• Title/Summary/Keyword: Tree Animation

Search Result 16, Processing Time 0.025 seconds

A Study for Animation Using 3D Laser Scanned Body Data (인체 전신 레이저 스캔 데이터를 대상으로 한 인체 애니메이션 연구)

  • Yoon, Geun-Ho;Cho, Chang-Suk
    • Journal of Korea Multimedia Society
    • /
    • v.15 no.10
    • /
    • pp.1257-1263
    • /
    • 2012
  • An implementation of animation module using the 3D body data scanned by laser scanner is reported in this paper. Characteristic points of the skeleton in human body were picked up as pivot point for 3D rotation. The body data set wes reconstructed as objects built in hierarchical tree structure, which is based on skeleton model. In order to implement the 3D animation of the laser scanned body data, the vertexes of the objects were connected as skeleton structure and animated to follow dynamic patterns inputted by user.

Animation construction and application example by the post-processing of PIV data (PIV데이터의 post-processing에 의한 애니메이션 제작 및 적용예)

  • Kim, M.Y.;Choi, J.W.;Lee, H.;Lee, Y.H.
    • Proceedings of the KSME Conference
    • /
    • 2000.04b
    • /
    • pp.655-660
    • /
    • 2000
  • Animation technique from the PIV database is particularly emphasized to give macroscopic and quantitative description of complex flow fields. This paper shows animation construction and application example for the post-processing of PIV data. As examples, first case is a pitching airfoil immersed in tree surface water circulating tunnel. Second case is a wake of a model-ship. Third case of PIV data is a large scale surface flow field. Obtained images are processed in time sequence by PIV exclusive routines where an efficient and reliable cross correlation algorithm is included for vector identification. All. animation Jobs are implemented completely on single personal computer environment. Compressed digital images are obtained initially by Motion-JPEG board and various An files are finally obtained through graphic processes.

  • PDF

Game AI Agents using Deliberative Behavior Tree based on Utility Theory (효용이론 기반 숙고형 행동트리를 이용한 게임 인공지능 에이전트)

  • Kwon, Minji;Seo, Jinsek
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.2
    • /
    • pp.432-439
    • /
    • 2022
  • This paper introduces deliberative behavior tree using utility theory. The proposed approach combine the strengths of behavior trees and utility theory to implement complex behavior of AI agents in an easier and more concise way. To achieve this goal, we devised and implemented three types of additional behavior tree nodes, which evaluate utility values of its own node or its subtree while traversing and selecting its child nodes based on the evaluated values. In order to validate our approach, we implemented a sample scenario using conventional behavior tree and our proposed deliberative tree respectively. And then we compared and analyzed the simulation results.

A study on N-dimensional quad-tree decomposition

  • Yi, Cheon-Hee;Yi, Jae-Young
    • Journal of the Semiconductor & Display Technology
    • /
    • v.8 no.1
    • /
    • pp.43-48
    • /
    • 2009
  • We have examined the problem of the number of quad-tree blocks that an n-dimensional rectangle will be decomposed into on the average. the contribution of this paper are both practical and theoretical. In this paper, we develops the overlapping multi-scale models and the region quad-tree models which is useful in computer graphics animation, image processing, pattern recognition and also for modeling three dimensional objects. These models, which represent something of a conceptual departure from other models developed for multi-scale framework were developed with the specific interest of producing smooth estimates.

  • PDF

A Tree Morphing Animation Using Fractal Theory (프랙탈을 이용한 나무 모핑 애니메이션)

  • 송행숙
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 1999.10b
    • /
    • pp.622-624
    • /
    • 1999
  • 모핑 애니메이션은 컴퓨터 그래픽스 및 많은 응용에서 이용되고 있다. 모핑 애니메이션에서는 대부분 이미지들을 동영상 편집기 등을 이용하므로 많은 저장 공간을 필요로 한다. 본 논문에서는 이를 해결하는 한 방법으로 프랙탈 기법을 사용한다. 예를 보이기 위해 두 개의 나무 모핑 애니메이션을 보인다.

  • PDF

MICROPHONE-BASED WIND VELOCITY SENSORS AND THEIR APPLICATION TO INTERACTIVE ANIMATION

  • Kanno, Ken-ichi;Chiba, Norishige
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2009.01a
    • /
    • pp.596-600
    • /
    • 2009
  • We are developing a simple low-cost wind velocity sensor based on small microphones. The sensor system consists of 4 microphones covered with specially shaped wind screens, 4 pre-amplifiers that respond to low frequency, and a commercial sound interface with multi channel inputs. In this paper, we first present the principle of the sensor, i.e., technique to successfully suppress the influence of external noise existing in the environment in order to determine the wind velocity and the wind direction from the output from a microphone. Then, we present an application for generating realistic motions of a virtual tree swaying in real wind. Although the current sensor outputs significant leaps in a measured sequence of directions, the interactive animations demonstrate that it is usable for such applications, if we could reduce the leaps to some degree.

  • PDF

A Tree Morphing Animation Using Fractal Theory based on the Web (웹기반에서의 랜덤 프랙탈을 이용한 나무 모핑 애니메이션)

  • Bae, Woo-Jung;Song, Hang-Sook
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2000.04a
    • /
    • pp.240-243
    • /
    • 2000
  • 웹 환경에서 모핑 애니메이션들은 전송량의 증가에 따른 과부하를 줄이기 위하여 소스들을 다운 로드 하여 자신의 컴퓨터에서 실행하여 통신 트래픽을 해소하고자 한다. 이때의 애니메이션들은 기하학적 프리미티들을 이용하여 만든 동화상들로 자연스러운 실세계 등의 모습을 표현하기에는 무리가 있다. 본 논문에서는 이러한 문제들을 해결하는 한 방법이면서 보다 다양한 자연의 랜덤한 모습을 보이기 위해 랜덤프랙탈을 사용 한다.

  • PDF

Detecting Collisions in Graph-Driven Motion Synthesis for Crowd Simulation (군중 시뮬레이션을 위한 그래프기반 모션합성에서의 충돌감지)

  • Sung, Man-Kyu
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.35 no.1
    • /
    • pp.44-52
    • /
    • 2008
  • In this paper we consider detecting collisions between characters whose motion is specified by motion capture data. Since we are targeting on massive crowd simulation, we only consider rough collisions, modeling the characters as a disk in the floor plane. To provide efficient collision detection, we introduce a hierarchical bounding volume, the Motion Oriented Bounding Box tree (MOBB tree). A MOBBtree stores space-time bounds of a motion clip. In crowd animation tests, MOBB trees performance improvements ranging between two and an order of magnitude.

Video image analysis algorithms with happy emotion tree (영상 이미지 행복 감성 트리를 이용한 분석 알고리즘)

  • Lee, Yean-Ran;Lim, Young-Hwan
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.403-423
    • /
    • 2013
  • Video images of emotional happiness or unhappiness, stress or emotional division of tranquility in the form of a tree is evaluated by weighting. Representative evaluation of the video image brightness contrast sensitivity ratings 1 car happy, unhappy or nervous, calm and refined with two car dependency, sensitivity to visual images are separated. Emotion Recognition of four compared to the numerical data is measured by brightness. OpenCV implementation through evaluation graph the stress intensity contrast, tranquility, happiness, unhappiness with changes in the value of four, separated by sensitivity to computing. Contrast sensitivity of computing the brightness according to the input value 'unhappy' to 'happy' or 'stress' to 'calm' the emotional changes are implemented. Emotion computing the regularity of the image to calculate the sensitivity localized computing system can be controlled according to the emotion of the contrast value of the brightness changes are implemented. The future direction of industry on the application of emotion recognition will play a positive role.

The Shot Density Montage Pattern for Annimation (애니메이션의 샷밀도 몽타주 패턴)

  • Shin, Yeonu
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.4
    • /
    • pp.620-627
    • /
    • 2022
  • This study analyzed the shot pattern through the tempo of segmented shot duration and studied the relationship with the unique emotion of the story. The structure of the story was classified into 3 chapters, 17 sequences, 83 scenes, 287 beats, and 1636 shots. Shot density is a method of visualizing tension in visual storytelling, and since it is a result obtained by mathematically calculating the density of divided shots, it can be helpful in designing tension delivered to the audience. Nine shot density patterns were extracted. The ascending(+) type was classified as A, B, C, D, 4, the descending(-) type, E, F, G, H, 4, and the maintenance(/) type, I, 1 type. Based on the spatiality of the 17 stages of Campbell's heroic narrative and McGee's story structure, the narrative level of the tree structure was proposed, and the symbolic meaning of the shot rhythm in the practical aspect of the story function was proposed to present a systematic methodology in the direction of production.