3d movie
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2022 ◽  
Vol 71 ◽  
pp. 103194
Author(s):  
Liuye Yao ◽  
Lu Zhou ◽  
Zhiyu Qian ◽  
Qiaoqiao Zhu ◽  
Yangyang Liu ◽  
...  

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Ruiying Kuang

Film and television itself is a product of culture and innovation, combining digital technology, creative thinking, and artistic design. In the rapid development of 3D film and television, the situation of scene design and production has also become an important role. In a typical environment, the main scene plays the role of film and television and coherent plot. This thesis mainly analyzes the design and implementation of a 3D movie scene production algorithm based on the Internet of Things and also makes 3D movie scenes through the algorithm of Internet of Things technology. This article also analyzes the traditional 3D scene-making algorithm, which is mainly composed of a plane mapping part, a basic primitive generation part, a collision detection and positioning part, and a terrain generation part. Among them, the plane mapping technology provides the function of using plane mapping to simulate 3D objects. The basic primitive generation part uses the OpenGl function to draw 3D primitives and paste the BMP format image on each surface of the stereo primitives, so that the 3D model can be represented by a plane texture; collision detection is a key part of mechanical physics, which can detect games of the physical edge of the object in the middle; the terrain generation part uses the converted gray height value as the corresponding grid terrain height and uses planar mapping technology to capture the image of the entire terrain, that is, paste and generate a terrain map. The results show that a characteristic of the algorithm of the Internet of Things technology is that the 3D scene is completely mapped. This avoids the trouble of using 3DMAX and other tools to create 3D models and also reduces the difficulty of creating 3D scenes and makes the execution efficient, which is better than directly importing 3D models, runs faster, and runs very smoothly. The Internet of Things is an important development trend in the Internet information age and can be used to produce 3D film and television scenes to reduce development difficulty and cost and has a variety of research and development value and practical value. In the analysis part, this article also introduces the algorithms used in the scene production and passes the tests of 4 different files in 4 different frames and also found that more than 83% of people feel that the use of Internet of Things algorithms in the production of 3D movie scenes has improved production efficiency.


2021 ◽  
Vol 7 (2) ◽  
pp. 142
Author(s):  
Winarja Winarja ◽  
M Suyanto ◽  
Asro Nasiri

Proses rendering pada pembuatan film 3D animasi merupakan pekerjaan yang sangat memakan banyak waktu dikarenakan banyaknya frame yang diperlukan untuk membuat film 3D animasi. Pada proses rendering satu frame dalam film 3D animasi biasanya membutuhkan waktu hingga beberapa jam dikarenakan proses kalkulasi render yang terdiri dari data model, data shader, data texture, dan data lighting dalam sebuah shot pada adegan 3D animasi. Dengan menggunakan proses render secara frame per frame maka proses render akan memerlukan waktu yang lama sehingga penulis akan melakukan penelitian pada proses rendering dengan menggunakan software game engine pada Unreal Engine 4 sebagai kalkulasi render secara realtime. Dari data yang semula dilakukan proses render pada software maya dan selanjutnya akan dilakukan perubahan data dari file maya diubah menjadi FBX file sebagai data yang akan di proses pada software Unreal Engine 4 (UE4). Dengan penggunaan game engine sebagai hasil akhir dalam menampilkan hasil render secara realtime sangatlah membantu dalam mendapatkan kelancaran pada sebuah proses produksi pada film 3D animasi. Kata Kunci—animasi 3D, rendering, real time render, game engine.The rendering process in making animated 3D movies is a very time-consuming job due to the large number of frames needed to make animated 3D films. In the rendering process one frame in an animated 3D movie usually takes up to several hours because the rendering calculation process consists of model data, shader data, texture data, and lighting data in a shot on a 3D animated scene. By using the rendering process in a frame per frame, the rendering process will require a long time so the writer will conduct research on the rendering process by using the game engine software on Unreal Engine 4 as a realtime rendering calculation. From the data that was originally done in the virtual software rendering process and then the data will be changed from the virtual file to be converted into FBX file as data that will be processed in the Unreal Engine 4 software (UE4). Using the game engine as the final result in displaying rendering results in realtime is very helpful in getting fluency in a production process in 3D animated films.Keywords—3D animation, rendering, real time rendering, game engine.


Author(s):  
Huan Liu ◽  
Hui Zhang

Smooth topological surfaces embedded in 4D create complex internal structures in their projected 3D figures. Often these 3D figures twist, turn, and fold back on themselves, leaving important properties behind the surface sheets. Triangle meshes are not well suited for illustrating such internal structures and their topological features. In this paper, we propose a new approach to visualize these internal structures by slicing the 4D surfaces in our dimensions and revealing the underlying 4D structures using their cross-sectional diagrams. We think of a 4D-embedded surface as a collection of 3D curves stacked and evolved in time, very much like a 3D movie in a time-elapse form; and our new approach is to translate a surface in 4-space into such a movie — a sequence of time-lapse frames where successive terms in the sequence differ at most by a critical change. The visualization interface presented in this paper allows us to interactively define the longitudinal axis, and the automatic algorithms can partition the 4D surface into parallel slices and expose its internal structure by generating a time-lapse movie consisting of topologically meaningful cross-sectional diagrams from the representative slices. We have extracted movies from a range of known 4D mathematical surfaces with our approach. The results of the usability study show that the proposed slicing interface allows a mathematically true user experience with surfaces in four dimensions.


2020 ◽  
Vol 4 (1) ◽  
pp. 35-39
Author(s):  
Mohd Zulfaezal Che Azemin ◽  

Virtual reality (VR) is a fast-growing technology in the world today. Many countries use virtual reality for many purposes such as education, military and entertainment. Despite the benefits of VR, harmful effects of VR on the users are still inconclusive. With only a few reliable studies that investigate the effect of virtual reality on the users especially on the eyes, yet still there are a lot more things we do not know about the effects of VR. The purpose of this study was to compare the amplitude of accommodation before and after watching 3-dimesional (3D) movie utilizing VR and notebook (control group). Thirty-two participants volunteered in this study and all participants underwent amplitude of accommodation (AA) test using Royal Army Force (RAF) rule before and after watching three-dimensional (3D) movie for 30 minutes using VR and two-dimensional (2D) movie by laptop. The amplitude of accommodation between pre- and post-watching 3D movie on VR was insignificantly changed (p= >0.05). The similar trend was also found after 30 minutes watching movie using laptop (p= >0.05). The utilization of VR and laptop for 30 minutes did insignificantly alter the eye accommodation.


2020 ◽  
Vol 4 (1) ◽  
pp. 47-51
Author(s):  
Mohd Zulfaezal Che Azemin ◽  

Virtual reality (VR) headsets are becoming remarkably well-known nowadays, especially in gaming industry. Their ability to immerse users into virtual world makes them captivating. However, there is limited research about the impacts of this technology on our eyes and vision. This study investigated if there is any effect on blink rate (BR) and inter-blink interval (IBI) after 30 minutes of watching 3-dimensional (3D) movie on VR. Besides, this study compares between watching 3D movie on VR headset and 2D movie on laptop. Blinks were recorded over 1 minutes for 32 participants volunteered in this study before and after 30 minutes of watching 3D movie on VR headset and 2D movie on laptop. The result of BR and IBI between pre- and post-watching 3D movie on VR was not significant (p= >0.05). The result between watching movie on laptop and VR also not significant (p= >0.05). Watching 3D movie on VR for 30 minutes resulted in no effects on blink rate and inter-blink interval of the users.


Author(s):  
Inma García-Pereira ◽  
Lucía Vera ◽  
Manuel Pérez Aixendri ◽  
Cristina Portalés ◽  
Sergio Casas

Multisensory stimuli can be integrated in systems that make use of different paradigms, such as Virtual Reality (VR), Augmented Reality (AR) or, in a wider sense, Mixed Reality (MR), enhancing user experiences within the virtual content. However, despite the many technological solutions that exist (both hardware and software), only visual and sonic stimuli can be considered as highly integrated in consumer-grade applications. This chapter addresses the current state of the art in multisensory experiences, taking also in consideration the aforementioned interaction paradigms, and brings the benefits and challenges. As an example, authors introduce ROMOT, a RObotic 3D-MOvie Theatre, that supports and integrates various types of displays and interactive applications, providing users with multisensory experiences.


Author(s):  
Tae-Hyun Lee ◽  
Jae-Won Lee ◽  
Kyung-Il Joo ◽  
Min-Kyu Park ◽  
Heewon Park ◽  
...  
Keyword(s):  

Author(s):  
Tae-Hyun Lee ◽  
Jae-Won Lee ◽  
Kyung-Il Joo ◽  
Min-Kyu Park ◽  
Heewon Park ◽  
...  
Keyword(s):  

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