• Title/Summary/Keyword: computer animation

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Composed Animation Production Pipeline using Miniature Set (미니어처 세트를 이용한합성 애니메이션 제작 공정)

  • Kim, Jaejung;Kim, Minji;Seo, Jihye;Kim, Jinmo;Jung, Seowon
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.63-73
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    • 2016
  • Animation contents are gradually growing every year, but production period and budget for making one animation contents is insufficient as of now. In particular, in case of animation series that are broadcasted on television, many episodes should be made within a short period of production term. Hence, production pipeline of full three-dimensional animation is frequently chosen in this case. However, another problem emerges as the full three-dimensional animation also requires a lot of time for making high-quality background and for rendering. Composed animation is a production pipeline that attempts to solve such problem. It is a pipeline of producing animation by composing computer graphic (CG) character and real background. It requires relatively small number of human resources compared to the full three-dimensional animation pipeline. Hence, it has an advantage in that natural-looking image can be produced under efficient structure and time for rendering can also be reduced. This paper proposes an efficient process of producing composed animation by using miniature set and three-dimensional computer graphic.

Control of a Three-Dimensional Character Animation Based on H-Anim (H-Anim 기반의 3차원 캐릭터 애니메이션 제어)

  • Kim, Young-Shin;Lee, Min-Geun;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.1-6
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    • 2007
  • In this paper we describe the method of controlling the animation of 3D characters according to ISO/IEC 19774 (H-Anim) specification, which has been released by Wed3D Consortium and ISO/IEC SC24 WG6. The animation structure of the H-Anim character can be defined and modified in our H-Anim editor program. Our H-Anim animator generates the character's motion automatically according to the input of motion parameters at the character's joints interactively. This paper is focused on the development of a motion generation tool for human-like characters defined by H-Anim structures.

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Vehicle Animation Making Tools based on Simulation and Trajectory Library (차량 시뮬레이션과 경로 라이브러리에 기반한 차량 애니메이션 저작도구)

  • Jeong, Jinuk;Kang, Daeun;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.57-66
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    • 2017
  • In this paper, we suggest a novel physics-based real-time animation technique for vehicles, and introduce an easy and intuitive animation authoring tool which uses our proposed technique. After a user specifies a trajectory of a virtual car as input, our system produces a more accurate simulation faster than a previous research result. This is achieved by a trajectory splitting method based on directional features and a trajectory library. As a result, the user can create not only a car animation including lane changing and passing, but also a crash animation which is a rarely researched topic. Also, we propose a virtual car structure that approximates a real car's structure for real-time simulation, the resulting animation shows high plausibility such as a small vibration which occurs when the virtual car breaks and a deformation of when a car accident happens.

A Study on the Status of 3Dimension Character Animation Industry (3차원 캐릭터 애니메이션 산업현황에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.14 no.2
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    • pp.87-94
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    • 2001
  • 3D character animation grow rapidly with the development of computer graphic technology and software. Nowadays 3D character animation holds a important position in the various industry fields including movie, advertisement, animation, and game. With the rapid growth of computer graphic, real time animation of complex characters as well as high quality rendering, which was impossible before, are now prevailing. What is remarkable in this growth is the appearance of virtual idol. The virtual idol plays a leading role in 3D character animation and has a synergy effect in the field of fancy and theme park industry. The aim of this inquiry is to examine the status of computer graphic skill and media related to the 3D character animation to search out the problems in the fields and to propose the solution of the problems

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A Study of Streetscape Evaluation Methods Using Computer Animation -A Comparison of Static and Dynamic Simulation Methods- (컴퓨터 애니메이션을 이용한 가로경관의 평가기법 연구 -정적 및 동적 시뮬레이션 기법의 비교-)

  • 김충식;이인성
    • Journal of the Korean Institute of Landscape Architecture
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    • v.26 no.4
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    • pp.1-13
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    • 1999
  • Previous research for visual assessment of streetscape employed static simulation methods to represent future landscape. However, streetscape is experienced sequentially, and thus dynamic simulations can be more effective. This study tried to adopt computer animation in the evaluation of streetscape, and examined its effects and possibilities. Three development scenarios for the redevelopment districts of Sokong-Ro and Banpo-Ro in Seoul were designed, and simulations were produced by three methods-photo-retouching, computer still image, and animation. A preference questionnaire was asked to 69 university students, and the effects of simulation methods on visual preference were examined. In addition, the frames of the animation were reclassed to identify the visibility of physical elements. The relationships between the visibility and visual preference were analyzed. The results showed that visual preference can be explained by three factors-Amenity, Tidiness, and Variousness-that account for 62.4% of the total variance, and the Amenity showed the highest proportion: 36.0%. Among the three simulation methods, animation showed the largest difference in preference for the most important factor(Amenity), and yielded the highest correlation between visibility of physical elements and Amenity. This result demonstrated that dynamic simulations can provide more accurate observation of visual changes, especially because the simulated landscape is experienced sequentially. The results also revealed that the sequential change in the visibility of physical elements can be examined easily and precisely by animation. This benefit of animation enables analysts to identify the points where the landscape varies the most, and thus visual preference should be evaluated.

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The Research Work of Development of Imaging Media and Expansion of The Animation Expression - Focusing on The Expansion of Space for Frozen (영상미디어 기술의 발달과 애니메이션 표현력의 확장에 대한 연구 -<겨울왕국>에서 나타난 공간의 확장 중심으로)

  • Lim, Jae Min;Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.36
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    • pp.325-347
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    • 2014
  • "The art challenges the technology, and the technology inspires the art." By this word John Lasseter expressed Pixar animations main soul of story. Media technology has a close relation with the animation. As media developed more and more, an animation has been widen a lot and have given new visions to the audiences. We can see such this figure from the history of the Disney animation. They had tried to make all the kind of animations such a silent animation, planetary animation, black and white animation and the multi colored animation. Lately Disney had made animation that has traditional style. But the method of making traditional animation stable side story's holdup the audience. So Disney animation decided to change this method. For the result of Disney animation studio effort Frozen had produced after a computer graphics work following Rapunzel. What was the reason for entertain well of Frozen? Not only changing the method of producing traditional to computer graphic is could not make entertain well. We can see from the Frozen concordance of the original idea and modern scenario, OST the perfection of computer graphics work. In this paper work Disney animation has worked from the silent animation to computer graphic works result of "The Frozen". For the contribution of technology development makes able to analyze animations expression and relation. There is a lot shots that hard to analyze in the Frozen. But I will study it with the method named "Expansion in space" to making main analyzing expressive extension that appears on the scene.

The Effects of 3-D Computer Animation on Educational Visual Presentation -Focused on Color Theory Study- (3D 컴퓨터 애니메이션을 이용한 시청각 교재가 어린이의 학습에 미치는 효과에 대한 연구 -색채이론학습을 중심으로-)

  • 최유미
    • Archives of design research
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    • v.15 no.1
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    • pp.49-58
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    • 2002
  • Advances in computer technology have made it possible for educators to design and develop their own multimedia instructional materials using visuals such as animation. Although, it generally believed that the Mew attribute of computer animation facilitates student's foaming, there is still relatively little research regarding the way in which student benefit from multimedia instruction using 3-D animation. The purpose of this research was to examine and determine whether the use of 3-D computer generated images is an effective teaching device for hoping children to understand color theory, and enhancing the tractional methods. In this study, a 3-D computer generated presentation was creative and it demonstrated the mixing of primary color to obtain secondary color. Three research hypotheses were developed in this research. The first hypothesis stated that 3-D computer generated presentation will be an effective device for teaching color theory. The second was that the presentation will be eye-catching and it will hold the children's attention. The third was presentation would enhance the children's memory of color. Results of this study show that visualization technology and the use of 3-D graphics ends can be employed in the field of art education to increases a chi1d's understanding of color theory. Also, it was proved that teaching children through 3-D graphic is an highly effective teaching tool. Thus this research is a oontribution to both children's au education and the relatively new field of computer animation.

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3D Visualization of Discrete Event Simulation and Its Applications in Virtual Manufacturing

  • Zhong Yongmin;Yuan Xiaobu
    • International Journal of CAD/CAM
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    • v.4 no.1
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    • pp.19-32
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    • 2004
  • This paper presents a new approach to create 3D visualization from discrete simulation results. This approach connects discrete event simulation directly to 3D animation with its novel methods that analyze and convert discrete simulation results into animation events to trigger 3D animation. In addition, it constructs a 3D animation framework for the visualization of discrete simulation results. This framework supports the reuse of both the existing 3D animation objects and behavior components, and allows the rapid development of new 3D animation objects by users with no special knowledge in computer graphics. This approach has been implemented with the software component technology. As an application in virtual manufacturing, visualizations of an electronics assembly factory are also provided in the paper to demonstrate the performance of this new approach.

Analysis on the Backgrounds Expression for 3D Animation (3D 애니메이션의 배경 표현에 관한 분석)

  • Park, Sung-Dae;Jung, Yee-Ji;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.268-276
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    • 2015
  • This article analyzes the background representation of 3D animation and look at what its proper background expression. With the development of computer graphics technology, the background of the 3D animations can be expressed as The actual background. In contrast, "The Smurfs" which was released recently was created to take the actual background. However, 3D animation with real background is not appropriate in terms of creative expression space in the main role of the animation. In this Study, we analyze the character and background of the animation made in 3D graphics. Based on this, we propose a correct representation of 3D animation background.

A Study on the Realization of Virtual Simulation Face Based on Artificial Intelligence

  • Zheng-Dong Hou;Ki-Hong Kim;Gao-He Zhang;Peng-Hui Li
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.152-158
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    • 2023
  • In recent years, as computer-generated imagery has been applied to more industries, realistic facial animation is one of the important research topics. The current solution for realistic facial animation is to create realistic rendered 3D characters, but the 3D characters created by traditional methods are always different from the actual characters and require high cost in terms of staff and time. Deepfake technology can achieve the effect of realistic faces and replicate facial animation. The facial details and animations are automatically done by the computer after the AI model is trained, and the AI model can be reused, thus reducing the human and time costs of realistic face animation. In addition, this study summarizes the way human face information is captured and proposes a new workflow for video to image conversion and demonstrates that the new work scheme can obtain higher quality images and exchange effects by evaluating the quality of No Reference Image Quality Assessment.