• Title/Summary/Keyword: 2-D Motion

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Motion Simulation of FPSO in Waves through Numerical Sensitivity Analysis (수치 민감도 해석을 통한 파랑중 FPSO운동 시뮬레이션)

  • Kim, Je-in;Park, Il-Ryong;Suh, Sung-Bu;Kang, Yong-Duck;Hong, Sa-Young;Nam, Bo-Woo
    • Journal of Ocean Engineering and Technology
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    • v.32 no.3
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    • pp.166-176
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    • 2018
  • This paper presents a numerical sensitivity analysis for the simulation of the motion performance of an offshore structure in waves using computational fluid dynamics (CFD). Starting with 2D wave simulations with varying numerical parameters such as grid spacing and CFL value, proper numerical conditions were found for accurate wave propagation that avoids numerical diffusion problems. These results were mapped on 2D error distributions of wave amplitude and wave length against the numbers of grids per wave length and per wave height under a given CFL condition. Finally, the 2D numerical sensitivity result was validated through CFD simulation of the motion of a FPSO in waves showing good accuracy in motion RAOs compared with existing potential flow solutions.

Structure-From-Motion Approach to the Reconstruction of Surfaces for Earthwork Planning

  • Nassar, Khaled;Jung, Young-Han
    • Journal of Construction Engineering and Project Management
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    • v.2 no.3
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    • pp.1-7
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    • 2012
  • The reconstruction of surfaces from unorganized point clouds can provide very useful information for construction managers. Although point clouds are generally created using 3D scanners, they can also be generated via the structure-from-motion technique using a sequence of images. Here we report a novel surface reconstruction technique for modeling and quantifying earthworks that can be used for preliminary planning, project updates and estimating of earthwork quantities, as well as embedded planning systems in construction equipment. The application of structure-from-motion techniques in earth works is examined and its advantages and limitations identified. Data from 23 earthwork excavation construction sites were collected and analyzed. 3D surface reconstructions during the construction phase were compared to the original land form. Similar experiments were conducted with piles of earth and the results analyzed to determine appropriate ranges of use for structure-from-motion surface reconstructions in earthwork applications. The technique was found to be most suited to pile of materials with volumes less than 2000 m3. Piles up to 10 m in height and with base areas up to $300m^2$ were also successfully reconstructed. These results should be of interest to contractors seeking to utilize new technology to optimize operational efficiency.

Applying differential techniques for 2D/3D video conversion to the objects grouped by depth information (2D/3D 동영상 변환을 위한 그룹화된 객체별 깊이 정보의 차등 적용 기법)

  • Han, Sung-Ho;Hong, Yeong-Pyo;Lee, Sang-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.3
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    • pp.1302-1309
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    • 2012
  • In this paper, we propose applying differential techniques for 2D/3D video conversion to the objects grouped by depth information. One of the problems converting 2D images to 3D images using the technique tracking the motion of pixels is that objects not moving between adjacent frames do not give any depth information. This problem can be solved by applying relative height cue only to the objects which have no moving information between frames, after the process of splitting the background and objects and extracting depth information using motion vectors between objects. Using this technique all the background and object can have their own depth information. This proposed method is used to generate depth map to generate 3D images using DIBR(Depth Image Based Rendering) and verified that the objects which have no movement between frames also had depth information.

An Interactive Character Animation and Data Management Tool (대화형 캐릭터 애니메이션 생성과 데이터 관리 도구)

  • Lee, Min-Geun;Lee, Myeong-Won
    • The KIPS Transactions:PartA
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    • v.8A no.1
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    • pp.63-69
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    • 2001
  • In this paper, we present an interactive 3D character modeling and animation including a data management tool for editing the animation. It includes an animation editor for changing animation sequences according to the modified structure of 3D object in the object structure editor. The animation tool has the feature that it can produce motion data independently of any modeling tool including our modeling tool. Differently from conventional 3D graphics tools that model objects based on geometrically calculated data, our tool models 3D geometric and animation data by approximating to the real object using 2D image interactively. There are some applications that do not need precise representation, but an easier way to obtain an approximated model looking similar to the real object. Our tool is appropriate for such applications. This paper has focused on the data management for enhancing the automatin and convenience when editing a motion or when mapping a motion to the other character.

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Soft Sign Language Expression Method of 3D Avatar (3D 아바타의 자연스러운 수화 동작 표현 방법)

  • Oh, Young-Joon;Jang, Hyo-Young;Jung, Jin-Woo;Park, Kwang-Hyun;Kim, Dae-Jin;Bien, Zeung-Nam
    • The KIPS Transactions:PartB
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    • v.14B no.2
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    • pp.107-118
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    • 2007
  • This paper proposes a 3D avatar which expresses sign language in a very using lips, facial expression, complexion, pupil motion and body motion as well as hand shape, Hand posture and hand motion to overcome the limitation of conventional sign language avatars from a deaf's viewpoint. To describe motion data of hand and other body components structurally and enhance the performance of databases, we introduce the concept of a hyper sign sentence. We show the superiority of the developed system by a usability test through a questionnaire survey.

Design and Implementation of Pneumatic Motion Base for 4D Home Theater

  • Kim, Dohyung;Cho, Seongyeon;Lee, Seokhun;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.131-137
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    • 2015
  • Home Entertainment system is recently being offered by Home Theater & Smart TV with contents service. Also, console game is being played in the media like in TV. The usage of 4D as the main technology in entertainment industry has mostly been limited in Theme Park, Amuse Park, Theater, and contents for Movie and Animation. Some simulation systems for game has been developed but they were made mostly by using electric or hydraulic motion system which cause high power consumption and have a restriction of place for install. The paper is attempted to build Home Entertainment system which makes users feel realistic contents by developing 4D systems for Home Entertainment rather than before. 4D control S/W in which user can insert and edit 4D effects on contents of all areas such as game, movie, and broadcasting is developed. Also, built-in pneumatic cylinder in 4D system which can be easily controlled and managed in home is developed.

Bundle Adjustment and 3D Reconstruction Method for Underwater Sonar Image (수중 영상 소나의 번들 조정과 3차원 복원을 위한 운동 추정의 모호성에 관한 연구)

  • Shin, Young-Sik;Lee, Yeong-jun;Cho, Hyun-Taek;Kim, Ayoung
    • The Journal of Korea Robotics Society
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    • v.11 no.2
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    • pp.51-59
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    • 2016
  • In this paper we present (1) analysis of imaging sonar measurement for two-view relative pose estimation of an autonomous vehicle and (2) bundle adjustment and 3D reconstruction method using imaging sonar. Sonar has been a popular sensor for underwater application due to its robustness to water turbidity and visibility in water medium. While vision based motion estimation has been applied to many ground vehicles for motion estimation and 3D reconstruction, imaging sonar addresses challenges in relative sensor frame motion. We focus on the fact that the sonar measurement inherently poses ambiguity in its measurement. This paper illustrates the source of the ambiguity in sonar measurements and summarizes assumptions for sonar based robot navigation. For validation, we synthetically generated underwater seafloor with varying complexity to analyze the error in the motion estimation.

A study on the topographical and geotechnical effects in 2-D soil-structure interaction analysis under ground motion

  • Duzgun, Oguz Akin;Budak, Ahmet
    • Structural Engineering and Mechanics
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    • v.40 no.6
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    • pp.829-845
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    • 2011
  • This paper evaluates the effects of topographical and geotechnical irregularities on the dynamic response of the 2-D soil-structure systems under ground motion by coupling finite and infinite elements. A numerical procedure is employed, and a parametric study is carried out for single-faced slope topographies. It is concluded that topographic conditions may have important effects on the ground motion along the slope. The geotechnical properties of the soil will also have significantly amplified effects on the whole system motion, which cannot be neglected for design purposes. So, dynamic response of a soil-structure systems are primarily affected by surface shapes and geotechnical properties of the soil. Location of the structure is another parameter affecting the whole system response.

A Motion Data Definition for Compatible Human Animation (호환성 있는 인체 애니메이션을 위한 모션 데이터 정의)

  • Jung, Chul-Hee;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.2
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    • pp.35-41
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    • 2008
  • H-Anim is an international standard that Humanoid Animation Working Group in Web3D Consortium defined the data structure necessary for human animation. Various libraries and tools have been generated according to the structure, but they still have restrictions to represent realistic humanoid motions. This paper presents the method of generating realistic human motion using motion capture data in order to define motion for humanoid animation based on H-Anim standard. In order to implement this, we have defined a data structure capable of receiving motion capture data and implemented a motion browser. The human motion data structure defined in this paper is based on X3D and intended to have compatibility through networks and various browsers.

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Estimation of 2D Position and Flatness Errors for a Planar XY Stage Based on Measured Guideway Profiles

  • Hwang, Joo-Ho;Park, Chun-Hong;Kim, Seung-Woo
    • International Journal of Precision Engineering and Manufacturing
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    • v.8 no.2
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    • pp.64-69
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    • 2007
  • Aerostatic planar XY stages are frequently used as the main frames of precision positioning systems. The machining and assembly process of the rails and bed of the stage is one of first processes performed when the system is built. When the system is complete, the 2D position, motion, and stage flatness errors are measured in tests. If the stage errors exceed the application requirements, the stage must be remachined and the assembly process must be repeated. This is difficult and time-consuming work. In this paper, a method for estimating the errors of a planar XY stage is proposed that can be applied when the rails and bed of the stage are evaluated. Profile measurements, estimates of the motion error, and 2D position estimation models were considered. A comparison of experimental results and our estimates indicated that the estimated errors were within $1{\mu}m$ of their true values. Thus, the proposed estimation method for 2D position and flatness errors of an aerostatic planar XY stage is expected to be a useful tool during the assembly process of guideways.