• 제목/요약/키워드: Motion in Depth

검색결과 627건 처리시간 0.03초

Tool Path Analysis and Motion Control of 3D Engraving Machine

  • Smerpitak, Krit;Pongswatd, Sawai;Ukakimapurn, Prapart
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.1245-1248
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    • 2004
  • This paper presents a new technique to analyze data on the coordinate x, y, z and apply these data to design the motion control to improve the efficiency of the engraving machine so that it can engrave accordingly in 3 dimensions. First, the tool path on the x-y plane is analyzed to be synchronized with the z-axis. The digital data is then sent to the motion control to guide the movement of the engrave point on the x-y plane. Tool path moves along the x-axis with zero degree and different values of the y-axis according to the coordinate of the digital data and the analysis along z-axis to determine the depth for engraving. The depth can be specified from the gray level with the 256 levels of resolution. The data obtained includes the distances on x-axis, y-axis, and z-axis, the acceleration of the engrave point's movement, and the speed of the engrave point's movement. These data is then transfered to the motion control to guide the movement of the engrave point along the z-axis associated with the x-y plane. The results indicate that engraving using this technique is fast and continuous. The specimen obtained looks perfect in 3D view.

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FLOW-$3D^{(R)}$를 이용한 항주파 수치모의 (Numerical Simulation of Ship-induced Wave Using FLOW-$3D^{(R)}$)

  • 강영승;김평중;현상권;성하근
    • 한국해안·해양공학회논문집
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    • 제20권3호
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    • pp.255-267
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    • 2008
  • 대표적인 상용 CFD 코드 중 하나인 FLOW-$3D^{(R)}$에 포함된 강체에 대한 6-자유도 운동을 적용한 음해법의 GMO 방법을 이용하여 항주파의 재현 가능성을 살펴보았다. 모델에 의한 항주파의 형상 재현시 depth Froude number에 따른 수평 파형이 잘 재현되었으며, 선박의 직선항로 항행시 일정한 수심인 경우와 실제 수심인 경우를 비교함으로써 모델이 수심에 따른 파형의 변화를 잘 재현함을 알 수 있었다. 또한, 모델에 의해 실제 수심조건에서 두 척의 선박이 교차 진행할 경우와 선박이 곡선항로를 항행할 경우에 대한 항주파를 잘 재현할 수 있음을 보였다. 따라서, FLOW-$3D^{(R)}$를 이용하여 항주파를 수치모의할 경우 관측을 통한 모델의 검 보정을 통해 항로와 항구에서의 항주파를 보다 정확하게 예측할 수 있을 것으로 판단된다.

Real-Time Motion Blur Using Triangular Motion Paths

  • Hong, MinhPhuoc;Oh, Kyoungsu
    • Journal of Information Processing Systems
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    • 제13권4호
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    • pp.818-833
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    • 2017
  • This paper introduces a new algorithm that renders motion blur using triangular motion paths. A triangle occupies a set of pixels when moving from a position in the start of a frame to another position in the end of a frame. This is a motion path of a moving triangle. For a given pixel, we use a motion path of each moving triangle to find a range of time that this moving triangle is visible to the camera. Then, we sort visible time ranges in the depth-time dimensions and use bitwise operations to solve the occlusion problem. Thereafter, we compute an average color of each moving triangle based on its visible time range. Finally, we accumulate an average color of each moving triangle in the front-to-back order to produce the final pixel color. Thus, our algorithm performs shading after the visibility test and renders motion blur in real time.

퍼지 게인 스케쥴링을 이용한 자율 무인 잠수정의 자세 제어 (Motion Control of an AUV (Autonomous Underwater Vehicle) Using Fuzzy Gain Scheduling)

  • 박랑은;황은주;이희진;박민용
    • 제어로봇시스템학회논문지
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    • 제16권6호
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    • pp.592-600
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    • 2010
  • The problem of motion control for AUV (Autonomous Underwater Vehicles) is addressed. The utilization of such robotic vehicles has gained an increasing importance in many marine activities. In this paper the objective is to describe how to design and apply FGS (Fuzzy Gain Scheduling) PD (Proportional Derivative) controller for an AUV (Autonomous Underwater Vehicle) to control the yaw and depth of the vehicle by keeping the path of the navigation to a desired point, and/or changing the path according to a set point.

유한 수심에서 반원형 부유체의 부가질량계수 약산식 개발 (Development of Simplified Formulae for Added Mass of a 2-D Floating Body with a Semi-Circle Section in a Finite Water Depth)

  • 구원철;김준동
    • 한국해양공학회지
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    • 제27권1호
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    • pp.80-84
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    • 2013
  • This study is to develop the simplified formulae for added mass coefficient of a 2-D floating body with a semi-circle section in a finite water depth. The semi-circle floating body may represent a simplified midship section transformed by Lewis form, which can be used for the ship motion analysis by strip theory. Since the added mass coefficient varies with motion frequencies and sea bottom effect, the correction factor representing the effect of water depth and frequencies is developed for accurate prediction of added mass. Using a two-dimensional numerical wave tank (NWT) technique based on the boundary element method (BEM) including sea bottom boundary the reference values of added mass are calculated to develop the correction factor. For verification and effectiveness of the formulae, the predicted added mass coefficients for various frequencies and water depth ratios are compared with the calculated values from NWT technique.

보행 동작 생성을 위한 모션 매칭의 효과적인 특징 벡터 설정에 관한 연구 (Research on Effective Feature Vector Configuration for Motion Matching in Locomotive Motion Generation)

  • 김수라;박상일
    • 한국컴퓨터그래픽스학회논문지
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    • 제29권3호
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    • pp.159-166
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    • 2023
  • 이 논문은 실시간 모션 생성 응용분야에서 최근 활발하게 사용되고 있는 모션 매칭 기술을 효과적으로 적용하는 방법에 대해 연구한다. 모션 매칭의 핵심은 간단한 특징 벡터의 정의에 있으나 이 정의의 선택에 따라 결과가 많이 달라지게 된다. 이에 본 연구에서는 보행 동작을 중심으로 사용자가 원하는 궤적을 생성하기 위한 최적의 특징 벡터의 조합을 도출하는 것을 목표로 다양한 조합에 대해 실험하고, 이에 대한 오차 분석을 시행하였다.

운동 시차를 이용한 실시간 입체 영상 변환 방법 (A Real-Time Stereoscopic Image Conversion Method Using Motion Parallax)

  • 최철호;권병헌;최명렬
    • 정보처리학회논문지B
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    • 제10B권4호
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    • pp.359-366
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    • 2003
  • 본 논문에서는 일반적인 2차원 영상에서 운동 시차론 이용하여 서로 다른 원근 깊이를 갖는 입체 영상을 생성하고, 2차원 영상에서 운동 물체의 운동 방향과 속도에 상관없이 3차원 효과를 제공할 수 있는 입체 영상 변환 방법을 제안하고자 한다. 입체 영상은 제안한 움직임 검출, 영역 분할, 그리고 깊이 지도 생성 방법을 이용하여 인접한 2차원 영상 사이에서 운동 시차를 계산하여 생성된다. 제안한 방법은 다양한 영상원에 대해서 실시간으로 입체 영상 변환이 가능하며, MTD 방식과의 성능 비교를 통하여 제안한 방법의 성능 평가를 수행하였다.

Realistic Visual Simulation of Water Effects in Response to Human Motion using a Depth Camera

  • Kim, Jong-Hyun;Lee, Jung;Kim, Chang-Hun;Kim, Sun-Jeong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권2호
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    • pp.1019-1031
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    • 2017
  • In this study, we propose a new method for simulating water responding to human motion. Motion data obtained from motion-capture devices are represented as a jointed skeleton, which interacts with the velocity field in the water simulation. To integrate the motion data into the water simulation space, it is necessary to establish a mapping relationship between two fields with different properties. However, there can be severe numerical instability if the mapping breaks down, with the realism of the human-water interaction being adversely affected. To address this problem, our method extends the joint velocity mapped to each grid point to neighboring nodes. We refine these extended velocities to enable increased robustness in the water solver. Our experimental results demonstrate that water animation can be made to respond to human motions such as walking and jumping.

객체 분할과 운동 시차를 이용한 입체 영상 변환 알고리즘 (Stereoscopic Image Conversion Algorithm using Object Segmentation and Motion Parallax)

  • 정재성;조화현;윤종호;최명렬
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2005년도 추계종합학술대회
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    • pp.1129-1132
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    • 2005
  • In this paper, we proposed real-time stereoscopic image conversion algorithm using object segmentation and motion parallax. The proposed algorithm separates objects using luminance of image, extracts moving object among objects of the image using motion parallax and generates depth map. Parallax process is done based on the depth map. The proposed method has been evaluated using visual test and APD(Absolute Parallx Difference) for comparing the stereoscopic image of the proposed method with that of MTD. The proposed method offers realistic stereoscopic conversion effect regardless of the direction and velocity of the 2-D image.

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Tracking and Interaction Based on Hybrid Sensing for Virtual Environments

  • Jo, Dongsik;Kim, Yongwan;Cho, Eunji;Kim, Daehwan;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
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    • 제35권2호
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    • pp.356-359
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    • 2013
  • We present a method for tracking and interaction based on hybrid sensing for virtual environments. The proposed method is applied to motion tracking of whole areas, including the user's occlusion space, for a high-precision interaction. For real-time motion tracking surrounding a user, we estimate each joint position in the human body using a combination of a depth sensor and a wand-type physical user interface, which is necessary to convert gyroscope and acceleration values into positional data. Additionally, we construct virtual contents and evaluate the validity of results related to hybrid sensing-based whole-body tracking of human motion methods used to compensate for the occluded areas.