연구 분야: Analysis
학회: SA '24: SIGGRAPH Asia 2024 Educator's Forum
In the Japanese entertainment industry, the field of 3D computer graphics (CG) animation is characterized by a diverse range of stylistic approaches, encompassing both traditional 2D aesthetics and Western photorealistic 3D representations. Conventional 3D CG education has focused on the acquisition of technical skills, with less emphasis on the development of creativity and project-realization skills, which are essential for addressing the diverse range of visual styles observed in the industry. This study proposes a new educational approach that combines reverse engineering, mind mapping, and project-management techniques to compensate for deficiencies in traditional 3D CG education. With this approach, students engage in an analytical observation of existing works across a broad spectrum of visual styles, identifying both their technical and artistic elements. This is achieved through the use of mind mapping, which facilitates the generation of original ideas. This process enables the integration of established styles with individual creativity, thereby encouraging divergent thinking. Subsequently, the concept art is translated into a practical production using digital content creation (DCC) tools. At this juncture, project-management techniques are introduced to validate the feasibility of the ideas and learn efficient production processes. Through critical thinking, students enhance their creativity, technical proficiency, and practical management skills. This study aims to establish a comprehensive educational methodology that combines creativity that is responsive to diverse styles, advanced technical skills, and practical project-management abilities. This approach is expected to foster innovative and feasible visual art projects, contributing to the overall advancement of the entertainment industry.
| 발행 연도 | 2024년 |
|---|---|
| 인용수 | 0 |
| 출판 국가 | Andorra |
| 사이트 | ACM |
| 좋아요 수 | 0 |