• Title/Summary/Keyword: Articulated Character

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UCC Cutout Animation Generation using Video Inputs (비디오 입력을 이용한 UCC 컷아웃 애니메이션 생성 기법)

  • Lee, Yun-Jin;Yang, Seung-Jae;Kim, Jun-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.67-75
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    • 2011
  • We propose a novel non-photorealistic rendering technique which generates a cutout animation from a video for UCC. Our method consists of four parts. First, we construct an interactive system to build an articulated character. Second, we extract motions from an input video. Third, we transform motions of a character in order to reflect characteristics of cutout animations. Fourth, we render the extracted or transformed components in cutout animation style. We developed a unified system for a user to easily create a cutout animation from an input video and showed the system generated a cutout animation efficiently.

Inductive Inverse Kinematics Algorithm for the Natural Posture Control (자연스러운 자세 제어를 위한 귀납적 역운동학 알고리즘)

  • Lee, Bum-Ro;Chung, Chin-Hyun
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.4
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    • pp.367-375
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    • 2002
  • Inverse kinematics is a very useful method for control]ing the posture of an articulated body. In most inverse kinematics processes, the major matter of concern is not the posture of an articulated body itself but the position and direction of the end effector. In some applications such as 3D character animations, however, it is more important to generate an overall natural posture for the character rather than place the end effector in the exact position. Indeed, when an animator wants to modify the posture of a human-like 3D character with many physical constraints, he has to undergo considerable trial-and-error to generate a realistic posture for the character. In this paper, the Inductive Inverse Kinematics(IIK) algorithm using a Uniform Posture Map(UPM) is proposed to control the posture of a human-like 3D character. The proposed algorithm quantizes human behaviors without distortion to generate a UPM, and then generates a natural posture by searching the UPM. If necessary, the resulting posture could be compensated with a traditional Cyclic Coordinate Descent (CCD). The proposed method could be applied to produce 3D-character animations based on the key frame method, 3D games and virtual reality.

Interactive Animation of Articulated Bodies using a Procedural Method (절차적 방법을 이용한 다관절체의 대화형 동작생성)

  • Bae, Hui-Jeong;Baek, Nak-Hun;Lee, Jong-Won;Yu, Gwan-U
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.12
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    • pp.620-631
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    • 2001
  • In interactive environments including computer games and virtual reality applications, we have increased need for interactive control of articulated body motions. Recently, physically based methods including constrained dynamics techniques are introduced to this area, in order to produce more realistic animation sequences. However, they are hard to achieve real-time control of articulated bodies, due to their heavy computations. In this paper, we present a procedural method for interactive animation of articulated bodies. In our method, each object of the constrained body is first moved according to their physical properties and external forces, without considering any constraints. Then, the locations of objects are adjusted to satisfy given constraints. Through adapting this two-stage approach, we have avoided the solving of large linear systems of equations, to finally achieve the interactive animation of articulated bodies. We also present a few example sequences of animations, which are interactively generated on PC platforms. This method can be easily applied to character animations in virtual environments.

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Motion Simplification of Virtual Character (가상 캐릭터의 동작 단순화 기법)

  • Ahn, Jung-Hyun;Oh, Seung-Woo;Wohn, Kwang-Yun
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.10
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    • pp.759-767
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    • 2006
  • The level-of-detail (LoD), which is a method of reducing polygons on mesh, is one of the most fundamental techniques in real-time rendering. In this paper, we propose a novel level-of-detail technique applied to the virtual character's motion (Motion LoD). The movement of a virtual character can be defined as the transformation of each joint and it's relation to the mesh. The basic idea of the proposed 'Motion LoD' method is to reduce number of joints in an articulated figure and minimize the error between original and simplified motion. For the motion optimization, we propose an error estimation method and a linear system reconstructed from this error estimation for a fast optimization. The proposed motion simplification method is effectively useful for motion editing and real-time crowd animation.

A Comparative Study on the Ritual Space in the Korean Traditional Dwelling House - Focused on the Ritual Space of Shamanism and Confucianism - (힌국전통주거의 의식공간에 관한 비교연구 - 무속과 유교의 의식공간을 중심으로 -)

  • 이선옥
    • Journal of the Korean housing association
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    • v.3 no.2
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    • pp.1-11
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    • 1992
  • Dwelling house is not only simple shelter but the space involves symbolic feature of myth, religion and ritual. Through this study, compared the Shamanistic ritual space with that of Confucianism in the traditional dwelling houses in korea. The results are as follows: 1) Generally, the symbolism of 'Enthusiasm of Universe' and 'Central Idea' are similar, but 'the object of worship', 'the content of ritual' and 'background' are different. The Shamanistic ritual space is 'Sacred space'. and that of Confucialism is 'respect Space'. 2) As the character of space, Shamanistic ritual space is 'articulated space' and have tendency to seperate from the world. On the other hand, Confucion ritual space is integrated space and have tendency to extend by the feature and scale of the ritual. 3) Examing the supervisor of ritual, woman(housewife) is the center of shamanistic ritual space and man(house holder) is the center of Confucion ritual space.

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Template-Based Reconstruction of Surface Mesh Animation from Point Cloud Animation

  • Park, Sang Il;Lim, Seong-Jae
    • ETRI Journal
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    • v.36 no.6
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    • pp.1008-1015
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    • 2014
  • In this paper, we present a method for reconstructing a surface mesh animation sequence from point cloud animation data. We mainly focus on the articulated body of a subject - the motion of which can be roughly described by its internal skeletal structure. The point cloud data is assumed to be captured independently without any inter-frame correspondence information. Using a template model that resembles the given subject, our basic idea for reconstructing the mesh animation is to deform the template model to fit to the point cloud (on a frame-by-frame basis) while maintaining inter-frame coherence. We first estimate the skeletal motion from the point cloud data. After applying the skeletal motion to the template surface, we refine it to fit to the point cloud data. We demonstrate the viability of the method by applying it to reconstruct a fast dancing motion.

Women's Body in the Fashion of John Galliano and Martin Margiela (존 갈리아노(John Galliana)와 마르탱 마르지엘라(Martin Margiela) 패션에 표현된 여성의 몸)

  • Shin, Ha-Na;Lee, Min-Sun
    • Journal of the Korean Society of Costume
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    • v.60 no.7
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    • pp.14-30
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    • 2010
  • The purpose of this study is to come up with a perspective that can enhance the understanding about the mechanism of fashion change. The starting idea of this study is that fashion has changed according to the ideal body image of the specific society or individual. The theoretical framework about the ideal body image has been studied by the literatures on the subject and it is verified by the analysis of John Galliano & Martin Margiela's fashion works. The results are as follows. First, Galliano exposes the woman's body as a sexual symbol which is articulated by men's eyes. Margiela describes the woman's body as human being which doesn't highlight any sexual characteristics. Second, Galliano emphasizes the body conscious silhouette whereas Margiela perceives the body as a whole, rather than looks into each body part. Third, Galliano uses lots of decoration to make display luxurious. Margiela restrains himself from using decorations and tries to create images by interaction between the clothes and bodies. Forth, Galliano expresses the eroticism by accentuating eyes and lips with strong color cosmetics. Margiela's fashion is not dazzling with makeup. He even covers the face with fabrics. Aesthetics in all societies is articulated by their hidden social power groups, and then it has influence on taking shape of the ideal body image and the mainstream of fashion. But the innate characters of individuals offer challenges to the fashion majority. The tension between the social power and individual character makes and changes the fashion.

Motion Retargetting Simplification for H-Anim Characters (H-Anim 캐릭터의 모션 리타겟팅 단순화)

  • Jung, Chul-Hee;Lee, Myeong-Won
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.10
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    • pp.791-795
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    • 2009
  • There is a need for a system independent human data format that doesn't depend on a specific graphics tool or program to use interoperable human data in a network environment. To achieve this, the Web3D Consortium and ISO/IEC JTC1 WG6 developed the international draft standard ISO/IEC 19774 Humanoid Animation(H-Anim). H-Anim defines the data structure for an articulated human figure, but it does not yet define the data for human motion generation. This paper discusses a method of obtaining compatibility and independence of motion data between application programs, and describes a method of simplifying motion retargetting necessary for motion definition of H-Anim characters. In addition, it describes a method of generating H-Anim character animation using arbitrary 3D character models and arbitrary motion capture data without any inter-relations, and its implementation results.

The Research on the Concepts and Expression methods of the Meanings of Light expressed in Architectural Space (건축공간에 표현된 빛의 의미들의 개념과 그 표현방법에 관한 연구)

  • Yoo, Young-Heui
    • Korean Institute of Interior Design Journal
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    • v.17 no.4
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    • pp.42-49
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    • 2008
  • Design concepts of light can be divided into two respects, visual plastic and metaphysical meaning. The current research focuses on the second respect. The meaning of light is abstract characteristics(for example, divinity, spirituality, or image) ultimately expressed by visual plastic. Because it makes architectural space abundant, it have been expressed frequently in architectural space until now. The purpose of this paper is to conceptualize and explain and arrange the meanings of light in the category that have been expressed in architectural space from ancient to current. The method of this study is content analysis and case study, and this is supplement by theoretical consideration on the meaning of light(relationship between perception and meaning, elements to form meaning etc.). This study consists of three steps. Firstly, through the content analysis of existing literature and documents, 17 meanings of light are confirmed. Secondly, these 17 meanings are defined and explained in 3 categories(symbolic, esthetic, and experiential character). Thirdly, they are additionally explained and articulated by case study. In the result, various meanings of light that have been fragmentarily expressed in architectural space until now is clearly arranged at a glance. Those suggested design concepts will be basic conferential material, available to the interior designers and students who want to utilize the organised study concepts.

Tendency of Traditional Character in Korean Modern House Architecture as an Art Work (한국 근.현대 주택작품에서 나타나는 전통성 해석의 시대적 경향)

  • Jun, Nam-Il
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.169-179
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    • 2010
  • Since modernization period thru Japanese colonial era the modern architect began to play a important role for Korean housing architecture. So called 'House as an Art Work', detached houses by prominent architects, belong to a meaningful sector in Korean modern housing architecture. The harmony with tradition was always big issue for such works. This study aims to understand how paradigms for tradition were interpreted with the changes of the time. The analysis showed various tryout by architects, that concretize traditional characteristics in their work. For example, traditional lifestyle were clearly reflected in the floorplan during 30's and 40's. In the 70's building mass and formative roof design were emphasized to present traditional image. As well as it represented primitive esthetic and vernacular decoration. In addition, expressive tendency, that demonstrates korean sentiment through material and its texture, got a preference. Since latter half of 80's some traditional architectural elements were modernized and space characteristics were newly created from acculturation. Furthermore the philosophy of "Subdivision of building wings and Emptiness" follows this trend. This type made a courtyard and connected articulated building masses each other. "Sympathy with Nature" were most essential for a traditional houses in contrast with western architecture. Many architects today make various method to bring nature into interior space and to contemplate nature In the house. Such kinds of adaptation to tradition could be understood as a unique process to manifest identity of Korean modern houses.