• Title/Summary/Keyword: KCGS

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A Comparison of Deep Neural Network Structures for Learning Various Motions (다양한 동작 학습을 위한 깊은신경망 구조 비교)

  • Park, Soohwan;Lee, Jehee
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.5
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    • pp.73-79
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    • 2021
  • Recently, in the field of computer animation, a method for generating motion using deep learning has been studied away from conventional finite-state machines or graph-based methods. The expressiveness of the network required for learning motions is more influenced by the diversity of motion contained in it than by the simple length of motion to be learned. This study aims to find an efficient network structure when the types of motions to be learned are diverse. In this paper, we train and compare three types of networks: basic fully-connected structure, mixture of experts structure that uses multiple fully-connected layers in parallel, recurrent neural network which is widely used to deal with seq2seq, and transformer structure used for sequence-type data processing in the natural language processing field.

Reinforcement Learning of Bipedal Walking with Musculoskeletal Models and Reference Motions (근골격 모델과 참조 모션을 이용한 이족보행 강화학습)

  • Jiwoong Jeon;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.1
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    • pp.23-29
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    • 2023
  • In this paper, we introduce a method to obtain high-quality results at a low cost for simulating musculoskeletal characters based on data from the reference motion through motion capture on two-legged walking through reinforcement learning. We reset the motion data of the reference motion to allow the character model to perform, and then train the corresponding motion to be learned through reinforcement learning. We combine motion imitation of the reference model with minimal metabolic energy for the muscles to learn to allow the musculoskeletal model to perform two-legged walking in the desired direction. In this way, the musculoskeletal model can learn at a lower cost than conventional manually designed controllers and perform high-quality bipedal walking.

3D Animation Body Profiles from Full-body Scans and Motion Capture (풀바디 스캔과 모션 캡처를 활용한 3D 애니메이션 바디 프로필)

  • Jaewon Song;Sang Wook Chun;Subin Lee
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.59-67
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    • 2023
  • This paper proposes a 3D animated body profile using 3D body scanning and motion capture devices. Users can create their own personalized body profiles with animation by performing 3D scans for a predetermined set of poses. To achieve this, a template animation was obtained through motion capture for a series of poses, and the acquired 3D scan data from users was mapped to the key poses of the animation using Pose-space deformer. The resulting 3D animated body profiles provide users with greater satisfaction compared to traditional static 2D images or 3D scan data.

Developing an HDR Imaging Method for an Ultra-thin Light-Field Camera (초박형 라이트필드 카메라를 위한 HDR 이미징 알고리즘 개발)

  • Jiwoong Na;Jaekwan Ryu;Yongjin Jo;Min H. Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.13-19
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    • 2023
  • 카메라 센서의 한계로 인하여 촬영 장면에 따라 한 번의 촬영으로 모든 영역의 밝기가 적절하게 촬영되지 않는 경우가 존재한다. 이러한 센서의 한계는 하이 다이나믹 레인지 이미징 기술을 통해서 극복이 가능하다. 한 장면을 다양한 노출 설정으로 여러 번 촬영하는 브라케팅은 움직이는 피사체를 찍기에 적절하지 않으며 촬영 시간이 길다는 단점이 있다. 본 연구는 한 번의 촬영으로 서로 다른 노출의 이미지를 얻을 수 있는 소형 라이트필드 카메라를 제안한다. 라이트필드 카메라는 대표적으로 두 가지 형태가 있는데, 첫 번째는 여러 대의 카메라를 어레이로 배치한 라이트필드 카메라 시스템이며, 두 번째는 대물렌즈 뒤에 마이크로 렌즈 어레이를 배치한 카메라이다. 본 연구에서 제작된 초박형 라이트필드 카메라는 센서 위에 마이크로 렌즈어레이가 부착되어있는 형태의 카메라로 각 렌즈 조리개 크기를 다르게 설계하여 한 번의 촬영으로 다른 노출의 촬영 결과를 얻을 수 있게 설계되었다. 촬영된 단일 영상들을 전처리 하여 이미지 품질을 높인 이후, HDR 알고리즘을 통해 각 단일 이미지들보다 다이나믹 레인지가 넓은 이미지를 획득하도록 구현하였다. 또한 노출 시간을 기준으로 설계된 식을 수정하여 조리개값에 따라 다른 가중치를 둘 수 있도록 바꾸었고, 이를 통해 단 한 번의 촬영을 통한 HDR 이미징을 구현하였다.

Image-based fire area segmentation method by removing the smoke area from the fire scene videos (화재 현장 영상에서 연기 영역을 제외한 이미지 기반 불의 영역 검출 기법)

  • KIM, SEUNGNAM;CHOI, MYUNGJIN;KIM, SUN-JEONG;KIM, CHANG-HUN
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.4
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    • pp.23-30
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    • 2022
  • In this paper, we propose an algorithm that can accurately segment a fire even when it is surrounded by smoke of a similar color. Existing fire area segmentation algorithms have a problem in that they cannot separate fire and smoke from fire images. In this paper, the fire was successfully separated from the smoke by applying the color compensation method and the fog removal method as a preprocessing process before applying the fire area segmentation algorithm. In fact, it was confirmed that it segments fire more effectively than the existing methods in the image of the fire scene covered with smoke. In addition, we propose a method that can use the proposed fire segmentation algorithm for efficient fire detection in factories and homes.

A Study on ESG Management Strategy for Sustainable Management : Focusing on Samsung Biologics Case (지속가능 성장을 위한 ESG경영전략 : 삼성바이오로직스 사례를 중심으로)

  • Lee Changgi;Kim Sunggun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.4
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    • pp.179-192
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    • 2023
  • ESG is the hottest topic in recent business management or business administration. In particular, with the release of the IPCC's 6th comprehensive report in 2023, environmental issues have been further raised around the world, and ESG management for sustainable and permanent companies is accelerating by improving social and governance structures, including the environment, and thereby enhancing corporate value. This case study is analyzed based on the theory of sustainable growth, creating shared value, and corporate social responsibility. This study focuses on the case of Samsung Biologics, which is pursuing sustainable growth and management through ESG management. Samsung Biologics is the first Korean company to win the "Terra Carta Seal" award, part of a sustainable market initiative to respond to climate change, and externally, it has acquired the Dow Jones Sustainability Index, acquired the KCGS ESG comprehensive evaluation A grade, acquired the CDP B grade, and acquired the EcoVadis Gold grade. It has joined the Sustainable Market Initiative launched by King Charles III since the World Economic Forum in 2020 to chair the Supply Chain. It has joined RE100, TCFD, and UN Global Compact to lead sustainable management through ESG activities. Therefore, we would like to take a practical approach to ESG management strategies for sustainable growth through the example of this company.

Visualization of Vector Fields from Density Data Using Moving Least Squares Based on Monte Carlo Method (몬테카를로 방법 기반의 이동최소제곱을 이용한 밀도 데이터의 벡터장 시각화)

  • Jong-Hyun Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.2
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    • pp.1-9
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    • 2024
  • In this paper, we propose a new method to visualize different vector field patterns from density data. We use moving least squares (MLS), which is used in physics-based simulations and geometric processing. However, typical MLS does not take into account the nature of density, as it is interpolated to a higher order through vector-based constraints. In this paper, we design an algorithm that incorporates Monte Carlo-based weights into the MLS to efficiently account for the density characteristics implicit in the input data, allowing the algorithm to represent different forms of white noise. As a result, we experimentally demonstrate detailed vector fields that are difficult to represent using existing techniques such as naive MLS and divergence-constrained MLS.

A Study on the Interaction with Virtual Objects through XR Hands (XR Hands를 통한 가상 객체들과의 상호 작용에 관한 연구)

  • BeomJun Jo;SeongKi Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.43-49
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    • 2024
  • Hand tracking is currently one of the most promising technologies in XR with the release of extended reality (XR) devices, in which hand tracking is used as the main manipulation. Hand tracking offers advantages in terms of immersion and realism, and as a result, it is being employed in a range of fields, including education, business, and medical care. The archery movement requires using both hands at the same time, but requires sophistication to hit the target and is a movement that has cultural and sports significance in the past. This study aimed to implement this archery movement. Therefore, this paper used the XR Hands package provided by Unity to recognize hand movements, explored the underlying OpenXR, and finally implemented the archery movement and tested it in Meta Quest 2.

High quality volume visualization using B-spline interpolation (B 스플라인 보간을 이용한 고화질 볼륨 가시화)

  • Shin, Yongha;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.1-9
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    • 2016
  • Linear interpolation is a basic sampling method for volume visualization. This method generates good images but sometimes it is inferior to our high expectation because it is encouraged to produce high quality images in the medical applications. In this paper, B spline based tri-cubic interpolation is used for the re-sampling step. The conventional B spline is an approximation method which does not cross control points so that we moved the control points and the curve crosses the original control points. In the rendering step, the empty space leaping is applicable to increase rendering speed. We have to calculate the maximum and minimum values for each block to detect empty space. The convex hull property of B spline enables the values of control points to be used as the maximum and minimum values. As a result, tri-cubic interpolated volume rendering is possible in interactive speed.

A Study on Gamepad/Gaze based Input Processing for Mobile Platform Virtual Reality Contents (모바일 플랫폼 가상현실 콘텐츠에 적합한 게임패드/시선 기반 입력 처리 기술에 관한 연구)

  • Lee, Jiwon;Kim, Mingyu;Jeon, Changyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.31-41
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    • 2016
  • This study proposes suitable input processing technique for producing the mobile platform based virtual reality contents. First of all, we produce the mobile platform based virtual reality interactive contents to be used in experiments for improve user's immersion who experience the virtual reality contents, get interests and design the input processing that easily controllable. Then design the input processing technique in two methods, with gamepad that accessibility to mobile and with directly through user's gaze to interface. Through virtual reality based input processing technique that we proposed, we analyse effect of improve user's immersion, cause of get interests and whether provide the convenience or not for controlling contents through experiments. Moreover we verify whether bring negative psychological elements like sickness, fatigue or not.