• Title/Summary/Keyword: 3D art

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A Case Study on Morten Lasskogen's Cloud Series - Based on 3ds Max and Unreal Engine Technology -

  • JinXuan Zhao;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.96-101
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    • 2023
  • Digital art creation has become an indispensable part of today's society, but traditional digital art production methods have been difficult to meet the growing creative needs of artists. Therefore, this study takes the cloud series works of artist Morten Lasskogen as an example and explores the application value of 3D Max and Unreal Engine in digital art created by analyzing the lighting effects in the works of art. This research aims to form reference materials through actual case analysis and provide artists with more efficient ideas for digital art creation.

Optimization of 3D target feature-map using modular mART neural network (모듈구조 mART 신경망을 이용한 3차원 표적 피쳐맵의 최적화)

  • 차진우;류충상;서춘원;김은수
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.35C no.2
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    • pp.71-79
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    • 1998
  • In this paper, we propose a new mART(modified ART) neural network by combining the winner neuron definition method of SOM(self-organizing map) and the real-time adaptive clustering function of ART(adaptive resonance theory) and construct it in a modular structure, for the purpose of organizing the feature maps of three dimensional targets. Being constructed in a modular structure, the proposed modular mART can effectively prevent the clusters from representing multiple classes and can be trained to organze two dimensional distortion invariant feature maps so as to recognize targets with three dimensional distortion. We also present the recognition result and self-organization perfdormance of the proposed modular mART neural network after carried out some experiments with 14 tank and fighter target models.

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A theoretical Study on the Motive of Movement in Animation (애니메이션의 Movement 동인(動因)에 대한 이론적 고찰)

  • Lee Sang-Won
    • Journal of Science of Art and Design
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    • v.3
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    • pp.62-86
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    • 2001
  • This study is based on theoretical background about movements of visual communication highlighted in digital age. Such movements are variously expressed in animation with the advancement of media, and their expression has great effect on visual art. Artists' concern and endeavor about movement expression techniques have been continued by impressionism, expressionism, futurism, cubism closely related with the birth of movie from late 19th century to early 20th century. At that time, stationary 2D space in plane screen couldn't express movement or time directly. Later, artists and designers have attempted to approach illusions in pictures or 4 dimension and movements by 2D or 3D computer graphics. The visual image in present digital age is to see, to hear, to feel by timing, so it is necessary for the most efficient way of message communication. And then, it is the time to start new, scientific, and creative study about production techniques of animation and expression of movements, since domestic animation productions are rapidly changed from cell to digital. The aim of this study is to clarify the motive of movement by theoretical inquiry of animation. Various aspects of animation as synthetic art have been examined by mathematical, scientific, and philosophical viewpoint. The results will be useful to the expression of motions for maximization of emotional effect in animation production or basic data of virtual simulation about certain situation. Therefore, such study should be managed as multidisciplinary research in the rapidly changing visual culture paradigm. namely, animation includes much more imaginative & creative power than simple function or techniques, so it has to be recognized as special synthetic art(visual art) constructing an area, the formative art with philosophical viewpoint and scientific principles.

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A study on nail art design based on the application of trimmings in the 18th century women's clothes - Focus on braids, laces, and ribbons - (18세기 여성 의복에 나타난 트리밍을 응용한 네일아트 디자인 연구 - 브레이드, 레이스, 리본을 중심으로 -)

  • Cho, Han-Sol;Rhee, Young-Ju
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.4
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    • pp.127-137
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    • 2019
  • Nail art, which has been popularized recently, has increased convenience in the direction of nail art design harmonized with clothing and the increased interest and usage of nail art decoration. This study set out to propose practical planar and three-dimensional nail art designs in harmony with modern clothes by applying trimmings common in 18th century women's clothing, which used a variety of attachable decorations. As for the methodology, the investigator examined theories in previous studies, literature, and analyzed the types of trimming in female portraits from the 18th century at the museum at the Palace of Versailles in France. Planar and three-dimensional nail art designs were created for each of the top three trimming types- braids, laces, and ribbons, which were identified through analysis. The study applied the trimmings of the 18th century women's clothes to nail art design and had the following results: First, the top three trimming types were identified based on the analysis of the 18th century portraits. They were then used as motifs in the production of planar and three-dimensional nail art designs. The results show that the motifs of the clothes trimmings were fit for and had practical possibilities for expression in nail art designs. Secondly, diversity and the expansion of ideas in the study of nail art design were promoted. In addition, elements were increased to have mutually complementary effects with clothes. Finally, the study made various attempts at nail design methods by adopting a range of nail art expression techniques including hand painting, 2D & 3D art techniques, and using planar and three-dimensional nail decorations, thus proposing a positive direction for the organization of a curriculum to make use of 18th century women's clothing motifs in nail art education.

Transfer Learning based Parameterized 3D Mesh Deformation with 2D Stylized Cartoon Character

  • Sanghyun Byun;Bumsoo Kim;Wonseop Shin;Yonghoon Jung;Sanghyun Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.11
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    • pp.3121-3144
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    • 2023
  • As interest in the metaverse has grown, there has been a demand for avatars that can represent individual users. Consequently, research has been conducted to reduce the time and cost required for the current 3D human modeling process. However, the recent automatic generation of 3D humans has been focused on creating avatars with a realistic human form. Furthermore, the existing methods have limitations in generating avatars with imbalanced or unrealistic body shapes, and their utilization is limited due to the absence of datasets. Therefore, this paper proposes a new framework for automatically transforming and creating stylized 3D avatars. Our research presents a definitional approach and methodology for creating non-realistic character avatars, in contrast to previous studies that focused on creating realistic humans. We define a new shape representation parameter and use a deep learning-based method to extract character body information and perform automatic template mesh transformation, thereby obtaining non-realistic or unbalanced human meshes. We present the resulting outputs visually, conducting user evaluations to demonstrate the effectiveness of our proposed method. Our approach provides an automatic mesh transformation method tailored to the growing demand for avatars of various body types and extends the existing method to the 3D cartoon stylized avatar domain.

The digital patterning of optical phenomena in natural gemstones and, the design deployment of interior modeling for wall molding (천연 보석의 광학 현상적 digital patterning과 벽면 조형을 위한 interior modeling으로의 design 전개)

  • Kim, Eun-Ju
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.22 no.1
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    • pp.42-50
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    • 2012
  • Light color reaction, immersion and diffusion operation through the mural art can be expressed in a variety of image types. In this paper, the digital pattern for mural art was formed by observation of the optical phenomena in natural gems and the relation between the optical sparkle in gems and minerals and pattern design was characterized. New possibility with relevance for design work based on ultramarine with a beautiful sheen and spectrum of the coloring was used for Sustainable 3D simulation modeling and represented by high-resolution Image graphic design.

The Role of Computer Technologies in Contemporary Jewelry

  • Romanenkova, Julia;Bratus, Ivan;Gnatiuk, Liliia;Zaitseva, Veronika;Karpenko, Olga;Misko, Nataliia
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.71-76
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    • 2022
  • The article aims to consider the role of computer technologies in contemporary jewelry art. The importance of computer programming, 3D-modeling and 3D-printing for the process of jewelry creating, its advertising and sales is emphasized. Both the positive features of the possibility of using computer technologies in jewelry and their shortcomings are considered. The process of changing the nature of jewelry design after the start of the use of digital technologies is highlighted. The issue of changing the perception and evaluation of a work of jewelry art, the creation of which uses mechanization, has been updated.

Feasibility and Efficacy of Adaptive Intensity Modulated Radiotherapy Planning according to Tumor Volume Change in Early Stage Non-small Cell Lung Cancer with Stereotactic Body Radiotherapy (폐암의 정위적체부방사선치료에서 육안적종양체적 변화에 따른 적응방사선치료의 효용성 및 가능성 연구)

  • Park, Jae Won;Kang, Min Kyu;Yea, Ji Woon
    • Progress in Medical Physics
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    • v.26 no.2
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    • pp.79-86
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    • 2015
  • The purpose of this study is to evaluate efficacy and feasibility of adaptive radiotherapy according to tumor volume change (TVC) in early stage non-small cell lung cancer (NSCLC) using stereotactic body radiotherapy (SBRT). Twenty-two lesions previously treated with SBRT were selected. SBRT was usually performed with a total dose of 48 Gy or 60 Gy in four fractions with an interval of three to four days between treatments. For evaluation of TVC, gross tumor volume (GTV) was contoured on each cone-beam computed tomography (CBCT) image used for image guidance. Intensity modulated radiotherapy (IMRT) planning was performed in the first CBCT (CBCT1) using a baseline plan. For ART planning (ART), re-optimization was performed at $2^{nd}$, $3^{rd}$, and $4^{th}$ CBCTs (CBCT2, CBCT3, and CBCT4) using the same angle and constraint used for the baseline plan. The ART plan was compared with the non-ART plan, which generated copying of the baseline plan to other CBCTs. Average GTV volume was 10.7 cc. Average TVC was -1.5%, 7.3%, and -25.1% in CBCT2, CBCT3, and CBCT4 and the TVC after CBCT3 was significant (p<0.05). However, the nine lesions were increased GTV in CBCT2. In the ART plan, $V_{20\;Gy}$, $D_{1500\;cc}$, and $D_{1000\;cc}$ of lung were significantly decreased (p<0.05), and $V_{30\;Gy}$ and $V_{32\;Gy}$ of the chest wall were also decreased (p<0.05). While D min of planning target volume (PTV) decreased by 8.3% in the non-ART plan of CBCT2 compared with the baseline plan in lesions with increased tumor size (p=0.021), PTV coverage was not compromised in the ART plan. Based on this result, use of the ART plan may improve target coverage and OAR saving. Thus ART using CBCT should be considered in early stage NSCLC with SBRT.

Study on Process Development of Furniture Design Class by Fusing 3D Form Study (입체조형 실습을 연계한 가구디자인 수업 개발을 위한 사례연구)

  • In, Chi Ho
    • Journal of the Korea Furniture Society
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    • v.25 no.3
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    • pp.165-172
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    • 2014
  • 3D form study is one of basic subjects in industrial design education. There are an array of textbooks of visual art, design and architecture, most of which address basic geometrical form study and abstract forms. With the introduction of computerization, current trends are directed to reduce basic form education and students' participation in classes and their accomplishments. This study was intended to develop works under a theme of furniture design with concrete shapes and functions. This study focused on developing relevant process by fusing 3D form study and furniture design which fall into basic design and design studio subjects, respectively. Among 3D form studies, applied were a concept of 3D configuration that explores the relations between surface forms and 3D forms. Furniture design is a challenge to students at beginner or intermediate level in basic design education from initial devising stage to production in kind. To ease high level of difficulties at designing and producing stages, technical education was systematized in the process of conceptualizing, developing idea and production. This type of challenge was carried out during separate semesters, along with a case study done to develop different types of challenges. This study helped students to be motivated and actively participate in classes and well perform advanced form study and technical training from design to actual production.

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Calibration of 3D Coordinates in Orthogonal Stereo Vision (직교식 스테레오 비젼에서의 3차원 좌표 보정)

  • Yoon, Hee-Joo;Seo, Young-Wuk;Bae, Jung-Soo;Cha, Eui-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.504-507
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    • 2005
  • In this paper, we propose a calibration technique of 3D coordinates using orthogonal stereo vision. First, we acquire front- image and upper- image from stereo cameras with real time and extract each coordinates of a moving object using differential operation and ART2 clustering algorithm. Then, we can generate 3D coordinates of that moving object through combining these two coordinates. Finally, we calibrate 3D coordinates using orthogonal stereo vision since 3D coordinates are not accurate due to perspective. Experimental results show that accurate 3D coordinates of a moving object can be generated by the proposed calibration technique.

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