• Title/Summary/Keyword: cartoon rendering

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Expression of Cartoon Rendering Method in Image Contents (영상 콘텐츠에서 카툰 렌더링기법의 활용)

  • Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.142-151
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    • 2007
  • The rapid development of 3D computer graphics makes traditional cell-animations expressed by several digital techniques and makes traditional cell-animations expand their own area through several continuous tries. There are two types in rendering method. The one is Photorealistic rendering to realize accurate images like photos and the other is Non-photorealistic rendering to realize human's flair and artistry. This paper examines applications of cartoon rendering techniques among several Non-photorealistic rendering techniques. This paper analyzes production cases and examines features of cartoon rendering techniques in the latest movies, games and advertisements of image contents. And this paper will be able to help making more sensual, familiar and in-depth products, as understanding applications, merits and demerits of the latest cartoon rendering techniques through these investigations.

Cartoon Rendering for Facial Expression (얼굴 표정의 카툰 렌더링)

  • Jung, Hye-Moon;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.449-454
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    • 2009
  • The human face has "expression" as an important visual factor in contrast with general objects. For this reason, cartoonists draw shadow that emphasizes facial shape and facial expression in order to convey atmosphere of scene and trait of character. This shadow should be considered when doing cartoon rendering for facial expression although it is not an physical shading. This paper proposes a cartoon rendering system for facial expression based on shading techniques of real cartoonist. First of all, we searched such techniques of cartoonist through variety of collected cartoon images and defined shadow templates according to character's facial expression to do cartoon rendering diffently. After that, we demonstrated cartoon rendering system of facial expression on the basis of survey result that effectively emphasizes facial shape and facial expression. Finally, we showed the usefulness through the user questionnaire.

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A Study on the Visual Effects of Non-Photorealistic Rendering Animation focusing on 'Paperman,' a Short Animation (넌-포토리얼리스틱(Non-Photorealistic) 렌더링 애니메이션의 시각 효과 기법 - 단편 애니메이션 Paperman을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.139-155
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    • 2015
  • Animation is completed in accordance with the original planning of visual direction in the process of post-production. Especially, a variety of visualization skills to meet the planning idea are directed in editing and compositing processes such as rendering and shading in the production of 3D animation. Therefore, the studies how to implement these visual effects have been conducted since the emergence of the animation. The rendering method which appears in the recent animations so often is the effect of 2D animation style although it is applied by 3D technique. 3D animation can be classified as two types including photo realistic and non-photo realistic renderings. The former is to render the images realistically while the latter is to highlight the formative effect with analogue style free from the realism of the photographs. Visual effect of 2D animation is non-realistic, that is, non-photo realistic rendering. The animations produced by this method have the depth of 3D animation expression in terms of space and animating, and can direct the viewer-friendly analogue style visuals, which are widely used as a post-production effect. Hence in this study, we selected a short animation, 'Paperman,' one of Disney's animations, produced by cartoon rendering method which belongs to the class of non-photo rendering technique in 3D graphics, as our subject. We analyzed their techniques and visual effects of the scenes expressed by cartoon rendering method so as to understand whether they meet the original direction idea with the composition work. In addition, we expect further developments of post-production methods, exceeding the limit of graphic expression in alignment with the trend that has become more various in the types and genres of non-photo rendering.

Cartoon Character Rendering based on Shading Capture of Concept Drawing (원화의 음영 캡쳐 기반 카툰 캐릭터 렌더링)

  • Byun, Hae-Won;Jung, Hye-Moon
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.1082-1093
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    • 2011
  • Traditional rendering of cartoon character cannot revive the feeling of concept drawings properly. In this paper, we propose capture technology to get toon shading model from the concept drawings and with this technique, we provide a new novel system to render 3D cartoon character. Benefits of this system is to cartoonize the 3D character according to saliency to emphasize the form of 3D character and further support the sketch-based user interface for artists to edit shading by post-production. For this, we generate texture automatically by RGB color sorting algorithm to analyze color distribution and rates of selected region. In the cartoon rendering process, we use saliency as a measure to determine visual importance of each area of 3d mesh and we provide a novel cartoon rendering algorithm based on the saliency of 3D mesh. For the fine adjustments of shading style, we propose a user interface that allow the artists to freely add and delete shading to a 3D model. Finally, this paper shows the usefulness of the proposed system through user evaluation.

Processing Techniques for Non-photorealistic Contents Rendering in Mobile Devices (모바일 기기에서의 비실사적 콘텐츠 렌더링을 위한 프로세싱 기법)

  • Jeon, Jae-Woong;Jang, Hyun-Ho;Choy, Yoon-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.119-129
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    • 2010
  • Recently, development of mobile service and increased demand for mobile device make mobile environment noticeable in computer graphics. Especially demand for 3D graphic services in mobile devices is steadily increased. However up to the present non-photorealistic rendering is mainly studied in desktop platform. In the result, existing research were designed for desktop computers and are not well-suited for mobile devices. Thus, there is a growing needs for processing techniques that provide the ability to render 3D non-photorealistic graphics through mobile devices. In this paper, we discuss processing techniques for non-photorealistic rendering that are especially cartoon shading and rendering in mobile devices. Through the result of this research, it is expected that silhouette edge rendering for mobile display environment and preprocessing file technique for shading. The efficiency of 3D mobile graphic service like 3D model in cartoon style is increased by using proposed preprocessing file and rendering pipeline. Our work can provide mobile cartoon rendering results and various mobile contents to users.

Environment-Adaptive and Real-Time Rendering of Fluids for Cartoon Style Game (카툰 스타일 게임을 위한 환경 적응적 실시간 유체 렌더링)

  • Kim, Kwang-Tae;Park, Kyoung-Ju
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.57-66
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    • 2012
  • This paper to the scene to fit the fluid can be expressed as cartoon-style real-time method is proposed. As a matter of fact the fluid color in the simulation in which both reflection refraction and color tones are different in both cases. This paper light, water, terrain, time, etc. with cartoon-style representation of the fluid, adaptive way is proposed. Experimental implementation of the existing and proposed methods were compared with the results. This cartoon-style rendering of the existing research methods and the proposed method and at the same time using cartoon-style games that can be represented by the entire system could offer.

Cartoon Rendering with Level-of-Detail (세분화 단계(LOD)를 적용한 카툰렌더링)

  • Park, Jung-Hyun;Ryoo, Seung-Teak;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.26-33
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    • 2007
  • NPR is the area of research which does the image creation of the impression where the hazard person who creates made a human intimate image by the hand in objective. NPR in Cartoon-Rendering when the human being recognizes a thing, it is a technique which expresses a thing to use an appearance and the line which are a means of basic and intuitional expression. Also Cartoon the person probably is, the hazard which helps, raises the efficiency of namely meaning delivery and a simplification technique with the means for it uses. Is like this cartoon basic rules where the simplification and omission are life, from modeling, the low of LOD technique which it is using specially actively from game and one pulse communication is having a common point. The research which it sees Cartoon effects of GPU bases which use DirectX Shader programs LOD it leads and it applies the method for about under presenting it expresses Cartoon effects in exterior.

3D Real-Time Cartoon Rendering Design using Hardware (하드웨어를 이용한 3D 실시간 카툰렌더링 설계)

  • Han, Deuk-Su;Kim, Kwang-Min;Lim, Pyung-Jong;Kwak, Hoon-Sung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.219-222
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    • 2006
  • 본 연구는 디지털 문화의 출현이라는 맥락에서 디지털 시대의 환경 변화를 맞이한 애니메이션 제작 기법의 변화 속에서 셀 애니메이션 작품과 혼합하여 사용한 3D 컴퓨터 그래픽스(3D Computer Graphics) 기법 중 비사실적 이미지 기법(Non Photo Realistic Rendering)의 범주에 속한 카툰 렌더링(Cartoon Rendering) 기법을 분석하고 그것이 갖는 PC기반 실시간으로 수행되는 비사실적 렌더링을 위한 실시간 카툰렌더링 기법을 제시하고 있다. 종래의 카툰렌더링에 대해 연구하고 기존의 비사실적 이미지 기법의 적용에 대해 알아본다.

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Cartoon Shading using virtual local light (가상 지역 광원을 이용한 카툰 쉐이딩)

  • Chung, Jae-Min;Yoon, Kyung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.445-450
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    • 2008
  • 본 논문에서는 객체의 인식성을 높이기 위해 가상의 지역 광원을 사용한 카툰 렌더링 기법을 제안한다. 지역 광원은 각 메쉬의 기하 정보를 분석하여 배치되며 객체의 지역적인 음영 대비를 증가시켜 객체의 모양과 특정이 눈에 잘 띄도록 한다. 하지만 지역 광원을 사용한 쉐이딩 기법은 객체의 일부 영역에서 갈라지고 불연속적인 음영을 만들어 이미지의 질적 하락을 초래한다. 이러한 현상을 막기 위하여 곡률과 샐리언시의 개념을 사용하여 영역의 특성에 따라 차등적으로 지역 광원을 객체에 적용하였다. 곡률은 해당 영역의 기하적 특성을 구분하여 지역 광원에 의한 음영 대비 증감을 조정하고, 샐리언시는 영역의 중요도를 판별하여 곡률이 쉐이딩에 미치는 가중치를 조절한다.

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Shadow Techniques in Real-time Hatching Rendering (실시간 해칭 렌더링에서 그림자 기법)

  • Kim, Chan-Soo;Kim, Dae-Myung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.806-810
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    • 2006
  • The research of computer graphics is divided into two parts of photorealistic rendering and non-photorealistic rendering. The purpose of non-photo realistic rendering is to make image like cartoon, water-color, hatching etc. In this paper, we study for real-time hatching rendering and shadow techniques and we combine two techniques to make real-time hatching shadow. In shadow techniques we apply projected texture shadow to hatching rendering. Eventually, we introduce natural real-time hatching shadow through comparison and analysis.

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