- 영문명
- Effective animation-producing pipeline that utilizes motion capture
- 발행기관
- 한국컴퓨터게임학회
- 저자명
- 김지수(Ji soo Kim)
- 간행물 정보
- 『한국컴퓨터게임학회논문지』제28권 3호, 87~93쪽, 전체 7쪽
- 주제분류
- 공학 > 컴퓨터학
- 파일형태
- 발행일자
- 2015.09.30

국문 초록
영문 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.
목차
1. 서론
2. 선행 연구
3. 실험 방법
4. 모션 캡처를 활용한 애니메이션 제작 파이프라인
5. 결 론
감사의 글
참고문헌
해당간행물 수록 논문
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