• Title/Summary/Keyword: 강체 애니메이션

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Human Dynamic Model for Real-time Animation (실시간 애니메이션을 위한 인체 동력학 모델)

  • 오병주;윤필현김창회
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.453-456
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    • 1998
  • 컴퓨터 그래픽스 기술의 발전과 더불어 인체의 움직임을 사실적으로 구현하기 위한 연구가 활발하게 진행되고 있다. 본 논문에서는 인체의 동력학적 특성을 고려한 실시간 애니메이션이 가능하도록 인체를 모델링하였다. 인체의 동력학적 특성을 해석하기 위하여 인체를 16 자유도를 갖는 강체(rigid body)로 가정하였으며 Branch 형태의 복잡한 기구학적 형상을 가진 인체를 5개의 단순한 형태의 기구학적 연결체로 분할 하여 모델링을 수행하였다. 이러한 동력학 모델은 단순히 기구학 만을 이용하는 경우보다 사실적이면서도 실시간으로 애니메이션이 가능하다. 이와 같이 동력학적 모델을 사용하여 애니메이션을 수행할 경우 부가적인 장비를 사용하지 않고도 다양한 형태의 인간 움직임을 사실적으로 모사할 수 있다.

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Faster Collision Response for Rigid Articulated Bodies by Reformulating Linear Equations (선형방정식의 재구성을 통한 강체 다관절체 충돌반응 속도 개선)

  • Jeong Dae-Hyun;Lee Joong-Ha;Kim Eun-Ju;Ryu Kwan-Woo
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.554-563
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    • 2006
  • We present a linear-time algorithm for treating collision response of articulated rigid bodies in physically based modeling. By utilizing the topology of articulated rigid bodies and the property of linear equations, our method can solve in linear time the system of linear equations that is crucial for treating collision response. We also present several new joint condition equations for articulated rigid bodies composed of various joints.

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Simulation Control of Simplified Fluid-Surface Model for Real-time Interaction (실시간 상호작용을 위한 간략화된 유체 표면 모델의 시뮬레이션 제어)

  • Do, Joo-Young;Kim, Eun-Ju;Ryu, Kwan-Woo
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1120-1125
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    • 2006
  • 자연 현상에서 나타나는 물이나 바다와 같은 유체를 3 차원으로 시뮬레이션하는데 있어서 가장 중요한 요소는 실시간에 사실적으로 실행 가능하도록하는 것이다. 유체 모델은 특정 상황에 따른 다양한 방정식과 많은 파라미터값에 의해 제어되기 때문에 시뮬레이션하는데 많은 어려움이 따른다. 또한 복잡한 물리 수식을 기반으로 하기 때문에 유체 모델을 시뮬레이션하기 위해서는 많은 수행 시간이 소요된다. 본 논문에서는 실시간 유체와 강체(rigid body) 사이의 상호작용을 표현하기 위해 간략화된 유체 표면 모델(Fluid-Surface Model)을 제안하고, 개선된 계산과정을 통해 보다 빠르게 시뮬레이션하도록 한다. 또한 본 논문에서는 유체의 표면과 강체의 상호작용을 표현하는데 있어서 유체의 항력에 의해서 강체와 충돌시 발생하는 유체 표면의 움직임을 강체 모델의 제어를 통해 나타낸다. 본 논문에서 제안하는 자연스러운 유체 표면 모델은 유체역학적 방법을 사용하여 실시간에 사실적으로 표현된다. 그리고 이러한 유체 표면 모델을 PC 환경에서 사용자와 상호작용 가능하도록 재현하여, 게임이나 애니메이션에서의 유체 모델들에도 적용할 수 있다.

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Interactive Simulation between Rigid body and Fluid using Simplified Fluid-Surface Model (간략화된 유체 표면모델을 이용한 강체와 유체의 상호작용 시뮬레이션)

  • Kim, Eun-Ju
    • Journal of Korea Multimedia Society
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    • v.12 no.2
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    • pp.323-328
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    • 2009
  • Natural Phenomena are simulated to make computer users feel verisimilitude and be immersed in games or virtual reality. The important factor in simulating fluid such as water or sea using 3D rendering technology in games or virtual reality is real-time interaction and reality. There are many difficulties in simulating fluid models because it is controlled by many equations of each specific situation and many parameter values. In addition, it needs a lot of time in processing physically-based simulation. In this paper, I suggest simplified fluid-surface model in order to represent interaction between rigid body and fluid, and it can make faster simulation by improved processing. Also, I show movement of fluid surface which is come from collision of rigid body caused by reaction of fluid in representing interaction between rigid body and fluid surface. This natural fluid-surface model suggested in this paper is represented realistically in real-time using fluid dynamics veri similarly. And the fluid-surface model will be applicable in games or animation by realizing it for PC environment to interact with this.

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Noise-Robust Capturing and Animating Facial Expression by Using an Optical Motion Capture System (광학식 동작 포착 장비를 이용한 노이즈에 강건한 얼굴 애니메이션 제작)

  • Park, Sang-Il
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.103-113
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    • 2010
  • In this paper, we present a practical method for generating facial animation by using an optical motion capture system. In our setup, we assumed a situation of capturing the body motion and the facial expression simultaneously, which degrades the quality of the captured marker data. To overcome this problem, we provide an integrated framework based on the local coordinate system of each marker for labeling the marker data, hole-filling and removing noises. We justify the method by applying it to generate a short animated film.

An Example-Based Approach to the Synthesis of Rube Goldberg Machines (루브 골드버그 기계의 합성을위한 예제 기반 접근방법)

  • Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.20 no.2
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    • pp.25-32
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    • 2014
  • We present an example-based approach to synthesizing physically simulated Rube Goldberg machines in which a series of rigid body elements are sequentially triggered and driven along the causal chain. Given a set of elements, our goal is to automatically instantiate and arrange those elements to meet the user-specified requirements including the start and end positions, and the boundary of movement. To do so, we first sample small-scale machines consisting of only a few elements randomly, and represent the connectivity between every pair of components as a graph structure. Searching over possible paths in this graph solves our problem by finding a path that can be unrolled to satisfy the given requirements, and then assembling components sequentially along the solution path. In order to ensure that the machine works precisely in a physically simulated environment, we finally elaborate the layout of assembled components by a simple greedy algorithm. We demonstrate the usefulness of our approach by displaying a large diversity of Rube Goldberg machines built with only five kinds of elements.

On-line Motion Synthesis Using Analytically Differentiable System Dynamics (분석적으로 미분 가능한 시스템 동역학을 이용한 온라인 동작 합성 기법)

  • Han, Daseong;Noh, Junyong;Shin, Joseph S.
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.133-142
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    • 2019
  • In physics-based character animation, trajectory optimization has been widely adopted for automatic motion synthesis, through the prediction of an optimal sequence of future states of the character based on its system dynamics model. In general, the system dynamics model is neither in a closed form nor differentiable when it handles the contact dynamics between a character and the environment with rigid body collisions. Employing smoothed contact dynamics, researchers have suggested efficient trajectory optimization techniques based on numerical differentiation of the resulting system dynamics. However, the numerical derivative of the system dynamics model could be inaccurate unlike its analytical counterpart, which may affect the stability of trajectory optimization. In this paper, we propose a novel method to derive the closed-form derivative for the system dynamics by properly approximating the contact model. Based on the resulting derivatives of the system dynamics model, we also present a model predictive control (MPC)-based motion synthesis framework to robustly control the motion of a biped character according to on-line user input without any example motion data.