• Title/Summary/Keyword: Motion generation

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Painterly Stroke Generation using Object Motion Analysis (객체의 움직임 해석을 이용한 회화적 스트로크 생성 방법)

  • Lee, Ho-Chang;Seo, Sang-Hyun;Ryoo, Seung-Tack;Yoon, Kyung-Hyun
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.4
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    • pp.239-245
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    • 2010
  • Previous painterly rendering techniques normally use image gradients for stroke generation. Although image gradients are useful for expressing object shapes, it is difficult to express the flow or movements of objects of objects. In real painting, the use of brush strokes corresponding to the actual movement of objects allows viewers to recognize objects’ motion better and express the liveliness of the objects much more. In this paper, we propose a novel painterly stroke generation algorithm to express dynamic objects based on their motion information. We first extract motion information (magnitude, direction) of a scene from a set of image sequences from the same view. Then the motion directions are used for determining stroke orientations in the regions with significant motions. Where little motion is observed, image gradients are used for determining stroke orientations. Our algorithm is useful for realistically and dynamically representing moving objects.

Human-like Balancing Motion Generation based on Double Inverted Pendulum Model (더블 역 진자 모델을 이용한 사람과 같은 균형 유지 동작 생성 기술)

  • Hwang, Jaepyung;Suh, Il Hong
    • The Journal of Korea Robotics Society
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    • v.12 no.2
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    • pp.239-247
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    • 2017
  • The purpose of this study is to develop a motion generation technique based on a double inverted pendulum model (DIPM) that learns and reproduces humanoid robot (or virtual human) motions while keeping its balance in a pattern similar to a human. DIPM consists of a cart and two inverted pendulums, connected in a serial. Although the structure resembles human upper- and lower-body, the balancing motion in DIPM is different from the motion that human does. To do this, we use the motion capture data to obtain the reference motion to keep the balance in the existence of external force. By an optimization technique minimizing the difference between the motion of DIPM and the reference motion, control parameters of the proposed method were learned in advance. The learned control parameters are re-used for the control signal of DIPM as input of linear quadratic regulator that generates a similar motion pattern as the reference. In order to verify this, we use virtual human experiments were conducted to generate the motion that naturally balanced.

DIRECT PROBING OF CARRIER MOTION IN ORGANIC FIELD EFFECT TRANSISTOR BY OPTICAL SECOND HARMONIC GENERATION

  • Iwamoto, Mitsumasa;Manaka, Takaaki;Lim, Eun-Ju
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.1561-1563
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    • 2008
  • We report an optical second harmonic generation measurement that allows direct probing of dynamical carrier motion in organic field effect transistors. Carrier injection and transport process are discriminated. The mobility and contact resistance of pentacene FETs are determined from the visualized diffusion-like carrier motion.

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Automatic Motion Generation from the Posture Template

  • Lee, Chang-Mug;Kwon, Oh-Young;Seok, Kwang-Ho;Kim, Yoon-Sang
    • Journal of information and communication convergence engineering
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    • v.8 no.2
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    • pp.191-196
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    • 2010
  • This paper presents automatic generation of robot motion using posture template in physical training system. In this system, we define a human-like generic template with two angles, then, we generate robot motion that has used angle data of the created template. The angle data is transformed automatically to the most similar motion. This is achieved by suitable expressions for robot specification. The expressions intend to differences of angle measurement on X,Y,Z planes and DOF constraint. We choose several postures and create generic templates for chosen postures. Robot motions are also generated from generic templates by expressions.

Realistic Keyboard Typing Motion Generation Based on Physics Simulation (물리 시뮬레이션에 기반한 사실적인 키보드 타이핑 모션 생성)

  • Jang, Yongho;Eom, Haegwang;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.29-36
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    • 2015
  • Human fingers are essential parts of the body that perform complex and detailed motion. Expression of natural finger motion is one of the most important issues in character animation research. Especially, keyboard typing animation is hard to create through the existing animation pipeline because the keyboard typing typically requires a high level of dexterous motion that involves the movement of various joints in a natural way. In this paper, we suggest a method for the generation of realistic keyboard typing motion based on physics simulation. To generate typing motion properly using physics-based simulation, the hand and the keyboard models should be positioned in an allowed range of simulation space, and the typing has to occur at a precise key location according to the input signal. Based on the observation, we incorporate natural tendency that accompanies actual keyboard typing. For example, we found out that the positions of the hands and fingers always assume the default pose, and the idle fingers tend to minimize their motion. We handle these various constraints in one solver to achieve the results of real-time natural keyboard typing simulation. These results can be employed in various animation and virtual reality applications.

Example Based Motion Generation and its Applications with Efficient Control for Arbitrary Morphologies (다양한 골격의 효과적인 제어가 가능한 예제 기반의 모션 생성과 응용)

  • Choung, Yu-Jean;Kang, Kyung-Kyu;Kim, Dong-Ho
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.127-134
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    • 2009
  • This paper presents a motion generation technique for arbitrary morphologies with the user defined correspondences between joints. Users can define the controlling part in the source character and the part to be controlled in the target character in our system. To remove the restriction in the morphology of the target character, we use the pair of example posture sets. In our system, in order to provide the correspondence regardless of the number of joints, the deformed part in the target character is simplified into the direction vector. The final postures are then generated with the weighted sum of the examples. Our experimental results demonstrate that our approach can generate motions for various target characters and can control the user defined joints in real-time.

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Transcoding from Distributed Video Coding to H.264/AVC Based on Motion Vectors of Side Information (보조정보의 움직임 벡터를 이용한 분산 비디오 코딩에서 H.264/AVC로의 트랜스코딩)

  • Min, Kyung-Yeon;Yoo, Sung-Eun;Sim, Dong-Gyu;Jeon, Byeung-Woo
    • Journal of Broadcast Engineering
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    • v.16 no.1
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    • pp.108-122
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    • 2011
  • In this paper, a transcoding method with low computational complexity and high coding efficiency is proposed to transcode distributed video coding (DVC) bitstreams to H.264/AVC ones. For the proposed high-performance transcoding with low complexity, not only Wyner-Ziv frames but also key frames can be transcoded with motion vectors estimated in generation of side information. As a motion vector is estimated from a key frame to a prior key frame for side information generation, the motion vector can be used to encode the intra key frame as a predicted frame. Motion estimation is performed with two predicted motion vectors. One is the motion vector from side information generation and the other is median of motion vectors of neighboring blocks. The proposed method selects the best motion vector between two motion vectors based on rate-distortion optimization. Coding efficiency can be improved with a small size of search range, because a motion vector estimated in side information generation is used as an initial motion vector for transcoding. In the experimental results, complexity of transcoder is reduced about 12% and bitrate performance increases about 28.7%.

Trajectory Generation for a Biped Robot Using ELIPM (ELIPM을 이용한 이족보행로봇의 궤적생성)

  • Park, Goun-Woo;Choi, See-Myoung;Park, Jong-Hyeon
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.35 no.7
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    • pp.767-772
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    • 2011
  • Trajectory generation is important because it determines the walking stability, continuity, and performance of a body in motion. Generally, the Linear Inverted Pendulum Mode is used for trajectory generation; however, for the sake of simplicity, the trajectory in this mode does not allow vertical motions and pitching motions of the body. This paper proposes a new trajectory generation method called Extended Linear Inverted Pendulum Mode (ELIPM) that allows vertical motion as well as pitching motion. This method can also improve the performance of locomotion by controlling the stride and locomotion frequency of a body.

Algorithm for Autonomous Wall-Following of Wheeled Mobile Robots Using Reference Motion Synthesis and Generation of Hybrid System (하이브리드 시스템의 기준동작 구성과 생성에 의한 차륜형 이동로봇의 자율 벽면-주행 알고리즘)

  • Lim, Mee-Seub;Im, Jun-Hong
    • Journal of Institute of Control, Robotics and Systems
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    • v.6 no.7
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    • pp.586-593
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    • 2000
  • In this paper we propose a new approach to the autonomous wall-following of wheeled mobile robots using hybrid system reference motion synthesis and generation. The hybrid system approach is in-troduced to the motion control of nonholonomic mobile robots for the indoor navigation problems. In the dis-crete event system the discrete states are defined by the user-defined constraints and the reference mo-tion commands are specified in the abstracted motions. The hybrid control system applied for the non-holonomic mobile robots can combine the motion planning and autonomous navigation with obstacle avoid-ance for the indoor navigation problem. Simulation results show that hybrid system approach is an effective method for the autonomous navigation in indoor environments.

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A Review on Motion Estimation and Compensation for Versatile Video Coding Technology (VVC)

  • Choi, Young-Ju;Kim, Byung-Gyu
    • Journal of Korea Multimedia Society
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    • v.22 no.7
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    • pp.770-779
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    • 2019
  • Video coding technologies are progressively becoming more efficient and complex. The Versatile Video Coding (VVC) is a new state-of-the art video compression standard that is going to be a standard, as the next generation of High Efficiency Video Coding (HEVC) standard. To explore the future video coding technologies beyond the HEVC, numerous efficient methods have been adopted by the Joint Video Exploration Team (JVET). Since then, the next generation video coding standard named as VVC and its software model called VVC Test Model (VTM) have emerged. In this paper, several important coding features for motion estimation and motion compensation in the VVC standard is introduced and analyzed in terms of the performance. Improved coding tools introduced for ME and MC in VVC, can achieve much better and good balance between coding efficiency and coding complexity compared with the HEVC.