• 제목/요약/키워드: Motion graphics

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The Development of PC based Ink-and-wash Drawing System Using Wiimote (위모트를 이용한 PC 기반 수묵화적 드로잉 시스템 개발)

  • Oh, Eun-Byol;Ryoo, Seung-Taek
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.4
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    • pp.1-10
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    • 2011
  • The general technique of ink-and-wash drawing consists of brush, ink and paper modeling and brush movement, ink diffusion and paper material simulation. In this paper, we suggest the simplified Qing's tank model that can decrease the computational time of ink diffusion and absorption on korean paper. The suggested drawing system is classified the characteristics of ink-and-wash into ink-shade, diffusion, line and paper. Also, the user's movement using motion sensor and IR sensor in wiimote is transmitted to brush position and direction.

Eye-Catcher : Real-time 2D/3D Mixed Contents Display System

  • Chang, Jin-Wook;Lee, Kyoung-Il;Park, Tae-Soo
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.51-54
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    • 2008
  • In this paper, we propose a practical method for displaying 2D/True3D mixed contents in real-time. Many companies released their 3D display recently, but the costs of producing True3D contents are still very expensive. Since there are already a lot of 2D contents in the world and it is more effective to mix True3D objects into the 2D contents than making True3D contents directly, people became interested in mixing 2D/True3D contents. Moreover, real-time 2D/True3D mixing is helpful for 3D displays because the scenario of the contents can be easily changed on playback-time by adjusting the 3D effects and the motion of the True3D object interactively. In our system, True3D objects are rendered into multiple view-point images, which are composed with 2D contents by using depth information, and then they are multiplexed with pre-generated view masks. All the processes are performed on a graphics processor. We were still able to play a 2D/True3D mixed contents with Full HD resolution in real-time using a normal graphics processor.

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A Comparison of the effects of Static Graphic and Animation in CAI by visual learning preference (시각적 학습 선호도에 따른 정화상 CAI와 애니메이션 CAI의 효과 비교)

  • Cha, Jeongho;Kim, Kyungsun;Noh, Taehee
    • The Journal of Korean Association of Computer Education
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    • v.7 no.5
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    • pp.1-8
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    • 2004
  • This study investigated the effect of visual learning preference levels in computer assisted instruction (CAI) using static graphics and animations on students' conceptual understandings, application abilities and learning motivations. Fifty-nine seventh graders were selected from a middle school in seoul, and they were taught about the motion of molecule for 4 class hours. Two-way ANCOVA results revealed that the scores of the conception test of the animations group, regardless of student's visual learning preference levels, were significantly higher than those of the static graphics group. However, there were no differences between the two groups in the scores of application test and learning motivation test.

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A Realistic Running Animation with One-Legged Hopper Model (한 발 뜀뛰기 모델을 이용한 사실적인 달리기 애니메이션)

  • Kang, Young-Min;Park, Sun-Jin;Cho, Hwan-Gue
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.2
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    • pp.1-13
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    • 1998
  • The most important goal of character animation is to efficiently control the motions of a character. Until now, many techniques have been proposed for human gait animation, and some techniques have been created to control the emotions in gaits such as "tired walking" and "brisk walking" by using parameter interpolation or motion data mapping. This paper proposes a human running model based on a one-legged hopper with a self-balancing mechanism. The proposed technique exploits genetic programming to optimize movement, and can be easily adopted to various character models. We extend the energy minimization technique to generate various motions in accordance with emotional specification.

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Data-driven Facial Animation Using Sketch Interface (스케치 인터페이스를 이용한 데이터 기반 얼굴 애니메이션)

  • Ju, Eun-Jung;Ahn, Soh-Min;Lee, Je-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.3
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    • pp.11-18
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    • 2007
  • Creating stylistic facial animation is one of the most important problems in character animation. Traditionally facial animation is created manually by animators of captured using motion capture systems. But this process is very difficult and labor-intensive. In this work, we present an intuitive, easy-to-use, sketch-based user interface system that facilitates the process of creating facial animation and key-frame interpolation method using facial capture data. The user of our system is allowed to create expressive speech facial animation easily and rapidly.

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Fashion Bag design study with wearable technology (착용가능한 기술을 적용한 패션 가방디자인)

  • Hong, Sungdae
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.4
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    • pp.17-23
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    • 2012
  • The convergence of IT technology and fashion is a marked trend in recent years induding sportswear, m-dress (mobile phone dress), and wearable computing. Despite continued research and record high development in the field, however, there still are unsettled issues like power supply, fit, washability and mobility when it comes to commercializing technological fashion product. In this context, this thesis is to propose feasible technology effectively applied to a portable bag. The first case is a bag designed to maximize sensitivity for a family who enjoys leisure activities often. The second one is a limited editionHaute Couture style bag targeting single women in their 20s and 30s. These two case studies are an attempt to demonstrate the possibility of applying wearable technology to a product design.

Process of pulsations of the spherical cavity in a liquid under the influence of ultrasonic vibrations

  • Kuznetsova, Elena L.;Starovoitov, Eduard I.;Vakhneev, Sergey;Kutina, Elena V.
    • Advances in aircraft and spacecraft science
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    • v.9 no.2
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    • pp.95-102
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    • 2022
  • The paper investigates the process of pulsation of a spherical cavity (bubble) in a liquid under the influence of a source of ultrasonic vibrations. The process of pulsation of a cavitation pocket in liquid is investigated. The Kirkwood-Bethe model was used to describe the motion. A numerical solution algorithm based on the Runge-Kutta-Felberg method of 4-5th order with adaptive selection of the integration step has been developed and implemented. It was revealed that if the initial bubble radius exceeds a certain value, then the bubble will perform several pulsations until the moment of collapse. The same applies to the case of exceeding the amplitude of ultrasonic vibrations of a certain value. The proposed algorithm makes it possible to fully describe the process of cavitation pulsations, to carry out comprehensive parametric studies and to evaluate the influence of various process parameters on the intensity of cavitation.

A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production (몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구)

  • Jeong, Kisung;Han, Seunghun;Lee, Dongkyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.43-52
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    • 2016
  • This paper is to study techniques of a virtual reality to maximize the depth of the users' immersion based on differentiated interactive contents using korean traditional fairy tale. In order to increase more interests in korean traditional fairy tale, we produce a interactive 3D contents and propose a new approach to a system designing applying a virtual realities such as HMD, Leap motion. First, using Korean traditional fairy tale, we generate interactive contents consisting of scenes intensifying user's tensions while interaction of game process. Based on the interactive contents generated, we design scene generation using Oculus HMD, the gaze based input processes and a hand interface using Leap motion, in order to provide a multi dimensional scene transmission and an input process method to intensify the sense of the reality. We will verify through diverse tests whether the proposed virtual reality contents based on a technique of an input process will actually intensify the immersion in the virtual reality or not while minimizing the motion sickness of the users.

Direct Retargeting Method from Facial Capture Data to Facial Rig (페이셜 리그에 대한 페이셜 캡처 데이터의 다이렉트 리타겟팅 방법)

  • Cho, Hyunjoo;Lee, Jeeho
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.2
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    • pp.11-19
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    • 2016
  • This paper proposes a method to directly retarget facial motion capture data to the facial rig. Facial rig is an essential tool in the production pipeline, which allows helping the artist to create facial animation. The direct mapping method from the motion capture data to the facial rig provides great convenience because artists are already familiar with the use of a facial rig and the direct mapping produces the mapping results that are ready for the artist's follow-up editing process. However, mapping the motion data into a facial rig is not a trivial task because a facial rig typically has a variety of structures, and therefore it is hard to devise a generalized mapping method for various facial rigs. In this paper, we propose a data-driven approach to the robust mapping from motion capture data to an arbitary facial rig. The results show that our method is intuitive and leads to increased productivity in the creation of facial animation. We also show that our method can retarget the expression successfully to non-human characters which have a very different shape of face from that of human.

Fluid Simulations in Academy Awarded Movies (아카데미상 영화에서 유체 시뮬레이션 기술)

  • Kim, Myung-Gyu;Oh, Seung-Taik;Choi, Byoung-Tae
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.3
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    • pp.19-30
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    • 2008
  • Fluid simulation for computer graphics is a field of generating the realistic movements of water, smoke, fire, explosion, sand and related phenomena to be used in motion pictures and video games. In this paper we review the fluid simulation technologies and present a trend analysis for the simulation methods used in the recent movies. First of all, for this purpose, the two methods that are most widely used for fluid simulation are explained as well as their technical issues. These two methods are classified into Eulerian grid-based and Lagrangian particle-based approaches. Next, focusing on the achievements of the scientists and engineers that the 2008 Sci-Tech Oscar Awards are given to, the features of their fluid simulation technologies are analyzed. Finally, we anticipate that there are and will be the needs for visualizing fluid interaction with rigid and soft bodies and topological change among solid, fluid and gas, creating digital creatures based on fluid simulation and presenting interaction between creature and fluid.

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