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모션 캡처를 활용한 효율적인 애니메이션 제작 파이프라인

Effective animation-producing pipeline that utilizes motion capture

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참고문헌

키워드

초록

The need for contents that uses motion capture has increased recently. Motion capture realizes the various motions as the data collected through the marker reacts to the characters after being converted to digital data. However, if generalizing the various methods that have been conducted so far, it is somewhat unreasonable to complete animation only with motion capture. The existing motion capture field have been carried out based on the equipment operation and technology development and the advanced research of motion capture-producing pipeline for the production of animation is insufficient as well. This study suggests the realistic animation-producing pipeline by modeling, character setup, calibration, motion capture, data modification and integration of animation for each phase based on such methods.

Abstract

The need for contents that uses motion capture has increased recently. Motion capture realizes the various motions as the data collected through the marker reacts to the characters after being converted to digital data. However, if generalizing the various methods that have been conducted so far, it is somewhat unreasonable to complete animation only with motion capture. The existing motion capture field have been carried out based on the equipment operation and technology development and the advanced research of motion capture-producing pipeline for the production of animation is insufficient as well. This study suggests the realistic animation-producing pipeline by modeling, character setup, calibration, motion capture, data modification and integration of animation for each phase based on such methods.

참고문헌 (10)

  1. 홍석찬, "로토스코핑에서 이모션 캡처로의 발전 과정-감성적 움직임표현을 중심으로-", 영상기술연구, 1(19), pp.51~74 (2013), 한국영상제작기술학회
  2. Multon, F, "Interactive animation of virtual humans based on motion capture date", Computer Animation and Virtual Words, 20(5-6), pp.491~500 (2009)
  3. 유석호, "모션캡쳐 데이터 활용을 위한 3D 게임캐릭터애니메이션 제작파이프라인", 한국콘텐츠학회 논문지, 8(7), pp.120~127 (2008), 한국콘텐츠학회
  4. 장욱, "모션 캡처와 키 애니메이션의 비교분석- 얼굴표정애니메이션을 중심으로 -", 한국콘텐츠학회 논문지, 7(4), pp.160~169 (2007), 한국콘텐츠학회
  5. 소요환, "페이셜 모션 캡처를 활용한 사실적인 얼굴 애니메이션 제작 파이프라인 연구", 커뮤니케이션디자인학연구, 38, pp.321~332 (2012), (사)한국커뮤니케이션디자인협회 커뮤니케이션디자인학회
  6. 박영우, "키넥트 2.0을 활용한 게임 모션 라이브러리 툴 구축", 한국컴퓨터게임학회논문지, 28(2), pp.79~85 (2015), (사)한국컴퓨터게임학회
  7. 장재건, "모션 캡쳐 자료를 이용한 아동 무용 애니메이션 구현", 한국컴퓨터게임학회논문지, 212(19), pp.211~216 (2009), (사)한국컴퓨터게임학회
  8. 김지수, "애니메이션의 모션캡쳐 활용에 관한 연구", 한국컴퓨터게임학회논문지, 109(14), pp.109~116 (2008), (사)한국컴퓨터게임학회
  9. Ju-hyun Nom, "Practical motion capture" (2013), Yeungjin College
  10. Isaac Victor Kerlow, "The art of 3-D computer animation and imagine" (2009), Wiley

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