• Title/Summary/Keyword: 3D Computer Graphics

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A Study on the Production Characteristics of Anaglyph Motion Graphic Images by Digital Camera and Color Compositing (애너그리프(Anaglyph) 3D 입체모션그래픽 제작방법에 대한 연구 : 카메라 포지셔닝과 색상합성법을 중심으로)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.165-176
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    • 2008
  • In the future there would be many kinds of digital images for many industrial markets. 3D stereoscopic images for variable fields; medical operation, film and animation, broadcasting, internet, game, or design for art and architecture. And many people to work about computer programming, and digital image making will concern about it more and more. However, these kinds works and studies are focused on the professional technical fields like 3D display or computer programming technology so far. To revitalize the market of a variable stereoscopic contents, there should build up the foundation for easy processing of the making stereoscopic images. This paper is based on stereoscopic making skills for anaglyph system. An anaglyph system has an old history about making stereoscopic images, and very simple method to produce the stereoscopic images. Particularly this study is focused on color compositing technique, and camera positioning on the compositing system. It will help optimization of the environments to create 3D motion graphic and animation contents.

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A Document Management System That Can Handle over Terabyte Order Data - An Integration of Self Organized Picture Search, 3D Graphics and DVD Changer Control Technology - (테라바이트급 데이터를 축적.검색표시할 수 있는 문서관리 시스템 - 3D 그래픽과 화상검색 및 DVD 체인저 제어기술의 융합 -)

  • Yoshihiro, Mori;Hiroyuki, Nitta;Mitsuji, Inoue;Koji, Kimura;lzuru, Shimamoto;Hiroharu, Ito;Atsushi, Kitamachi
    • Journal of Information Management
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    • v.32 no.1
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    • pp.108-119
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    • 2001
  • Creating digital document by scanning paper or using a digital camera or using a computer is a daily task at every office. Digital document is increasing at high pace. The quantity of digital document is almost beyond the maximum capacity of the online storage and is destroying searching efficiency. To solve these problems, we developed a document management system(ChronoStar) by integrating various searching methods(Picture, Full-Text Related), 3D graphic and a DVD changer.

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A Physical-based Particle Method for Small Scale Feature in Multi-phase Fluid Simulation (다상 유체 시뮬레이션에서 격자 크기 이하의 미세한 특징 표현을 위한 물리기반 입자 기법)

  • Lee, Ho-Young;Hong, Jeong-Mo;Kim, Chang-Hun
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.445-450
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    • 2009
  • This paper presents a multi-phase fluid simulation that realistically represents small scale details. We achieve this by creating escaped particles based on physical methods. Escaped particles are the remained particles after correcting levelset. Generation of escaped particles in this paper differs from previous works; this fluid simulation is extended by adding lift force and drag force to positive escaped particles. And negative escaped particles represent droplet or splash effect; when they are merged into the negative levelset value, they affect the nodes' velocity (two-way coupling). This simulation that uses positive and negative escaped particles deals with detailed fluid motions dynamically in small scale.

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A Study on Metaverse Construction Based on 3D Spatial Information of Convergence Sensors using Unreal Engine 5 (언리얼 엔진 5를 활용한 융복합센서의 3D 공간정보기반 메타버스 구축 연구)

  • Oh, Seong-Jong;Kim, Dal-Joo;Lee, Yong-Chang
    • Journal of Cadastre & Land InformatiX
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    • v.52 no.2
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    • pp.171-187
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    • 2022
  • Recently, the demand and development for non-face-to-face services are rapidly progressing due to the pandemic caused by the COVID-19, and attention is focused on the metaverse at the center. Entering the era of the 4th industrial revolution, Metaverse, which means a world beyond virtual and reality, combines various sensing technologies and 3D reconstruction technologies to provide various information and services to users easily and quickly. In particular, due to the miniaturization and economic increase of convergence sensors such as unmanned aerial vehicle(UAV) capable of high-resolution imaging and high-precision LiDAR(Light Detection and Ranging) sensors, research on digital-Twin is actively underway to create and simulate real-life twins. In addition, Game engines in the field of computer graphics are developing into metaverse engines by expanding strong 3D graphics reconstuction and simulation based on dynamic operations. This study constructed a mirror-world type metaverse that reflects real-world coordinate-based reality using Unreal Engine 5, a recently announced metaverse engine, with accurate 3D spatial information data of convergence sensors based on unmanned aerial system(UAS) and LiDAR. and then, spatial information contents and simulations for users were produced based on various public data to verify the accuracy of reconstruction, and through this, it was possible to confirm the construction of a more realistic and highly utilizable metaverse. In addition, when constructing a metaverse that users can intuitively and easily access through the unreal engine, various contents utilization and effectiveness could be confirmed through coordinate-based 3D spatial information with high reproducibility.

A study of the small productional system for 3D digital animations (3차원 디지털애니메이션을 위한 소형제작시스템 연구)

  • Choi, Bek
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.73-80
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    • 2006
  • The main purpose of this study is to help develop the productional system of the three dimensional digital animation domestically. Many 30 digital animation projects are being developed and finished with foreign computer graphics technology. However, the 3D animation market in Korea is not as good as the ones in other countries. One of the most significant problems is the lack of a program of study in Korea concerning productional systems used to create 3D animation. We previously imported an advanced productional system from the U.S., which was adaptable to big projects, and consequently, expanded the international digital animation market. Now, we need to develop a new production system which is fully adaptable to the Korean market. A non-sequential system of 3D digital animation tailored for small projects is more adaptable to domestic industry than the sequential system known as the 'Pipeline system.' A non-sequential system is good for small productions that are trying to create animation on a limited budget. The workers in this system can learn to make animation fast and effectively. They can also learn how to discuss with the others in order to avoid duplication of action. In contrast, in the Pipeline System, many workers repeat confirmation steps during the process for the same animations. The benefit of the non-sequential system is that the worker's interest and education can speed up production, because he/she can quickly learn every step of the animation process instead of just doing a particular job which does not allow him/her to observe the other steps involved. The 'animatic' step is the most important in the non-sequential system. The final animation is produced from the animatic. It is developed from scratch through to the final product but only after the agreement of all the workers, including a director.

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Linear Convolution Based Realtime Animation of Interaction bewteen Water Surface and 3D object (선형 컨벌루션 기반의 물표면과 객체의 실시간 상호작용 애니메이션)

  • Gang, Gyeong heon;Hur, Gi Taek;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.708-712
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    • 2007
  • In computer graphics, fluid dynamics are used for animating and expressing the various special effects of water. Although the algorithms that were impossible through the hardware at that time become to be possible in real time, it still requires a lot of time to achieve the realistic and detailed expressions. Therefore, there are many researches on the techniques of balancing between performance and quality. Specially in environments with the game context which express the interaction between water surface and 3D objects in the wide area such as sea or lake according to user's request, it must give priority to the executive performance preserving the visual reality even though physical reality is sacrificed. In this paper, we propose a method for the realtime animation of interaction between water surface and 3D objects using the linear convolution of height fields and the bounding spheres of objects.

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Interaction between Water Surface and 3D Object by using Linear Convolution and Bounding Sphere (선형 컨벌루션과 경계구를 이용한 물표면과 객체의 실시간 상호작용 생성)

  • Kang, Gyeong-Heon;Lee, Hyeon-Cheol;Hur, Gi-Taek;Kim, Eun-Seok
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.17-29
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    • 2008
  • In Computer Graphics, fluid dynamics is used for animating and expressing the various special effects of water. As the hardware performance is getting higher, the several algorithms for fluid dynamics become to be executed in real time. However, it still requires a lot of computational time to get the realistic and detailed results. Therefore, there are many researches on the techniques of balancing between performance and quality. It must give priority to the executive performance preserving the visual reality even though sacrificing the physical reality, specially in applications with the game context which need to express the interaction between 3D objects and the surface of the water such as the sea or a lake. In this paper, we propose a method for the realtime animation of interactions between 3D objects and the surface of the water using the linear convolution of height fields and the bounding spheres of object.

Character Motion Control by Using Limited Sensors and Animation Data (제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어)

  • Bae, Tae Sung;Lee, Eun Ji;Kim, Ha Eun;Park, Minji;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.85-92
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    • 2019
  • A 3D virtual character playing a role in a digital story-telling has a unique style in its appearance and motion. Because the style reflects the unique personality of the character, it is very important to preserve the style and keep its consistency. However, when the character's motion is directly controlled by a user's motion who is wearing motion sensors, the unique style can be discarded. We present a novel character motion control method that uses only a small amount of animation data created only for the character to preserve the style of the character motion. Instead of machine learning approaches requiring a large amount of training data, we suggest a search-based method, which directly searches the most similar character pose from the animation data to the current user's pose. To show the usability of our method, we conducted our experiments with a character model and its animation data created by an expert designer for a virtual reality game. To prove that our method preserves well the original motion style of the character, we compared our result with the result obtained by using general human motion capture data. In addition, to show the scalability of our method, we presented experimental results with different numbers of motion sensors.

Deep Neural Network Analysis System by Visualizing Accumulated Weight Changes (누적 가중치 변화의 시각화를 통한 심층 신경망 분석시스템)

  • Taelin Yang;Jinho Park
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.85-92
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    • 2023
  • Recently, interest in artificial intelligence has increased due to the development of artificial intelligence fields such as ChatGPT and self-driving cars. However, there are still many unknown elements in training process of artificial intelligence, so that optimizing the model requires more time and effort than it needs. Therefore, there is a need for a tool or methodology that can analyze the weight changes during the training process of artificial intelligence and help out understatnding those changes. In this research, I propose a visualization system which helps people to understand the accumulated weight changes. The system calculates the weights for each training period to accumulates weight changes and stores accumulated weight changes to plot them in 3D space. This research will allow us to explore different aspect of artificial intelligence learning process, such as understanding how the model get trained and providing us an indicator on which hyperparameters should be changed for better performance. These attempts are expected to explore better in artificial intelligence learning process that is still considered as unknown and contribute to the development and application of artificial intelligence models.

Design of an Effective Bump Mapping Hardware Architecture Using Angular Operation (각 연산을 이용한 효과적인 범프 매핑 하드웨어 구조 설계)

  • 이승기;박우찬;김상덕;한탁돈
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.11
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    • pp.663-674
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    • 2003
  • Bump mapping is a technique that represents the detailed parts of the object surface, such as a perturberance of the skin of a peanut, using the geometry mapping without complex modeling. However, the hardware implementation for bump mapping is considerable, because a large amount of per pixel computation, including the normal vector shading, is required. In this paper, we propose a new bump mapping algorithm using the polar coordinate system and its hardware architecture. Compared with other existing architectures, our approach performs bump mapping effectively by using a new vector rotation method for transformation into the reference space and minimizing illumination calculation. Consequently, our proposed architecture reduces a large amount of computation and hardware requirements.