditional Korean house has the following characteristics. In each room of living space, wallpaper and flooring Korean paper(Hnaji) is considered and windows, door, furniture of traditional pattern were placed. The living room(Daechung) that is representative of the traditional Korean house and the corridor (toenmaru) are the elements to save the image of the traditional Korean house as much as possible. Especially, the corridor (toenmaru) is placed to conveniently use in nursing-care facility and home-care support facility. A public space is placed around the inside court (An-madang), while the living space (unit-care) has a sense of independence by separation. Bathroom and kitchen have a modern design for functionality than aesthetic elements.

Remarks on Visualizations of 3D Virtual Reality (3차원 가상현실 시각화에 관한 고찰)

  • Kimn, Ha-Jine
    • Korea Multimedia Society
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    • v.14 no.4
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    • pp.88-98
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    • 2010
  • It is now the era of ubiquitous which is highly integrated on the convergence technologies with not only ICT bul also BT, CT, NT and ST. Through this convergence technology, the understanding on visualization of 3D virtual reality which make more human's 5 feelings activate beyond the wall of time and space is recently very important. We search the visualization technology of 3D virtual reality and estimate the future development, and give the perspectives. Since the visualization technology of virtual reality is strongly depended on 3D computer graphics representations, 3D image visualization technology being able to get immersion has been possible. The new paradym on computer interactions is implemented by making images augment on the base of the PC and display equipments. The studies is established on the direction of more intensity on humanity. And also, these technologies will be able to achieve actively the implementations for ubiquitous society dueing to get the high-technology on the superhighway networks.

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Implementation of a 3D Graphics Hardwired T&L Accelerator based on a SoC Platform for a Mobile System (SoC 플랫폼 기반 모바일용 3차원 그래픽 Hardwired T&L Accelerator 구현)

  • Lee, Kwang-Yeob;Koo, Yong-Seo
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.44 no.9
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    • pp.59-70
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    • 2007
  • In this paper, we proposed an effective T&L(Transform & Lighting) Processor architecture for a real time 3D graphics acceleration SoC(System on a Chip) in a mobile system. We designed Floating point arithmetic IPs for a T&L processor. And we verified IPs using a SoC Platform. Designed T&L Processor consists of 24 bit floating point data format and 16 bit fixed point data format, and supports the pipeline keeping the balance between Transform process and Lighting process using a parallel computation of 3D graphics. The delay of pipeline processing only Transform operation is almost same as the delay processing both Transform operation and Lighting operation. Designed T&L Processor is implemented and verified using a SoC Platform. The T&L Processor operates at 80MHz frequency in Xilinx-Virtex4 FPGA. The processing speed is measured at the rate of 20M Vertexes/sec.

Implememtation of Fast Rasterizer processing using GPGPU based on SIMT structure (SIMT 구조 기반 GPGPU를 이용한 고속 Rasterizer 구현)

  • Kim, Chiyong
    • Journal of IKEEE
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    • v.21 no.3
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    • pp.276-279
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    • 2017
  • In this paper, SIMT structure based GPGPU (General Purpose Computing on Graphics Processing Units) is used for accelerating the Rasterizer which constitutes the screen of the display device in pixel unit. The GPU has a large number of ALUs, and the processing is very fast because of parallel processing. Therefore, in this paper, we implemented a rasterizer that generates a 3D graphics model using a CPU that performs operations sequentially and a GPU that performs operations in parallel. We confirmed that proposed rasterizer in this paper is 1.45 times better than rasterizer using Intel CPU when generating one frame.

Enhanced Image Mapping Method for Computer-Generated Integral Imaging System (집적 영상 시스템을 위한 향상된 이미지 매핑 방법)

  • Lee Bin-Na-Ra;Cho Yong-Joo;Park Kyoung-Shin;Min Sung-Wook
    • The KIPS Transactions:PartB
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    • v.13B no.3 s.106
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    • pp.295-300
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    • 2006
  • The integral imaging system is an auto-stereoscopic display that allows users to see 3D images without wearing special glasses. In the integral imaging system, the 3D object information is taken from several view points and stored as elemental images. Then, users can see a 3D reconstructed image by the elemental images displayed through a lens array. The elemental images can be created by computer graphics, which is referred to the computer-generated integral imaging. The process of creating the elemental images is called image mapping. There are some image mapping methods proposed in the past, such as PRR(Point Retracing Rendering), MVR(Multi-Viewpoint Rendering) and PGR(Parallel Group Rendering). However, they have problems with heavy rendering computations or performance barrier as the number of elemental lenses in the lens array increases. Thus, it is difficult to use them in real-time graphics applications, such as virtual reality or real-time, interactive games. In this paper, we propose a new image mapping method named VVR(Viewpoint Vector Rendering) that improves real-time rendering performance. This paper describes the concept of VVR first and the performance comparison of image mapping process with previous methods. Then, it discusses possible directions for the future improvements.