DOI QR코드

DOI QR Code

A Study on Pipeline for Effective Production of VR Animation

VR 애니메이션의 효율적인 제작을 위한 파이프라인 연구

  • Kang, Jiyoung (Graduate School of Cinematic Content, Dankook University) ;
  • Choi, Sang-Il (Department of Computer Science and Engineering, Dankook University)
  • 강지영 (단국대학교 영화콘텐츠전문대학원 영화콘텐츠학과) ;
  • 최상일 (단국대학교 컴퓨터학과)
  • Received : 2018.05.05
  • Accepted : 2018.05.25
  • Published : 2018.05.31

Abstract

Currently, Virtual Reality video content is rapidly increasing in number of users due to the rapid growth of related hardware and software. Accordingly, Virtual Reality animation is also being produced in a new form by rapidly integrating with Virtual Reality technology among video contents. Currently, research on Virtual Reality animation has focused on how films are produced and how they are directed, and no research has been done to organize the pipeline for efficient VR animation production. Therefore, this study drew the characteristics of the pre-render VR animation pipeline by comparing it with the production pipeline of the existing 3D animation to produce the VR animation efficiently. Through this, we presented organic integration of production and post production processes suitable for the production of VR animations and reduced rendering time using Render Pass for efficient production.

현재 가상현실 영상콘텐츠는 관련 하드웨어와 소프트웨어의 빠른 성장으로 사용자 수가 빠르게 늘고 있다. 이에 가상현실 애니메이션 또한 영상콘텐츠 분야 중 빠르게 가상현실 기술과 융합하여 새로운 형태로 제작되고 있다. 현재 가상현실 애니메이션 관련 연구는 영화의 기술적인 제작 방법과 연출법 등에 집중되어 왔으며 효율적인 VR 애니메이션 제작을 위한 파이프라인을 정리한 연구는 아직 없었다. 이에 본 연구에서는 가상현실 애니메이션 중에서도 프리렌더 방식의 VR 애니메이션의 효율적인 제작을 위하여 기존 3D 애니메이션의 제작 파이프라인과의 비교를 통하여 프리렌더 VR 애니메이션 파이프라인의 특성을 도출하였다. 이를 통하여 효율적인 프리렌더 VR 애니메이션의 제작을 위해서 VR 애니메이션의 제작 과정에 적합한 프로덕션과 포스트 프로덕션 과정의 유기적인 통합과 Render Pass를 활용한 렌더링 시간의 단축을 제시하여 효과적인 Pipeline을 제시하였다.

Keywords

Acknowledgement

Supported by : 단국대학교

References

  1. Variety. 'Virtual-Reality Startup Penrose Studios Raises $8.5 Million Seed Funding' [Internet]. Available: http://variety.com/2016/digital/news/penrose-studios-virtual-reality-seed-funding-1201727147/
  2. INVEN. 'The Baobab studio was able to present Rainbow Crowe at the festival' [Internet]. Available: http://www.inven.co.kr/webzine/news/?news=186942#csidx68aff222b194603b0b2b80cbeccefe6
  3. Korea Economy. 'VR Annie Doctor X from Biv Studios won the U.S. Content Storage Award' [Internet]. Available: http://news.hankyung.com/article/201801297599i
  4. M. Y. Huh. A Study on Flow in Animation Production, Master's thesis. Sooncheon University, p.18, 2007.
  5. Pimentel, Ken and Kevin Teixeira, Virtual Reality: Through the New Looking Glass. New York: Intel/Windcrest McGraw Hill, pp.15, 1993.
  6. J. H. Lee, Jong-Han, The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content -, Catoon & Animation Studies, Vol. 45, p. 208, 2016.
  7. J. O. Park, A Study on Visual Tactility and Spatial Illusion in Virtual Reality Games, Journal of Digital Contents Society, Vol. 19, No. 2, p. 232, 2018.
  8. J. Y. Kang, Study on Esthetical Experiment of Virtual Reality Cinema with Rotoscoping Technique, Journal of Digital Contents Society, Vol. 18, No. 2, p. 276, 2017.
  9. P. J. Kim, A Study of 3D Animation Pipeline, Docter's thesis, Sejong University, p. 21, 2004.
  10. J. K. Kim and T. G. Lee, A Establishment of Effective Pipeline for the Production of Stereoscopic 3D Animation, Journal of Integrated Design Research, Vol. 12, No. 3, p. 51, 2013.

Cited by

  1. The change of animation narrative structure caused by virtual reality technology vol.20, pp.3, 2019, https://doi.org/10.9728/dcs.2019.20.3.459
  2. A Study on the Directing Method of VR Animation : Focusing on <DreamTherapy> vol.20, pp.9, 2019, https://doi.org/10.9728/dcs.2019.20.9.1789
  3. A Study on the role of Visual Effects in Virtual Reality Animation vol.22, pp.2, 2018, https://doi.org/10.9728/dcs.2021.22.2.223
  4. A Study on Applying Proxemics to Camera Position in VR Animation <Help Us!> vol.13, pp.3, 2021, https://doi.org/10.7236/ijibc.2021.13.3.73