18472923. COMPUTING DEVICE AND METHOD FOR REALISTIC VISUALIZATION OF DIGITAL HUMAN simplified abstract (ELECTRONICS AND TELECOMMUNICATIONS RESEARCH INSTITUTE)

From WikiPatents
Revision as of 08:54, 14 June 2024 by Wikipatents (talk | contribs) (Creating a new page)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

COMPUTING DEVICE AND METHOD FOR REALISTIC VISUALIZATION OF DIGITAL HUMAN

Organization Name

ELECTRONICS AND TELECOMMUNICATIONS RESEARCH INSTITUTE

Inventor(s)

Tae-Joon Kim of Daejeon (KR)

Kinam Kim of Daejeon (KR)

Seung Uk Yoon of Daejeon (KR)

Seung Wook Lee of Daejeon (KR)

Bon Woo Hwang of Daejeon (KR)

COMPUTING DEVICE AND METHOD FOR REALISTIC VISUALIZATION OF DIGITAL HUMAN - A simplified explanation of the abstract

This abstract first appeared for US patent application 18472923 titled 'COMPUTING DEVICE AND METHOD FOR REALISTIC VISUALIZATION OF DIGITAL HUMAN

Simplified Explanation

The patent application describes a method for realistically visualizing a digital human by setting a specific action, rendering a scene, capturing frame data, inputting data to visualization modules, and combining the data for a realistic scene.

  • Setting a specific action for the digital human.
  • Determining a scene with the specific action and rendering it to create a video.
  • Capturing frame data from the video for each frame.
  • Inputting frame data to visualization modules to generate a second video.
  • Combining the frame data to create a realistically visualized scene.

Key Features and Innovation

  • Realistic visualization of a digital human.
  • Capturing frame data for realistic rendering.
  • Inputting data to visualization modules for enhanced visualization.
  • Combining frame data for a realistic scene.

Potential Applications

The technology can be used in:

  • Entertainment industry for realistic CGI in movies and video games.
  • Virtual reality and augmented reality applications for lifelike simulations.
  • Medical field for training simulations and patient education.

Problems Solved

  • Enhances the realism of digital human visualization.
  • Improves the accuracy of rendering specific actions.
  • Provides a more immersive experience for users.

Benefits

  • Creates more realistic and engaging visualizations.
  • Enhances the quality of CGI in various industries.
  • Improves training simulations and educational materials.

Commercial Applications

  • "Realistic Visualization Technology for Digital Humans: Market Implications and Commercial Uses"

Prior Art

Research in the field of computer graphics, animation, and virtual reality can provide insights into similar technologies and methods used for realistic visualization of digital characters.

Frequently Updated Research

Stay updated on advancements in computer graphics, animation techniques, and virtual reality technologies to enhance the realistic visualization of digital humans.

Questions about Realistic Visualization of Digital Humans

How does this technology improve the visual quality of digital human representations?

This technology enhances the realism of digital human visualization by capturing frame data and inputting it to visualization modules for enhanced rendering.

What are the potential applications of this realistic visualization method?

The technology can be applied in entertainment, virtual reality, augmented reality, and medical fields for lifelike simulations and educational purposes.


Original Abstract Submitted

Disclosed is a method for realistic visualization of a digital human, the method including: setting a specific action of the digital human; determining a scene including the specific action of the digital human and rendering the determined scene to generate a first rendered video; capturing images constituting the first rendered video for each frame to obtain frame data; inputting each piece of the frame data of the first rendered video to two or more realistic visualization modules to obtain frame data of a second rendered video; and combining the frame data of the second rendered video to generate a realistically visualized scene.