• Title/Summary/Keyword: 선형편집

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Motion Simplification of Virtual Character (가상 캐릭터의 동작 단순화 기법)

  • Ahn, Jung-Hyun;Oh, Seung-Woo;Wohn, Kwang-Yun
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.10
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    • pp.759-767
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    • 2006
  • The level-of-detail (LoD), which is a method of reducing polygons on mesh, is one of the most fundamental techniques in real-time rendering. In this paper, we propose a novel level-of-detail technique applied to the virtual character's motion (Motion LoD). The movement of a virtual character can be defined as the transformation of each joint and it's relation to the mesh. The basic idea of the proposed 'Motion LoD' method is to reduce number of joints in an articulated figure and minimize the error between original and simplified motion. For the motion optimization, we propose an error estimation method and a linear system reconstructed from this error estimation for a fast optimization. The proposed motion simplification method is effectively useful for motion editing and real-time crowd animation.

A Design of Hybrid Lossless Audio Coder (Hybrid 무손실 오디오 부호화기의 설계)

  • 박세형;신재호
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.6
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    • pp.253-260
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    • 2004
  • This paper proposes a novel algorithm for hybrid lossless audio coding, which employs an integer wavelet transform and a linear prediction model. The proposed algorithm divides the input signal into flames of a proper length, decorrelates the framed data using the integer wavelet transform and linear prediction and finally entropy-codes the frame data. In particular, the adaptive Golomb-Rice coding method used for the entropy coding selects an optimal option which gives the best compression efficiency. Since the proposed algorithm uses integer operations, it significantly improves the computation speed in comparison with an algorithm using real or floating-point operations. When the coding algorithm is implemented in hardware, the system complexity as well as the power consumption is remarkably reduced. Finally, because each frame is independently coded and is byte-aligned with respect to the frame header, it is convenient to move, search, and edit the coded, compressed data.

Rectal perforation caused by a sharp pig backbone in a middle-aged patient with mild depression (경도의 우울증이 있는 중년 남자에서 날카로운 돼지 척추뼈에 의한 직장천공)

  • Sun, Hyeong Ju;Lee, Jeonghun;Kim, Dong Min;Chu, Myeong-Su;Park, Kyoung Sun;Choi, Dong Jin
    • Journal of Yeungnam Medical Science
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    • v.32 no.1
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    • pp.31-34
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    • 2015
  • In Korea, cases of direct insertion of foreign bodies into the rectum are rare in the literature. Most cases of rectal insertion of foreign bodies are associated with sexual acts and psychiatric disorder such as schizophrenia. Objects inserted into the anus are usually blunt and shaped like the male genitalia. The removal method can be varied depending on the size and shape of the foreign object, its anatomical location, and the accompanying complications. In cases wherein attempts to remove the object fail or there are rectal perforation and peritonitis complications, immediate laparotomy may be required in order to prevent serious complications such as sepsis. Here, we report on a case of rectal perforation and peritonitis due to insertion of a foreign body in a middle-aged patient, with a literature review. He inserted a sharp pig backbone in his rectum and he only had depression. The patient underwent a Hartmann's operation as well as psychiatric counseling and treatment. Thus, after removal of foreign bodies, psychiatric counseling and treatment should be carried out in order to prevent similar accidents and to minimize the need for trauma medicine.

Interactive analysis tools for the wide-angle seismic data for crustal structure study (Technical Report) (지각 구조 연구에서 광각 탄성파 자료를 위한 대화식 분석 방법들)

  • Fujie, Gou;Kasahara, Junzo;Murase, Kei;Mochizuki, Kimihiro;Kaneda, Yoshiyuki
    • Geophysics and Geophysical Exploration
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    • v.11 no.1
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    • pp.26-33
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    • 2008
  • The analysis of wide-angle seismic reflection and refraction data plays an important role in lithospheric-scale crustal structure study. However, it is extremely difficult to develop an appropriate velocity structure model directly from the observed data, and we have to improve the structure model step by step, because the crustal structure analysis is an intrinsically non-linear problem. There are several subjective processes in wide-angle crustal structure modelling, such as phase identification and trial-and-error forward modelling. Because these subjective processes in wide-angle data analysis reduce the uniqueness and credibility of the resultant models, it is important to reduce subjectivity in the analysis procedure. From this point of view, we describe two software tools, PASTEUP and MODELING, to be used for developing crustal structure models. PASTEUP is an interactive application that facilitates the plotting of record sections, analysis of wide-angle seismic data, and picking of phases. PASTEUP is equipped with various filters and analysis functions to enhance signal-to-noise ratio and to help phase identification. MODELING is an interactive application for editing velocity models, and ray-tracing. Synthetic traveltimes computed by the MODELING application can be directly compared with the observed waveforms in the PASTEUP application. This reduces subjectivity in crustal structure modelling because traveltime picking, which is one of the most subjective process in the crustal structure analysis, is not required. MODELING can convert an editable layered structure model into two-way traveltimes which can be compared with time-sections of Multi Channel Seismic (MCS) reflection data. Direct comparison between the structure model of wide-angle data with the reflection data will give the model more credibility. In addition, both PASTEUP and MODELING are efficient tools for handling a large dataset. These software tools help us develop more plausible lithospheric-scale structure models using wide-angle seismic data.

Building Wind Corridor Network Using Roughness Length (거칠기길이를 이용한 바람통로 네트워크 구축)

  • An, Seung Man;Lee, Kyoo-Seock;Yi, Chaeyeon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.3
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    • pp.101-113
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    • 2015
  • The purpose of this study is increasing ventilation network usability for urban green space planning by enhancing its practicality and detail. A ventilation network feature extraction technique using roughness length($z_0$) was proposed. Continuously surfaced DZoMs generated from $z_0$(cadastral unit) using three interpolations(IDW, Spline, and Kriging) were compared to choose the most suitable interpolation method. Ventilation network features were extracted using the most suitable interpolation technique and studied with land cover and land surface temperature by spatial overlay comparison. Results show Kriging is most suitable for DZoM and feature extraction in comparison with IDW and Spline. Kriging based features are well fit to the land surface temperature(Landsat-7 ETM+) on summer and winter nights. Noteworthy is that the produced ventilation network appears to mitigate urban heat loads at night. The practical use of proposed ventilation network features are highly expected for urban green space planning, though strict validation and enhancement should follow. (1) $z_0$ enhancement, (2) additional ventilation network interpretation and editing, (3) linking disconnected ventilation network features, and (4) associated dataset enhancement with data integrity should technically preceded to enhance the applicability of a ventilation network for green space planning. The study domain will be expanded to the Seoul metropolitan area to apply the proposed ventilation network to green space planning practice.

Uniform Posture Map Algorithm to Generate Natural Motion Transitions in Real-time (자연스러운 실시간 동작 전이 생성을 위한 균등 자세 지도 알고리즘)

  • Lee, Bum-Ro;Chung, Chin-Hyun
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.549-558
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    • 2001
  • It is important to reuse existing motion capture data for reduction of the animation producing cost as well as efficiency of producing process. Because its motion curve has no control point, however, it is difficult to modify the captured data interactively. The motion transition is a useful method to reuse the existing motion data. It generates a seamless intermediate motion with two short motion sequences. In this paper, Uniform Posture Map (UPM) algorithm is proposed to perform the motion transition. Since the UPM is organized through quantization of various postures with an unsupervised learning algorithm, it places the output neurons with similar posture in adjacent position. Using this property, an intermediate posture of two active postures is generated; the generating posture is used as a key-frame to make an interpolating motion. The UPM algorithm needs much less computational cost, in comparison with other motion transition algorithms. It provides a control parameter; an animator could control the motion simply by adjusting the parameter. These merits of the UPM make an animator to produce the animation interactively. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. The motion transition algorithm proposed in this paper could be applied to the various fields such as real time 3D games, virtual reality applications, web 3D applications, and etc.

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