{"title":"图形产品的生产组织","authors":"D. Vorontsova, H. Fedchenko, Olga Valchuk","doi":"10.20998/2413-3000.2022.6.4","DOIUrl":null,"url":null,"abstract":"Computer graphics is developing dynamically in various spheres of human life. Paying attention to the high dynamism of the world around us, the issue of optimizing the process of video, animation, character, advertising, avatar, etc. creation is becoming increasingly important. The graphic product requires the fastest production process without paying attention to the fact that it is a development of a feature film, a commercial project of various scales or a project of 10 frames. The analysis of the main achievements of specialists in the field of computer graphics revealed different approaches to the organization of graphic projects. In specialist’s works, attention is paid to the principles of graphic conveyors of major studios and film companies. The purpose of this work is to present recommendations for the organization of the process of developing a short video series by one person, taking into account the automation of the relevant stages of work, on the example of a video of social advertising. To implement this task, the scheme of the project workflow was proposed, where the main stages of creating graphic content are marked, the relevant software and selected parts of the workflow such as preproduction, production and postproduction. The following software tools were selected for the project implementation: Z-Brush, Blender, Autodesk Maya, Adobe After Effects. The analysis of the development algorithm showed the critical points of the scheme, which reduce the speed of the project. To avoid this, it was proposed the technique of \"pipeline\". As a result of research the methodologies of the graphics pipeline organization was raised, and the beneficial effects of reliable workflow management were illustrated. A visual and detailed form of presentation of the creating a graphic product stages using the \"pipeline\" technique will help increase the level of knowledge among beginners.","PeriodicalId":185781,"journal":{"name":"Bulletin of NTU \"KhPI\". Series: Strategic management, portfolio, program and project management","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"PRODUCTION ORGANIZATION OF GRAPHICS PRODUCT\",\"authors\":\"D. Vorontsova, H. Fedchenko, Olga Valchuk\",\"doi\":\"10.20998/2413-3000.2022.6.4\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Computer graphics is developing dynamically in various spheres of human life. Paying attention to the high dynamism of the world around us, the issue of optimizing the process of video, animation, character, advertising, avatar, etc. creation is becoming increasingly important. The graphic product requires the fastest production process without paying attention to the fact that it is a development of a feature film, a commercial project of various scales or a project of 10 frames. The analysis of the main achievements of specialists in the field of computer graphics revealed different approaches to the organization of graphic projects. In specialist’s works, attention is paid to the principles of graphic conveyors of major studios and film companies. The purpose of this work is to present recommendations for the organization of the process of developing a short video series by one person, taking into account the automation of the relevant stages of work, on the example of a video of social advertising. To implement this task, the scheme of the project workflow was proposed, where the main stages of creating graphic content are marked, the relevant software and selected parts of the workflow such as preproduction, production and postproduction. The following software tools were selected for the project implementation: Z-Brush, Blender, Autodesk Maya, Adobe After Effects. The analysis of the development algorithm showed the critical points of the scheme, which reduce the speed of the project. To avoid this, it was proposed the technique of \\\"pipeline\\\". As a result of research the methodologies of the graphics pipeline organization was raised, and the beneficial effects of reliable workflow management were illustrated. A visual and detailed form of presentation of the creating a graphic product stages using the \\\"pipeline\\\" technique will help increase the level of knowledge among beginners.\",\"PeriodicalId\":185781,\"journal\":{\"name\":\"Bulletin of NTU \\\"KhPI\\\". 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引用次数: 0
摘要
计算机图形学正在人类生活的各个领域中蓬勃发展。关注我们周围世界的高动态性,优化视频、动画、角色、广告、化身等创作过程的问题变得越来越重要。图形产品要求最快的制作过程,而不考虑它是一个故事片的开发,各种规模的商业项目或10帧的项目。对计算机图形学领域专家的主要成就的分析揭示了组织图形项目的不同方法。在专家的作品中,主要关注各大工作室和电影公司的图形传送带原理。这项工作的目的是为组织一个人开发短视频系列的过程提出建议,同时考虑到相关工作阶段的自动化,以社交广告视频为例。为了实现这一任务,提出了项目工作流程的方案,其中标记了制作图形内容的主要阶段,相关软件以及前期制作,制作和后期制作等工作流程的选定部分。以下软件工具被选择用于项目实施:Z-Brush, Blender, Autodesk Maya, Adobe After Effects。通过对开发算法的分析,指出了该方案的关键点,从而降低了项目的速度。为了避免这种情况,提出了“流水线”技术。在此基础上,提出了图形管道组织的方法,并说明了可靠工作流管理的有益效果。使用“管道”技术创建图形产品阶段的视觉和详细形式的呈现将有助于提高初学者的知识水平。
Computer graphics is developing dynamically in various spheres of human life. Paying attention to the high dynamism of the world around us, the issue of optimizing the process of video, animation, character, advertising, avatar, etc. creation is becoming increasingly important. The graphic product requires the fastest production process without paying attention to the fact that it is a development of a feature film, a commercial project of various scales or a project of 10 frames. The analysis of the main achievements of specialists in the field of computer graphics revealed different approaches to the organization of graphic projects. In specialist’s works, attention is paid to the principles of graphic conveyors of major studios and film companies. The purpose of this work is to present recommendations for the organization of the process of developing a short video series by one person, taking into account the automation of the relevant stages of work, on the example of a video of social advertising. To implement this task, the scheme of the project workflow was proposed, where the main stages of creating graphic content are marked, the relevant software and selected parts of the workflow such as preproduction, production and postproduction. The following software tools were selected for the project implementation: Z-Brush, Blender, Autodesk Maya, Adobe After Effects. The analysis of the development algorithm showed the critical points of the scheme, which reduce the speed of the project. To avoid this, it was proposed the technique of "pipeline". As a result of research the methodologies of the graphics pipeline organization was raised, and the beneficial effects of reliable workflow management were illustrated. A visual and detailed form of presentation of the creating a graphic product stages using the "pipeline" technique will help increase the level of knowledge among beginners.