• 제목/요약/키워드: Motion synthesis

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Fast Motion Synthesis of Quadrupedal Animals Using a Minimum Amount of Motion Capture Data

  • Sung, Mankyu
    • ETRI Journal
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    • 제35권6호
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    • pp.1029-1037
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    • 2013
  • This paper introduces a novel and fast synthesizing method for 3D motions of quadrupedal animals that uses only a small set of motion capture data. Unlike human motions, animal motions are relatively difficult to capture. Also, it is a challenge to synthesize continuously changing animal motions in real time because animals have various gait types according to their speed. The algorithm proposed herein, however, is able to synthesize continuously varying motions with proper limb configuration by using only one single cyclic animal motion per gait type based on the biologically driven Froude number. During the synthesis process, each gait type is automatically determined by its speed parameter, and the transition motions, which have not been entered as input, are synthesized accordingly by the optimized asynchronous motion blending technique. At the start time, given the user's control input, the motion path and spinal joints for turning are adjusted first and then the motion is stitched at any speed with proper transition motions to synthesize a long stream of motions.

Fast Motion Synthesis of Massive Number of Quadruped Animals

  • Sung, Man-Kyu
    • International Journal of Contents
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    • 제7권3호
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    • pp.19-28
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    • 2011
  • This paper presents a fast and practical motion synthesis algorithm for massive number of quadruped animals. The algorithm constructs so called speed maps that contain a set of same style motions but different speed from a single cyclic motion by using IK(Inverse Kinematics) solver. Then, those speed maps are connected each other to form a motion graph. At run time, given a point trajectory that obtained from user specification or simulators, the algorithm retrieves proper speed motions from the graph, and modifies and stitches them together to create a long seamless motion in real time. Since our algorithm mainly targets on the massive quadruped animal motions, the motion graph create wide variety of different size of characters for each trajectory and automatically adjusted synthesized motions without causing artifact such as foot skating. The performance of algorithm is verified through several experiments

물체지향 분석 및 합성 부호화에서 가산 투영을 이용한 영상분석기법 (An image Analysis Technique Using Integral Projections in Object-Oriented Analysis-Synthesis Coding)

  • 김준석;박래홍
    • 전자공학회논문지B
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    • 제31B권8호
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    • pp.87-98
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    • 1994
  • Object-oriented analysis-synthesis coding subdivides each image of a sequence into moving objects and compensates the motion of each object. Thus it can reconstruct real motion better than conventional motion-compensated coding techniques at very-low-bit-rates. It uses a mapping parameter technique for estimating motion information of each object. Since a mapping parameter technique uses gradient operators it is sensitive to redundant details and noise. To accurately determine mapping parameters, we propose a new analysis method using integral projections for estimation of gradient values. Also to reconstruct correctly the local motion the proposed algorithm divides an image into segmented objects each of which having uniform motion information while the conventional one assumes a large object having the same motion information. Computer simulation results with several test sequences show that the proposed image analysis method in object-oriented analysis-synthesis coding shows better performance than the conventional one.

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평면 링크기구 자동 설계를 위한 스프링 연결 사이즈 가변 블록 모델 (Spring Connected Size-Variable Rigid Block Model for Automatic Synthesis of a Planar Linkage Mechanism)

  • 김범석;유홍희
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2008년도 추계학술대회A
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    • pp.822-826
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    • 2008
  • A linkage mechanism is a device to convert an input motion into a desired output motion. Traditional linkage mechanism designs are based on trial and error approaches so that size or shape changes of an original mechanism often result in improper results. In order to resolve these problems, an improved automatic mechanism synthesis method that determines the linkage type and dimensions by using an optimization method during the synthesis process has been proposed. For the synthesis, a planar linkage is modeled as a set of rigid blocks connected by zero-length translational springs with variable stiffness. In this study, the sizes of rigid blocks were also treated as design variables for more general linkage synthesis. The values of spring stiffness and the size of rigid block yielding a desired output motion at the end-effecter are found by using an optimization method.

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Synthesis of four-bar linkage motion generation using optimization algorithms

  • Phukaokaew, Wisanu;Sleesongsom, Suwin;Panagant, Natee;Bureerat, Sujin
    • Advances in Computational Design
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    • 제4권3호
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    • pp.197-210
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    • 2019
  • Motion generation of a four-bar linkage is a type of mechanism synthesis that has a wide range of applications such as a pick-and-place operation in manufacturing. In this research, the use of meta-heuristics for motion generation of a four-bar linkage is demonstrated. Three problems of motion generation were posed as a constrained optimization probably using the weighted sum technique to handle two types of tracking errors. A simple penalty function technique was used to deal with design constraints while three meta-heuristics including differential evolution (DE), self-adaptive differential evolution (JADE) and teaching learning based optimization (TLBO) were employed to solve the problems. Comparative results and the effect of the constraint handling technique are illustrated and discussed.

정밀점 기구합성시 지정위치의 변경을 이용한 허근의 실수화 방법 (Derivation of Real Values from Imaginary Roots by Altering Prescribed Positions in the Precision Point Synthesis of Mechanisms)

  • 이태영;심재경;이재길
    • 한국정밀공학회지
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    • 제17권7호
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    • pp.196-202
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    • 2000
  • In the precision point synthesis of mechanisms, it is usually required to solve a system of polynomial equations. With the aid of efficient algorithms such as elimination, it is possible to obtain all the solutions of the equations in the complex domain. But among these solutions only real values can be used fur real mechanisms, while imaginary ones are liable to be discarded. In this article, a method is presented, which leads the imaginary solutions to real domain permitting slight alteration of prescribed positions and eventually increases the number of feasible mechanisms satisfying the desired motion approximately. Two synthesis problems of planar 4-bar path generation and spatial 7-bar motion generation are given to verify the proposed method.

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회전대우를 갖는 1자유도 평면기구의 기구합성에 관한 연구 (A Study of Mechanism Synthesis of One-Degree-of-Freedom Planar Linkages with Revolute Joints)

  • 조선휘;신동원
    • 대한기계학회논문집
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    • 제17권6호
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    • pp.1330-1341
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    • 1993
  • 본 연구에서는 회전대우(revolute joint)들로 이루어진 1자유도 평면기구들의 특성을 파악하고 그래이프이론(graph theory)을 이용하여 기구의 형태를 행렬로 표시 하여 체이터베이스에 저장하였다. 또한 기구의 특성중의 하나인 작업조건(function specification)에 따른 무오차점(precision point)의 최대 개수를 알아내는 프로그램 을 개발하여 이로써 얻은 정보를 또 다른 데이타베이스에 저장하였다. 이와같이 구축 된 데이터베이스들로부터 설계자의 요구에 적합한 기구를 선택하여 형태합성 문제를 해결하였다.

캠-밸브 기구에서 접촉력 최소화를 위한 캠과 종동자 형상 최적 합성 (Optimum Shape Synthesis of Cam And Follower in Cam-Valve System to Minimize Contact Force)

  • 김성훈;전혁수;박윤식
    • 대한기계학회논문집
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    • 제14권3호
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    • pp.534-546
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    • 1990
  • 본 연구에서는 선회 종동자(oscillating follower)를 사용하는 캠 기구(대표 적인 기구중 하나인 자동차용 OHC 형 캠-밸브 기구)에 대해서 동역학적 특성을 고려하 여 종동자 형상과 캠 형상을 동시에 합성하고자 한다.

음성/영상의 인식 및 합성 기능을 갖는 가상캐릭터 구현 (Cyber Character Implementation with Recognition and Synthesis of Speech/lmage)

  • 최광표;이두성;홍광석
    • 전자공학회논문지CI
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    • 제37권5호
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    • pp.54-63
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    • 2000
  • 본 논문에서는 음성인식, 음성합성, Motion Tracking, 3D Animation이 가능한 가상캐릭터를 구현하였다. 음성인식으로는 K-means 128 Level VQ와 MFCC의 특징패턴을 바탕으로 Discrete-HMM 알고리즘을 이용하였다. 음성합성에는 반음절 단위의 TD-PSOLA를 이용하였으며, Motion Tracking에서는 계산량을 줄이기 위해 Fast Optical Flow Like Method를 제안하고, 3D Animation 시스템은 Vertex Interpolation방법으로 Animation을 하고 Direct3D를 이용하여 Rendering을 하였다. 최종적으로 위에 나열된 시스템들을 통합하여 사용자를 계속적으로 주시하면서 사용자와 함께 구구단 게임을 할 수 있는 가상캐릭터를 구현하였다.

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얼굴의 움직임 추적에 따른 3차원 얼굴 합성 및 애니메이션 (3D Facial Synthesis and Animation for Facial Motion Estimation)

  • 박도영;심연숙;변혜란
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제27권6호
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    • pp.618-631
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    • 2000
  • 본 논문에서는 2차원 얼굴 영상의 움직임을 추출하여 3차원 얼굴 모델에 합성하는 방법을 연구하였다. 본 논문은 동영상에서의 움직임을 추정하기 위하여 광류를 기반으로 한 추정방법을 이용하였다. 2차원 동영상에서 얼굴요소 및 얼굴의 움직임을 추정하기 위해 인접한 두 영상으로부터 계산된 광류를 가장 잘 고려하는 매개변수화된 움직임 벡터들을 추출한다. 그리고 나서, 이를 소수의 매개변수들의 조합으로 만들어 얼굴의 움직임에 대한 정보를 묘사할 수 있게 하였다. 매개변수화 된 움직임 벡터는 눈 영역, 입술과 눈썹 영역, 그리고 얼굴영역을 위한 서로 다른 세 종류의 움직임을 위하여 사용하였다. 이를 얼굴 모델의 움직임을 합성할 수 있는 단위행위(Action Unit)와 결합하여 2차원 동영상에서의 얼굴 움직임을 3 차원으로 합성한 결과를 얻을 수 있다.

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