• 제목/요약/키워드: 3D Motion System

검색결과 793건 처리시간 0.031초

Maya를 이용한 모션 베이스 컨트롤에 관한 연구 (A Study on the Motion Base Control by Using Maya)

  • 홍민성;김주철
    • 한국생산제조학회지
    • /
    • 제18권4호
    • /
    • pp.423-429
    • /
    • 2009
  • The motion base to a film used in 4D cinema theaters or theme parks is different depending on the operator's control or hardware system and this causes inefficiency in management of the theater. There are several different simulation software on the present market, but these are difficult for an animation producer to use them. This study introduces the idea in which a film producer simulates the movement of the motion base by using computer graphic animation tools mostly adopted by production for creating 3D animation and motion control data. Maya and 3D Cross were used to show the path of a motion camera visually. Attitude and axis control data were extracted from the movement of the virtual motion base and were used to control a prototype of the motion base. As a result, the motion control data from computer graphic animation tools can be created so that a film producer can create standard motion control data independently regardless of the hardware and operator's skill.

  • PDF

영상 특성을 이용한 3D-DCT 기반의 적응적인 비디오 워터마킹 (Adaptive Video Watermarking based on 3D-DCT Using Image Characteristics)

  • 이성현;박현;문영식
    • 대한전자공학회:학술대회논문집
    • /
    • 대한전자공학회 2005년도 추계종합학술대회
    • /
    • pp.1173-1176
    • /
    • 2005
  • Depending on the characteristics of each 3D-DCT block, images can be classified into three types: images with motion and textures, images with high textures and little motion, images with little textures and little motion. In this paper, we propose an adaptive watermarking method using these characteristics of each 3D-DCT block. and the human visual system. The proposed method classifies patterns of 3D-DCT blocks based on the motion and texture information, and classifies the image type according to the ratio of these patterns. The watermark is inserted proportional to the 3D-DCT coefficients by using pattern adaptive JND, which. makes the proposed watermarking robust by inserting watermarks in as many blocks as possible. Experimental results show that the proposed method achieves better performance in terms of invisibility and robustness than the previous method.

  • PDF

포/포탑 구동 시스템의 절대 각 오차 제어 모드에 대한 모션 프로파일 생성 기법 (Motion Profile Generation Method for Absolute Angular Error Control Mode of Gun/Turret Driving System)

  • 엄명환;송신우;박일우
    • 한국군사과학기술학회지
    • /
    • 제22권5호
    • /
    • pp.674-686
    • /
    • 2019
  • In this paper, we will discuss the absolute angular error control mode for the Gun/Turret driving system. The Gun/Turret driving controller receives absolute angular error calculated from the fire control system (FCS). Thus, the Gun/Turret driving controller is subjected to step command to cause residual vibration and system unstable. In order to reduce residual vibration and to ensure the system stability, we propose an error motion profile method with two types of trapezoidal and S-Curve. The validity of the proposed error motion profile method is confirmed via simulation by observing that the resulting position error, driving power, and power density satisfied the control performance.

역운동학을 이용한 실시간 동작 복원 시스템 구현 (An Implementation of Real-time Motion Restoration System based on Inverse Kinematics)

  • 이란희;이칠우
    • 한국멀티미디어학회논문지
    • /
    • 제17권6호
    • /
    • pp.741-750
    • /
    • 2014
  • This paper presents a real-time motion restoration system for people who need remedial exercise of musculoskeletal based on Inverse Kinematics. A new approach is suggested to recognize a gesture based on restored human motion which is calculated the 3D positions of intermediate joints using 3D positions of body features estimated from images. For generating the 3D candidate positions of intermediate joints which cannot be extracted from images, we apply an Inverse Kinematics theory to compute the target position of intermediate joints. And we can reduce the number of candidate positions by applying the various physical constraints of body. Finally, we can generate the more accurate final position using the Kalman filter for a motion tracking and the relationship between the previous frame information and the candidate positions. The system provide motion information which are rotation angle and height in real-time, therefore the rehabilitation exercises can be performed based on the information and figured out proper exercise for individual status.

Occluded Object Motion Estimation System based on Particle Filter with 3D Reconstruction

  • Ko, Kwang-Eun;Park, Jun-Heong;Park, Seung-Min;Kim, Jun-Yeup;Sim, Kwee-Bo
    • International Journal of Fuzzy Logic and Intelligent Systems
    • /
    • 제12권1호
    • /
    • pp.60-65
    • /
    • 2012
  • This paper presents a method for occluded object based motion estimation and tracking system in dynamic image sequences using particle filter with 3D reconstruction. A unique characteristic of this study is its ability to cope with partial occlusion based continuous motion estimation using particle filter inspired from the mirror neuron system in human brain. To update a prior knowledge about the shape or motion of objects, firstly, fundamental 3D reconstruction based occlusion tracing method is applied and object landmarks are determined. And optical flow based motion vector is estimated from the movement of the landmarks. When arbitrary partial occlusions are occurred, the continuous motion of the hidden parts of object can be estimated by particle filter with optical flow. The resistance of the resulting estimation to partial occlusions enables the more accurate detection and handling of more severe occlusions.

단안 PSD카메라와 두 능동마커를 이용한 3차원 모션인식 시스템 개발 (Development of a 3D Motion Capture System with Monocular PSD Camera and Two Active Markers)

  • 서평원;유영기;오춘석
    • 대한전자공학회:학술대회논문집
    • /
    • 대한전자공학회 2008년도 하계종합학술대회
    • /
    • pp.1025-1026
    • /
    • 2008
  • This paper describes a monocular PSD-based motion capture sensor to employ with commercial video game systems such as Microsoft's XBOX and Sony's Playstation II. The system includes a PSD(Position Sensitive Detector) and active infrared (IR) LED markers that are placed on the object to be tracked. The micro-controller calculates the 3D position of the markers using only the measured intensity and the 2D position on the PSD. A series of experiments were performed to evaluate the performance of our prototype system. From the experimental results we see that the proposed system has the advantages of the compact size, the low cost, the easy installation, and the high frame rates to be suitable for high speed motion tracking in games.

  • PDF

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
    • /
    • 제4권2호
    • /
    • pp.131-137
    • /
    • 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.

시나리오 기반의 3D 객체 재사용 알고리즘 (Scenario-based 3D Objects Reuse Algorithm Scheme)

  • 강미영;이형옥;손승철;허권;김봉태;남지승
    • 한국콘텐츠학회논문지
    • /
    • 제6권11호
    • /
    • pp.302-309
    • /
    • 2006
  • 본 논문에서는 3D 객체들의 재사용과 확장을 위해 실용적인 알고리즘을 제안하였다. 이 알고리즘은 Motion Path Modification rule에 바탕을 두고 있으며, 기존 3D 객체의 Motion을 재사용하여 새로운 Motion을 가진 3D객체를 재생성하여 사용하는데 있다. 논문에서 사용된 선형과 비선형 곡선 맞춤 알고리즘은 keyframe 보간에 의해 애니메이션을 수정하고 실제적인 움직임을 만드는데 적용된다. 본 논문에서는 또한 기존에 제작된 애니메이션의 세그먼트를 이용한 시나리오 기반 3D 이미지 합성시스템 프레임워크를 제안하였으며, 이 프레임워크는 기존에 만들어진 3D 객체 정보를 이용함으로써 게임 프로그래밍 및 시나리오 기반의 3D 애니메이션을 설계하는데 있어서 드는 많은 비용과 시간을 효율적으로 이용할 수 있다.

  • PDF

3D게임 캐릭터와 모션 캡쳐 시스템의 연동을 통한 실사 움직임(Real Working) 제어 연구 (A Study about Control of real working through the synchronized 3D Game Character and Motion Capture System)

  • 김태열;유석호;경병표
    • 한국콘텐츠학회:학술대회논문집
    • /
    • 한국콘텐츠학회 2006년도 추계 종합학술대회 논문집
    • /
    • pp.278-281
    • /
    • 2006
  • 콘텐츠 산업, 특히 게임콘텐츠 분야에서 가장 각광을 받고 있는 분야가 바로 3D이다. 게임에서 양적, 질적 발전이 되어가면서 3D에 대한 관심은 더욱 커져가고 있다. 이에 따라 게임산업에서 3D분야에 대한 연구와 실제 적용이 가장 많이 이루어지고 있다. 게임상의 3D 캐릭터는 예전의 2D 캐릭터에 비하여 동작의 자연스러움이 떨어져있던 것이 사실이다. Key Frame 방식의 동작 제어의 한계를 극복하기 위하여 현재 급격히 떠오르고 있는 것이 모션 캡쳐 시스템을 활용한 동작 제어 방법이다. 본 논문에서는 3D 게임캐릭터와 모션 캡쳐 시스템의 연동을 통한 동작 제어를 통하여 자연스러운 캐릭터 애니메이션 제작에 중점을 두고 있다. 이에 하나의 중심적인 액션(타격-打擊)을 통하여 자연스러운 3D 게임 캐릭터 애니메이션을 제작하는 것을 목표로 하였다.

  • PDF