• 제목/요약/키워드: Virtual Skeleton model

검색결과 13건 처리시간 0.029초

가상 모델을 이용한 움직임 추출 알고리즘 (Movement Detection Algorithm Using Virtual Skeleton Model)

  • 주영훈;김세진
    • 한국지능시스템학회논문지
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    • 제18권6호
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    • pp.731-736
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    • 2008
  • 본 논문에서는, 가상 모델을 이용한 움직임 추출 방법을 제안한다. 제안한 방법은 첫 번째, 기존에 제안된 방법으로써 RGB 칼라 모델을 이용하여 전경 영역에 나타나는 에러 값을 제거하고, HSI 칼라 모델을 이용하여 불필요한 정보 값을 제거한다. 두 번째, 사람 10명의 신체 구조비를 이용하여 가상 모델을 생성한다. 그 때, 생성된 가상 모델을 추출된 영역에 매칭시키고, 원 탐색 기법을 이용하여 전경영역의 실제 인간의 머리에 대한 얼굴 실루엣을 추출한다. 세 번째 추출된 정보들을 이용하여 mean-shift 알고리즘에 적용시켜 물체를 추적한다. 마지막으로, 본 논문에서 제안한 알고리즘은 복잡하고 다양한 환경에서 실험을 통해 그 응용 가능성을 증명한다.

3차원 골격곡선을 이용한 가상혈관 탐색 방안 (Virtual Navigation of Blood Vessels using 3D Curve-Skeletons)

  • 박상진;박형준
    • 한국CDE학회논문집
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    • 제22권1호
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    • pp.89-99
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    • 2017
  • In order to make a virtual endoscopy system effective for exploring the interior of the 3D model of a human organ, it is necessary to generate an accurate navigation path located inside the 3D model and to obtain consistent camera position and pose estimation along the path. In this paper, we propose an approach to virtual navigation of blood vessels, which makes proper use of orthogonal contours and skeleton curves. The approach generates the orthogonal contours and the skeleton curves from the 3D mesh model and its voxel model, all of which represent the blood vessels. For a navigation zone specified by two nodes on the skeleton curves, it computes the shortest path between the two nodes, estimates the positions and poses of a virtual camera at the nodes in the navigation zone, and interpolates the positions and poses to make the camera move smoothly along the path. In addition to keyboard and mouse input, intuitive hand gestures determined by the Leap Motion SDK are used as user interface for virtual navigation of the blood vessels. The proposed approach provides easy and accurate means for the user to examine the interior of 3D blood vessels without any collisions between the camera and their surface. With a simple user study, we present illustrative examples of applying the approach to 3D mesh models of various blood vessels in order to show its quality and usefulness.

Skeleton System으로 운용되는 얼굴표정 애니메이션에 관한 연구 (The Study of Skeleton System for Facial Expression Animation)

  • 오성석
    • 한국게임학회 논문지
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    • 제8권2호
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    • pp.47-55
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    • 2008
  • 본 논문에서는 스켈레톤(skeleton)의 리깅(rigging)방식을 사용하여 해부학을 기초로 한 14개의 표정근과 동일한 기능을 수행하게 얼굴의 표정을 표현하는 SSFE(Skeleton System for Facial Expression)를 제안한다. SSFE는 3차원애니메이션저작도구(MAYA 8.5)에서 제공하는 스켈레톤을 Deformer로 이용하여 메시모델(mesh model)의 눈, 코, 입 주변의 얼굴표정을 단위 동작별로 구분하여 조합하여 얼굴표정을 만들어 내는 방식이다. 이 결과, SSFE식 스켈레톤은 다른 모델에 무한대로 변형하여 재활용 할 수 있게 해준다. 이러한 재활용성은 애니메이션의 제작방식의 OSMU(One Source Multi Use)로 이해 될 수 있으며 애니메이션의 제작비용을 줄일 수 있는 대체방식이다. 또한 3차원 애니메이션 관련업체 즉 가상현실이나 게임, 제작에 활용될 수 있다.

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Size Specification for Customized Production Size and 3D Avatar : An Apparel Industry Case Study

  • Choi, Young Lim
    • 한국의류산업학회지
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    • 제17권2호
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    • pp.278-286
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    • 2015
  • Fashion industry has tried to adopt the virtual garment technology to reduce the time and effort spent on sample creation. For garment manufacturers to adopt the virtual garment technology as an alternative to sample creation, 3D avatars that meet the needs of each brand should be developed. Virtual garment softwares that are available in the market provide avatars with standardized body models and allow to modify the size by manually entering size specifications. This study proposed a methodology to develop size specifications for 3D avatars as well as brand-customized production sizes. For this, a man's fashion brand which is using virtual garment technology is selected. And the Size Korea database is used to develop size specification based on the customers' body shape. This study developed regression equations on body size specifications, which in turn proposed a regression model to proportionately change size specifications of 3D fitting-models. Based on the each body size calculated by the regression model, a standard model is created, and the skeleton-skin algorithm is applied to the regression model to obtain the results of size changes. Then, the 3D model sizes are tested for size changes as well as measured, which verifies that the regression model reflects body size changes.

Optimised ML-based System Model for Adult-Child Actions Recognition

  • Alhammami, Muhammad;Hammami, Samir Marwan;Ooi, Chee-Pun;Tan, Wooi-Haw
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권2호
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    • pp.929-944
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    • 2019
  • Many critical applications require accurate real-time human action recognition. However, there are many hurdles associated with capturing and pre-processing image data, calculating features, and classification because they consume significant resources for both storage and computation. To circumvent these hurdles, this paper presents a recognition machine learning (ML) based system model which uses reduced data structure features by projecting real 3D skeleton modality on virtual 2D space. The MMU VAAC dataset is used to test the proposed ML model. The results show a high accuracy rate of 97.88% which is only slightly lower than the accuracy when using the original 3D modality-based features but with a 75% reduction ratio from using RGB modality. These results motivate implementing the proposed recognition model on an embedded system platform in the future.

퍼지분류기를 이용한 인간의 행동분류 (Behavior-classification of Human Using Fuzzy-classifier)

  • 김진규;주영훈
    • 전기학회논문지
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    • 제59권12호
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    • pp.2314-2318
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    • 2010
  • For human-robot interaction, a robot should recognize the meaning of human behavior. In the case of static behavior such as face expression and sign language, the information contained in a single image is sufficient to deliver the meaning to the robot. In the case of dynamic behavior such as gestures, however, the information of sequential images is required. This paper proposes behavior classification by using fuzzy classifier to deliver the meaning of dynamic behavior to the robot. The proposed method extracts feature points from input images by a skeleton model, generates a vector space from a differential image of the extracted feature points, and uses this information as the learning data for fuzzy classifier. Finally, we show the effectiveness and the feasibility of the proposed method through experiments.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권2호
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

가상 환경에서의 해마 모델에 대한 대화식 형상 분석☆ (Interactive Shape Analysis of the Hippocampus in a Virtual Environment)

  • 김정식;최수미
    • 인터넷정보학회논문지
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    • 제10권5호
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    • pp.165-181
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    • 2009
  • 본 논문은 해마의 형상 분석을 위한 효과적인 모델 표현 방법과 분석 과정에서의 실제감을 향상시키는 스테레오-햅틱 장치 기반의 대화형 가상 환경을 제공한다. 매개변수형 표면 모델과 골격 표현은 해마의 형상을 효과적으로 표현하고 이러한 정보를 옥트리 자료 구조에 저장하여 대화형의 형상 분석 작업을 가능하게 한다. 그리고 골격 기반 정규화 방법은 다양한 모달리티를 갖는 의료 영상으로부터 생성된 3차원 해마 모델들의 위치와 방위를 정확하게 맞추어주는 기능을 수행한다. 또한 본 논문에서는 정상인 해마 형상 집단과 간질 환자 해마 형상 집단의 정확한 분류 작업을 수행하기 위하여 SVM 알고리즘 기반의 분류기 모델을 구축하였다. 실험 결과를 통하여 본 논문에서 제안한 표현 구조는 다양한 단계의 형상 표현을 제공하며 SVM 기반 분류기는 두 집단간 형상 차이를 분석하기 위한 효과적이었음을 확인하였다. 또한 스테레오 디스플레이 장치와 햅틱 장치를 결합한 가상환경은 사용자에게 향상된 공간 인지와 조작력을 제공하기 때문에 의료 분야에서의 해마 모델과 같은 다양한 해부학적 구조에 대한 분석 작업에 효과적으로 활용될 수 있다.

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이미지 변형 기법을 이용한 가상 드레스업 시스템 (Virtual DressUp system by using image deformation method)

  • 김나리;윤종철;이인권
    • 한국컴퓨터그래픽스학회논문지
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    • 제15권2호
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    • pp.1-8
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    • 2009
  • 본 논문에서는 사용자가 입력한 사람의 신체 모델과 모델에 입혀질 옷의 두 이미지를 입력으로 하여 2D상에서 옷과 모델이 잘 어울리게 입혀지는 가상의 드레스 업(Dress up)시스템을 제안한다. 첫 번째 단계에서는 골격 구조의 조인트 정보를 이용하여 옷 이미지를 크게 변형시킨다. 다음으로 옷의 경계에 있는 점들을 샘플링 하여 모델의 경계에 있는 점과 매칭 시키고 그 점들을 이용해 최적화 단계를 거쳐 최종적인 피팅 결과를 도출해 낸다. 두 단계를 거쳐 피팅 된 옷의 경우 평면적으로 보이기 때문에 부자연스러운 결과를 보이게 되므로 자연스러운 렌더링 결과를 위해서 이를 3D로 재구성 (reconstruction)시킨다. 재구성된 3D구조로부터 쉐이딩 정보를 가져와 다시 2D상에서 렌더링을 함으로써 최종적인 결과를 도출하게 된다. 본 연구에서 제안된 시스템을 통해 2D 기반의 가상 옷 시뮬레이션 결과를 얻을 수 있게된다.

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Single Image-Based 3D Tree and Growth Models Reconstruction

  • Kim, Jaehwan;Jeong, Il-Kwon
    • ETRI Journal
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    • 제36권3호
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    • pp.450-459
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    • 2014
  • In this paper, we present a new, easy-to-generate system that is capable of creating virtual 3D tree models and simulating a variety of growth processes of a tree from a single, real tree image. We not only construct various tree models with the same trunk through our proposed digital image matting method and skeleton-based abstraction of branches, but we also animate the visual growth of the constructed 3D tree model through usage of the branch age information combined with a scaling factor. To control the simulation of a tree growth process, we consider tree-growing attributes, such as branching orders, branch width, tree size, and branch self-bending effect, at the same time. Other invisible branches and leaves are automatically attached to the tree by employing parametric branch libraries under the conventional procedural assumption of structure having a local self-similarity. Simulations with a real image confirm that our system makes it possible to achieve realistic tree models and growth processes with ease.