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      • Artist friendly facial animation retargeting

        Seol, Yeongho,Seo, Jaewoo,Kim, Paul Hyunjin,Lewis, J. P.,Noh, Junyong Association for Computing Machinery 2011 ACM transactions on graphics Vol.30 No.6

        <P>This paper presents a novel facial animation retargeting system that is carefully designed to support the animator's workflow. Observation and analysis of the animators' often preferred process of key-frame animation with blendshape models informed our research. Our retargeting system generates a similar set of blendshape weights to those that would have been produced by an animator. This is achieved by rearranging the group of blendshapes into several sequential retargeting groups and solving using a matching pursuit-like scheme inspired by a traditional key-framing approach. Meanwhile, animators typically spend a tremendous amount of time simplifying the dense weight graphs created by the retargeting. Our graph simplification technique effectively produces editable weight graphs while preserving the visual characteristics of the original retargeting. Finally, we automatically create GUI controllers to help artists perform key-framing and editing very efficiently. The set of proposed techniques greatly reduce the time and effort required by animators to achieve high quality retargeted facial animations.</P>

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        A Smoke Visualization Model for Capturing Surface-Like Features

        Park, Jinho,Seol, Yeongho,Cordier, Frederic,Noh, Junyong Blackwell Publishing Ltd 2010 Computer Graphics Forum Vol.29 No.8

        <P>Abstract</P><P><I>Incense, candle smoke and cigarette smoke often exhibit smoke flows with a surface-like appearance. Although delving into well-known computational fluid dynamics may provide a solution to create such an appearance, we propose a much efficient alternative that combines a low-resolution fluid simulation with explicit geometry provided by NURBS surfaces. Among a wide spectrum of fluid simulation, our algorithm specifically tailors to reproduce the semi-transparent surface look and motion of the smoke. The main idea is that we follow the traces called streaklines created by the advected particles from a simulation and reconstruct NURBS surfaces passing through them. Then, we render the surfaces by applying an opacity map to each surface, where the opacity map is created by utilizing the smoke density and the characteristics of the surface contour. Augmenting the results from low-resolution simulations such a way requires a low computational cost and memory usage by design.</I></P>

      • SketchiMo : sketch-based motion editing for articulated characters

        Choi, Byungkuk,i Ribera, Roger Blanco,Lewis, J. P.,Seol, Yeongho,Hong, Seokpyo,Eom, Haegwang,Jung, Sunjin,Noh, Junyong Association for Computing Machinery 2016 ACM transactions on graphics Vol.35 No.4

        <P>We present SketchiMo, a novel approach for the expressive editing of articulated character motion. SketchiMo solves for the motion given a set of projective constraints that relate the sketch inputs to the unknown 3 D poses. We introduce the concept of sketch space, a contextual geometric representation of sketch targets -motion properties that are editable via sketch input-that enhances, right on the viewport, different aspects of the motion. The combination of the proposed sketch targets and space allows for seamless editing of a wide range of properties, from simple joint trajectories to local parent-child spatiotemporal relationships and more abstract properties such as coordinated motions. This is made possible by interpreting the user's input through a new sketch-based optimization engine in a uniform way. In addition, our view-dependent sketch space also serves the purpose of disambiguating the user inputs by visualizing their range of effect and transparently defining the necessary constraints to set the temporal boundaries for the optimization.</P>

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