• Title/Summary/Keyword: physical based animation

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Equivalence Principles Based Skin Deformation of Character Animation

  • You, L.H.;Chaudhry, E.;You, X.Y.;Zhang, Jian J.
    • International Journal of CAD/CAM
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    • v.9 no.1
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    • pp.61-69
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    • 2010
  • Based on the equivalence principles of physical properties, geometric properties and externally applied forces between a surface and the corresponding curves, we present a fast physics and example based skin deformation method for character animation in this paper. The main idea is to represent the skin surface and its deformations with a group of curves whose computation incurs much less computing overheads than the direct surface-based approach. The geometric and physical properties together with externally applied forces of the curves are determined from those of the surface defined by these curves according to the equivalence principles between the surface and the curves. This ensures the curve-based approach is equivalent to the original problem. A fourth order ordinary differential equation is introduced to describe the deformations of the curves between two example skin shapes which relates geometric and physical properties and externally applied forces to shape changes of the curves. The skin deformation is determined from these deformed curves. Several examples are given in this paper to demonstrate the application of the method.

Real Examples based Natural Phenomena Synthesis

  • An, HyangA;Seo, Yong-Ho;Park, Jinho
    • International journal of advanced smart convergence
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    • v.2 no.2
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    • pp.7-9
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    • 2013
  • Current physics-based simulation is an important tool in the fluid animation. However some problems require a new change to current research trends which depend only on the simulation. The ultimate goal of this project is to obtain information of flow example, analyze an example through machine learning and the novel fluid animation reconfigure without physical simulation.

A Study on 3D Character Animation Production Based on Human Body Anatomy (인체 해부학을 바탕으로 한 3D 캐릭터 애니메이션 제작방법에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.17 no.2
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    • pp.87-94
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    • 2004
  • 3D character animation uses the various entertainment factors such as movie, advertisement, game and cyber idol and occupies an important position in video industry. Although character animation makes various productions and real expressions possible, it is difficult to make character like human body without anatomical understanding of human body. Human body anatomy is the basic knowledge which analyzes physical structure anatomically, gives a lot of helps to make character modeling and make physical movement and facial expression delicately when character animation is produced. Therefore this study examines structure and proportion of human body and focuses on character modeling and animation production based on anatomical understanding of human body.

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Real-time Flow Animation Techniques Using Computational Fluid Dynamics (전산유체역학을 이용한 실시간 유체 애니메이션 기술)

  • Kang Moon Koo
    • Journal of the Korean Society of Visualization
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    • v.2 no.2
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    • pp.8-15
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    • 2004
  • With all the recent progresses in computer hardware and software technology, the animation of fluids in real-time is still among the most challenging issues of computer graphics. The fluid animation is carried out in two steps - the physical simulation of fluids immediately followed by the visual rendering. The physical simulation is usually accomplished by numerical methods utilizing the particle dynamics equations as well as the fluid mechanics based on the Navier-Stokes equations. Particle dynamics method is usually fast in calculation, but the resulting fluid motion is conditionally unrealistic. The methods using Navier-Stokes equation, on the contrary, yield lifelike fluid motion when properly conditioned, yet the complexity of calculation restrains this method from being used in real-time applications. This article presents a rapid fluid animation method by using the continuum-based fluid mechanics and the enhanced particle dynamics equations. For real-time rendering, pre-integrated volume rendering technique was employed. The proposed method can create realistic fluid effects that can interact with the viewer in action, to be used in computer games, performances, installation arts, virtual reality and many similar multimedia applications.

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The Influence of "Healing Animation" on Psychological Capital of College Students - Based on Emotion Regulation Theory - (치유계 애니메이션이 대학생 심리에 미치는영향 - 정서조절이론 실증연구를 중심으로 -)

  • Ren, Meng Jie;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.9
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    • pp.1338-1347
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    • 2022
  • In recent years, the number of Chinese college students in unhealthy or sub-healthy state in terms of mental health accounts for about 30% and has been going up. As we know, college students are in the middle of youth, an important stage of physical and psychological development. In this case, how to regulate mental health will become an important research direction. Based on emotion regulation theory, this thesis discussed the impact that 'healing animation' had on college students' psychological capital, and how emotion regulation had done its work in the process. According to documents research and empirical study, 'healing animation' is positively affecting the psychological capital of college students through the medium -- emotion regulation. Finally, this thesis provided a practical layout to accumulate college students' psychological capital, and theoretical reference for 'healing animation' as well.

Secondary Action based Dynamic Jiggle-Bone Animation (이차 행동 기반의 다이나믹 지글 본 애니메이션)

  • Park, Sung-Jun;An, Deug-Yong;Oh, Seong-Suk
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.127-134
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    • 2010
  • The secondary animation technology for the detailed objects including accessories is being studied and applied to the modern game development. The jiggle-bone deformer is used for 3D graphic tools as a technology to create the animation of these objects, but it is disadvantageous in that the real-time modification is difficult and the graphic developers need much time. The secondary animation can also be realized using a physical game engine, but the cost of animation process increases when many objects in a scene of a game are rendered, and it has a low efficiency. This paper proposes a dynamic jiggle-bone animation algorithm, which can be modified in real time and has the similar effect to the physical game engine. To evaluate the performance of the proposed algorithm, tests were conducted with varied number of bones and for the case of one scene with the animation of many jiggle-bones, and the results were adjudged relatively efficient.

The Characteristics of Directing in Digital Animation : Combination of Reality and Exaggeration (디지털 애니메이션의 연출 특성 -사실적 표현과 과장성의 융합-)

  • Kim, Yumi
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.27-34
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    • 2016
  • The application of computer graphics, which is characterized by reality, has even reinforced reality of image and motion expression in digital animation. But reality of digital animation succeeds to traditional aesthetic characteristics of animation for overcoming physical limitations of the real world and realizing imagination through transformation, rather than copying actuality as it is. But it does not succeed to drawing animation wholly. Digital animation adds cartoonish transformation, based on three-dimensional realistic expression and those animation situations look as if they get over realistic restrictions, while drawing animation constantly reminds of mediality in drawing motion, based on two-dimensional plane and handwork. n other words, cartoonish exaggeration that is intermittently inserted between these reinforced realities, expresses digital animation's own aesthetic characteristics as a dialectical sum by crashing into contrast coming from a cross between reality and imagination.

3D printer-based stop-motion animation industry and its impact on the production process (3D 프린터 기반 스톱모션 애니메이션 산업과 제작프로세스에 미치는 영향)

  • Zhang, Wan;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.191-193
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    • 2017
  • Stop-motion animation, which is based on the physical object and is shot frame by frame, is an traditional art of animation. As an independent art form, it has formed a unique art language through a century-long development. With the continuous exploration by animators, stop-motion animation has actively combined with digital technology, and has made a great progress in the use of materials and the technique of filming. the introduction of digital technology not only enriched it's artistic expression, but also laid the basis for it's sustainable development in the new era. This study investigates how 3D printer technology affects the production process and industry of stop motion animation.

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An Effective Visualization of Intricate Multi-Event Situations by Reusing Primitive Motions and Actions

  • Park, Jong Hee;Choi, Jun Seong
    • International Journal of Contents
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    • v.15 no.4
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    • pp.16-26
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    • 2019
  • The efficient implementation of various physical actions of agents to respond to dynamically changing situations is essential for the simulation of realistic agents and activities in a cyber world. To achieve a maximum diversity of actions and immediate responsiveness to abrupt changes in situations, we have developed an animation technique in which complex actions are recursively constructed by reusing a set of primitive motions, and agents are designed to react in real-time to abrupt ambient changes by computationally satisfying kinematic constraints on body parts with respect to their goals. Our reusing scheme is extended to visualize the procedure of realistic intricate situations involving many concurring events. Our approach based on motion reuse and recursive assembly has clear advantages in motion variability and action diversity with respect to authoring scalability and motion responsiveness compared to conventional monolithic (static) animation techniques. This diversity also serves to accommodate the characteristic unpredictability of events concurring in a situation due to inherent non-determinism of associated conditions. To demonstrate the viability of our approach, we implement several composite and parallel actions in a dynamically changing example situation involving events that were originally independent until coincidentally inter-coupled therein.

The study on physical factors related with emotional reaction on the flying path (나는(flying) 궤적(path)에 있어서 감성반응을 일으키는 물리적 속성(요소)에 대한 연구)

  • Kim, Do-Yun;Jeong, Jea-Wook
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.139-146
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    • 2005
  • Animation works have been peformed by the objective sensitivity and experience so far. Software designs have been also manufactured based on intelligent data because they are easy to objectify and digitalize. In contrast, there are many elements, which human senses are hard to objectify and digitalize. This study investigates how to digitalize and objectify human senses and how to use them as the quantitative data and its subject is a flying path. In the experiment, this study collects some sensitive words for how human beings express the living path. The evaluation words for sensitivity through the collected sensitive words are extracted and the sketch images for the flying path are collected from the extracted evaluation words for sensitivity. Based on the collected sketch images, the samples of real moving image, which are the core of this study, are manufactured. Then, quantification theory III and I are used in order to analyze the correlation between the sensitive words representing the flying path and the samples of moving image. As a result, this study can figure out the structure of sensitive words and the samples of moving image and analyze the physical stimulating elements for the flying path. The flying path corresponds to the path that the object has passed. Some unique sensitive words are expressed by means of interacting some sensitive stimulating elements after looking at such a path. There are some elements that stimulate the senses and they include the physical elements such as speed, rotation, pattern and length of arc. The purpose of this study is to objectify and quantify the animation works that are created by animators' subjective thought and experience and to use them in animation works in the future.

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