• Title/Summary/Keyword: TV Graphics

Search Result 68, Processing Time 0.025 seconds

The use and prospect of 3D Computer Animation (3D Computer Animation의 활용과 전망)

  • 김홍산
    • Archives of design research
    • /
    • v.21
    • /
    • pp.233-243
    • /
    • 1997
  • In 1970s, Computer Graphics of still and geometry changed computer Animation of image, and Computer Animation has diversely been used in movie, TV, fashion, sports, education, basic science, medical science, etc. by the development of LSI technology and the large size of computer in 1980s. Since Computer Animation was first used by movie of Futureworld in 1973, we easily experienced the essence of Computer Animation made of the Little Mermaid. Beauty and the Beast, the Lion King, Aladdin, etc. in Disney Animation and Terminator. Jurassic Park, the Mask, etc. in movie. And in other countries that have got the diversely special effect and knowhow in technology are effectively using the Computer Animation now. What situation we Korea are in now, if we compare the Computer Animation with that of other country using the progressive movie\ulcorner Although we first producted the movie title of Ticket, 10years ago, we have rarely been used it in movie, yet. Therefore, we know that it is very important for us to examine the historical and technical side for the purpose of overcoming the technological gap.

  • PDF

Fast Generation Methods for Computer-Generated Hologram Using a Modified Recursive Addition Algorithm

  • Choi, Hyun-Jun
    • Journal of information and communication convergence engineering
    • /
    • v.11 no.4
    • /
    • pp.282-287
    • /
    • 2013
  • A real-time digital holographic display is the core technology for the next-generation 3DTV. Holographic display requires a considerably large amount of calculation. If generating a large number of digital holograms is intended, the amount of calculation and the time required increase exponentially. This is a significant obstacle in a real-time hologram service. This paper proposes an algorithm that increases the speed of generating a Fresnel hologram by using a recursive addition operation covering the entire coordinate array of a digital hologram. The 3D object designed to calculate the digital hologram uses a depth-map image produced by computer graphics. The proposed algorithm is a technique that performs the computer-generated holography (CGH) operation with only recursive addition of all of the hologram's coordinates by analyzing the regularity between the 3D object and the digital hologram coordinates. The experimental results show that the proposed algorithm increases the operation speed by 70% over the technique using the conventional CGH equation and by more than 30% over the previously proposed recursive technique.

Opening Title Production of 'DMZ Coexistence', Global 4K Special Documentary of KTV

  • Hyunhee, Cha;Hakjae, Lee
    • International Journal of Advanced Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.226-227
    • /
    • 2022
  • The most dangerous and safest place, the busiest and most serene place, the DMZ where the wounds of the bitter war melt away, but at the same time contain life and healing. In this space of paradox, we now want to look at 'peace'. The KTV documentary 'DMZ Coexistence' is made in the form of a human road documentary that consists of various perspectives looking at the DMZ, various characters, and the most unknown Korean story materials, and the stories related to the performers in UHD 4K. In this study, we will show the process of creating an 'opening title' of 'DMZ Coexistence' captured in 4k and make it usable in academia and industry in the future.

A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance- (모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 -)

  • Kim, Jae-Myoung
    • Archives of design research
    • /
    • v.18 no.2 s.60
    • /
    • pp.5-14
    • /
    • 2005
  • Graphic Design is being developed as a unique genre and widely applied to movie, TV broadcasting, music video, computer an, web design, animation, and game. Some university added motion graphics in their curriculum recently. However Motion Graphic has not been defined clearly and pedagogy of motion graphics was not studied enough. Motion Graphic is not merely moving picture. Its typical purpose and concept are evolving because of the diversified application. Meta-synthesis between media and hybrid development based on diverse approach and composite presentational methods are also changing Motion Graphic. Various technology such as photograph, analytical engine, hypermedia, multimedia, digital composite picture, network and interface should be studied to understand Motion Graphic. This study reviews the historic background of Motion Graphic mainly related to its advent. A fundamental definition of Motion Graphic including the space and time is suggested and the international trend is introduced. Future Motion Graphic and possible development was also predicted.

  • PDF

3D Reenactment System of Soccer Game (3차원 축구 재연 시스템)

  • 이재호;김진우;김희정
    • Journal of Broadcast Engineering
    • /
    • v.8 no.1
    • /
    • pp.54-62
    • /
    • 2003
  • This paper presents a Soccer Game 3D Reencatment System which reenact the Important scene like getting a goal with image processing and computer graphics technologies. KBS Research Institute of Technology has developed the 3D Reenactment System of Soccer Game called ‘VPlay' to provide TV viewers with fresh images in soccer games. Vplay generates the reenactment of exciting and important soccer scenes by using computer graphics. Vplay extracts legion of players from video with color information, and then computes precise positions of players on the ground by using global motion estimation model and playground axis transformation model. The results are applied to locomotion generation module that generates the locomotion of virtual characters automatically. Using predefined motion and model library, Vplay reenacts the important scene in a quick and convenient manner Vplay was developed for live broadcasting of soccer games that demands rapid producing time and was used efficiently during past WorldCup and Asian Game.

Digital Acting Method (디지털 연기 연구)

  • Park, Hoyoung
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.11
    • /
    • pp.205-212
    • /
    • 2018
  • Learning how to express and express the characteristics of acting expressions required by different media is easy to express the acting required in various mediums. The style of acting required by each medium is different depending on the characteristics of the medium. In particular, digital acting using computer graphics technology expresses actors as if they are in the space by imagining the imaginary space. Through computer graphics post-production, the actual space that will be visible on the final screen is completed and creates a story based on the actual situation. The role of digital actors in applying motion capture to movies is becoming increasingly important. Natural cross-reaction acting between live-action actors and digital character actors has become a trend in animation films where only digital actors appear. In animation films, a real actor plays a major role in connecting the characters of a digital actor. The core of a digital actor is the realization of a unique character performance. In the era of trans-media, the importance of digital acting is increasing day by day.

Integral Imaging Pickup Method of Bio-Medical Data using GPU and Octree (GPU와 옥트리를 이용한 바이오 메디컬 데이터의 집적 영상 픽업 기법)

  • Jang, Young-Hee;Park, Chan;Jung, Ji-Sung;Park, Jae-Hyeung;Kim, Nam;Ha, Jung-Sung;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.6
    • /
    • pp.1-9
    • /
    • 2010
  • Recently, 3D stereoscopic display such as 3D stereoscopic cinemas and 3D stereoscopic TV is getting a lot of interest. In general, a stereo image can be used in 3D stereoscopic display. In other hands, for 3D auto stereoscopic display, the elemental images should be generated through visualization from every camera in a lens array. Since a lens array consists of several cameras, it takes a lot of time to generate the elemental images with respect to 3D virtual space, specially, if a large bio-medical volume data is in the 3D virtual space, it will take more time. In order to improve the problem, in this paper, we construct an octree for a given bio-medical volume data and then propose a method to generate the elemental images through efficient rendering of the Octree data using GPU. Experimental results show that the proposed method can obtain more improvement comparable than conventional one, but the development of more efficient method is required.

Analysis of Tendency of 3D Computer Graphic Techniques in 2D Animations: Majorly in Japanese Animations (2D 애니메이션 작품에서 활용되고 있는 3D 컴퓨터그래픽스 기술 경향 분석 : 일본 장편애니메이션 중심으로)

  • Park, Sea-Young
    • Cartoon and Animation Studies
    • /
    • s.10
    • /
    • pp.121-135
    • /
    • 2006
  • At present, it is very common to use techniques beyond the 2D (two-dimensional) in animations which are found in motion pictures, OVA and TV series. As you can see, PIXAR and Disney have reduced their 2D departments and recently put more effort into 3D (three-dimensional) animation. There is no doubt that producing 3D animation is the big trend. Along with this trend, the national education institutions and the national support policies are also changing to be supportive of 3D animations. We, however, should ask ourselves, if we are on the right track with this change. Through the analysis of the methods of creating 2D animation which we should keep as it is, but instead we import and incorporate with 3D techniques of Japanese 2D animation, I would like to present the importance and the significance of the 2D animation and also to suggest an effective way to create 2D fused with 3D computer graphics techniques.

  • PDF

Development of a Rich Media Framework for Hybrid IPTV (하이브리드 IPTV를 위한 리치 미디어 프레임워크 개발)

  • Sung, Min-Young
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.16 no.6
    • /
    • pp.631-636
    • /
    • 2010
  • With the growing trends of communication- broadcasting convergence, a hybrid IPTV that supports both IP network-based on-demand media and terrestrial or cable-based broadcast media is gaining attraction. This paper proposes a rich media framework for hybrid IPTV with support of the latest H.264 codec. For this purpose, we design and implement a media component and a RIA run-time engine customized for TV with the hybrid media. The media component has been designed to provide a uniform and efficient application interface to the various playback methods for RF broadcast and IP-based stored or live media. For performance and portability, it exploits media stream abstraction, adaptive on-demand I-frame search, and automatic calculation of play duration. Based on the proposed media interface, we develop a RIA run-time prototype. It has been carefully designed to fully utilize the built-in graphic acceleration hardware for optimized rendering in the resource-constrained IPTV environments. Demonstration and experiment results validate the performance and usefulness of the developed framework. The framework is expected to be used effectively to support graphics and hybrid media in the applications of IPTV-based VOD, advertisement, and education.

Acceleration Method for Integral Imaging Generation of Volume Data based on CUDA (CUDA를 기반한 볼륨데이터의 집적영상 생성을 위한 고속화 기법)

  • Park, Chan;Jeong, Ji-Seong;Park, Jae-Hyeung;Kwon, Ki-Chul;Kim, Nam;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.3
    • /
    • pp.9-17
    • /
    • 2011
  • Recently, with the advent of stereoscopic 3D TV, the activation of 3D stereoscopic content is expected. Research on 3D auto stereoscopic display has been carried out to relieve discomfort of 3D stereoscopic display. In this research, it is necessary to generate the elemental image from a lens array. As the number of lens in a lens array is increased, it takes a lot of time to generate the elemental image, and it will take more time for a large volume data. In order to improve the problem, in this paper, we propose a method to generate the elemental image by using OpenCL based on CUDA. We perform our proposed method on PC environment with one of Tesla C1060, Geforce 9800GT and Quadro FX 3800 graphics cards. Experimental results show that the proposed method can obtain almost 20 times better performance than recent research result[11].