• 제목/요약/키워드: Animation tool

검색결과 186건 처리시간 0.024초

CAD/CAE 적응을 위한 근사 서브디비전 방법의 고찰 (Study on approximating subdivision schemes for the application to CAD/CAE)

  • 서홍석;조맹효
    • 한국전산구조공학회:학술대회논문집
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    • 한국전산구조공학회 2002년도 가을 학술발표회 논문집
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    • pp.237-243
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    • 2002
  • Recently, in computer-aided geometric modeling(CAGD), subdivision surfaces are frequently employed to construct free-form surface. Subdivision schemes have been very popular in computer graphics and animation community, but the community of CAGD adopts this tool only recently to handle surface geometry. In the present study, Loop scheme and Catmull-Clark scheme are applied to generate smooth surfaces. To be consistent with the limit points of target surface, the initial sampling points are properly rearranged. The pointwise curvature errors and coordinate value errors between the points in the sequence of subdivision process and the points on the target surface are evaluated In the numerical examples in both Loop scheme & Catmull-Clark subdivision scheme.

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MSRS 시뮬레이션 환경에서 가상 로봇의 네트웍제어 (Network Control for Virtual Robot in MSRS Simulation Environment)

  • 신동관;이성훈;이수영;최병욱
    • 로봇학회논문지
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    • 제2권3호
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    • pp.242-248
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    • 2007
  • Robot system development consists of several sub-tasks such as layout design, motion planing, and sensor programming etc. In general, on-line programming and debugging for such tasks demands burdensome time and labor costs, which motivates an off-line graphic simulation system. MSRS(Microsoft Robotics Studio) released in recent years is an appropriate tool for the graphic simulation system since it supports CCR(Concurrency and Coordination Runtime), DSS(Decentralized System Services), and dynamics simulation based on PhysX and graphic animation as well. In this paper, we developed an MSRS based network simulation system for quadruped walking robots, which controls virtual 3D graphic robots existing in remote side through internet.

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RPO 기반 강화학습 알고리즘을 이용한 로봇 제어 (Robot Control via RPO-based Reinforcement Learning Algorithm)

  • 김종호;강대성;박주영
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2005년도 춘계학술대회 학술발표 논문집 제15권 제1호
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    • pp.217-220
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    • 2005
  • The RPO algorithm is a recently developed tool in the area of reinforcement Loaming, And it has been shown In be very successful in several application problems. In this paper, we consider a robot-control problem utilizing a modified RPO algorithm in which its critic network is adapted via RLS(Recursive Least Square) algorithm. We also developed a MATLAB-based animation program, by which the effectiveness of the training algorithms were observed.

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Application of morphing technique with mesh-merging in rapid hull form generation

  • Kang, Ju-Young;Lee, Byung-Suk
    • International Journal of Naval Architecture and Ocean Engineering
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    • 제4권3호
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    • pp.228-240
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    • 2012
  • Morphing is a geometric interpolation technique that is often used by the animation industry to transform one form into another seemingly seamlessly. It does this by producing a large number of 'intermediate' forms between the two 'extreme' or 'parent' forms. It has already been shown that morphing technique can be a powerful tool for form design and as such can be a useful addition to the armoury of product designers. Morphing procedure itself is simple and consists of straightforward linear interpolation. However, establishing the correspondence between vertices of the parent models is one of the most difficult and important tasks during a morphing process. This paper discusses the mesh-merging method employed for this process as against the already established mesh-regularising method. It has been found that the merging method minimises the need for manual manipulation, allowing automation to a large extent.

전력계통 과도안정도 교육을 위한 대화식 컴퓨터 그래픽 소프트웨어 개발 (Development of An Interactive Computer Graphic Software for the Education of Power System Transient Stability)

  • 임동해;이욱화;신중린
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1996년도 하계학술대회 논문집 B
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    • pp.787-789
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    • 1996
  • This paper describes a Transient Stability Education & Training Software that can make the students or beginners easily be familiar with power system stability problems. The Major objective of this study is to provide, for educational purpose, an interactive computer graphic tool that can facilitate power system study in highly user-friendly environment. The proposed software is designed to have the particular features such as follow : simulation with animation of the rotor, useful interactive scheme, various graphic illustrations related to critical factors of the stability, trace function including revival simulation with different processing speed. With these features, the software could be suitable for educational and training of students/beginners in power system stability engineering field.

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Storing Digital Information in Long-Read DNA

  • Ahn, TaeJin;Ban, Hamin;Park, Hyunsoo
    • Genomics & Informatics
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    • 제16권4호
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    • pp.30.1-30.6
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    • 2018
  • There is urgent need for effective and cost-efficient data storage, as the worldwide requirement for data storage is rapidly growing. DNA has introduced a new tool for storing digital information. Recent studies have successfully stored digital information, such as text and gif animation. Previous studies tackled technical hurdles due to errors from DNA synthesis and sequencing. Studies also have focused on a strategy that makes use of 100-150-bp read sizes in both synthesis and sequencing. In this paper, we a suggest novel data encoding/decoding scheme that makes use of long-read DNA (~1,000 bp). This enables accurate recovery of stored digital information with a smaller number of reads than the previous approach. Also, this approach reduces sequencing time.

유니티 시네머신을 활용한 장면 연출 모색 (Scene Production using Unity Cinemachine)

  • 박성숙
    • Journal of Information Technology Applications and Management
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    • 제28권6호
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    • pp.133-143
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    • 2021
  • Unity's Cinemachine, one of the game production technologies, can produce 3D images. However, since Cinemachine is a game production tool, video creators may find it difficult because the work process of Cinemachine is unfamiliar and complicated. However, it is necessary to learn new technologies for the future of video contents that will be advanced in the future. In order to understand Chinemachine as a video producer, I would like to embody the scene of the movie. We are going to produce a storyboard scene for storytelling in Cinemachine. We defined the workflow of Unity Cinemachine while directing the scene by creating a story, and also checked the advantages and cautions. I hope it will be an opportunity to enjoy using Unity Cinemachine, which is constantly evolving.

DEVELOPMENT OF AN INTEGRATED MODEL OF 3D CAD OBJECT AND AUTOMATIC SCHEDULING PROCESS

  • Je-Seung Ryu;Kyung-Hwan Kim
    • 국제학술발표논문집
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    • The 3th International Conference on Construction Engineering and Project Management
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    • pp.1468-1473
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    • 2009
  • Efficient communication of construction information has been critical for successful project performance. Building Information Modeling (BIM) has appeared as a tool for efficient communication. Through 3D CAD objects, it is possible to check interception and collisions of each object in advance. In addition, 4D simulation based on 3D objects integrated with time information makes it realize to go over scheduling and to perceive potential errors in scheduling. However, current scheduling simulation is still at a stage of animation due to manual integration of 3D objects and scheduling data. Accordingly, this study aims to develop an integrated model of 3D CAD objects that automatically creates scheduling information.

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수학 교사의 수업실천역량 향상을 위한 수업관찰도구의 역할 (The Role of Classroom Observation Instruments in Supporting Mathematics Teachers' Instructional Change)

  • 노지화
    • East Asian mathematical journal
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    • 제39권2호
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    • pp.183-198
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    • 2023
  • Classroom observation instruments are often used to evaluate teachers' instructional practices and provide feedback to inform interventions or research studies, or professional development efforts. While designed as research tools, many classroom observation instruments can provide important information to support teachers' learning and instructional change by providing a focus for formative assessment or self-evaluation of practice. In this paper, we review two classroom observation tools and the protocols for their use with an implementation example for one of the tools. These tools are more foreign to the field compared to others but have features that might serve as affordances in relation to the purposes of a specific investigation.

가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로- (A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine-)

  • 이준수
    • 만화애니메이션 연구
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    • 통권47호
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    • pp.1-29
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    • 2017
  • 360도 가상현실은 오래전부터 상용되고 있던 기술이었으나 HMD(Head Mounted Display)와 같은 기기의 발전과 가상현실의 영상을 제어하고 실행시키는 하드웨어의 발전으로 최근에 가상현실의 제작이 전 세계적으로 활발하게 진행되는데 360도 영상의 제작은 기존의 영상제작과는 다른 연출 방식을 요구하고 사용자를 위한 연구가 진행되고 있다. 가상현실 영상은 몰입성, 현재성과 상호작용을 요구하는 플랫폼을 지향하기 때문에 이에 맞는 영상문법이 필요하다. VR에서 사용자는 연출자가 만들어 놓은 세계를 자유롭게 감상할 수 있으며 본인의 관심대상에 집중할 수 있는 장점이 있다. 하지만 이것은 또한 연출자에게 내러티브의 진행과 전달하고자 하는 영상에 집중할 수 있게 하는 장치를 개발하고 설치할 필요성을 요구한다. 연출자에게는 영상을 전달하는 다양한 방법들 가운데 쇼트의 구성을 이용할 수 있는데 본 고에서는 이 쇼트의 구성을 통한 연출기법을 어떻게 효과적으로 360도 가상현실에서 적용시킬 수 있는지에 대해 연구하고자 한다. 현재의 가상현실 연출방식은 기존 영상제작 방식을 많이 따르고 있으며 쇼트구성도 마찬가지이다. 다만 360도 가상현실에서는 전통적인 3인칭 시점의 롱테이크 기법이나 블로킹 기법을 주된 연출구성으로 이용하지만 여전히 쇼트구성의 한계를 느끼고 있다. 또한 사용자가 HMD 트레킹을 이용하여 인터렉티브하게 360도 화면을 시청할 수 있는 반면에 쇼트의 구성과 쇼트의 연결은 기존 영상문법과 마찬가지로 연출자에게 절대적으로 의존하고 있다. 본 연구에서는 이러한 영상문법도 VR 영상의 상호작용의 특징인 사용자가 원하는 시점에 쇼트의 구성과 같은 영상문법을 자유롭게 변경할 수 있는지를 연구하고자 언리얼 엔진이라는 게임 툴을 사용하여 3D 애니메이션을 제작하고 블루프린트(Blueprint)라는 언리얼엔진의 비주얼 스크립팅을 가지고 트리거(Trigger)라는 노드로 조건의 참과 거짓을 구분시키는 장치를 만들어 각각의 상태에 따른 카메라의 위치를 선택하게끔 하여 다양한 쇼트를 만드는 인터렉티브 영상구성을 시도함으로 다양한 연출기법이 개발되고 관련 연구가 진행되어 360도 VR 영상 발전에 도움이 되길 기대한다.