• Title/Summary/Keyword: character generation

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Design and Implementation of Hangul Outline Font Generation Accelerator (한글 외곽선 글자체 생성 가속기의 설계 및 구현)

  • 배종홍;황규철;이윤태;경종민
    • Journal of the Korean Institute of Telematics and Electronics A
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    • v.29A no.2
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    • pp.100-106
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    • 1992
  • In this pape, we designed and implemented a hardware accelerator for the generation of bit map font from Hangul outline font description for LBP (Laser Beam Printer) and screen applications Whole system was implemented as a double size PC/AT application board which consists of processing bolck and display block. The processing block has a master processor (MC68000)and two slave processors which are MC56001 and KAFOG chip responsible for the short vector generation. In the display block, TMS34061 was used for monitor display and GP425 was used for LBP print out. The resolution of the monitor is 640$\times$480 and that of LBP is 2385$\times$3390. The current system called KHGB90-B generates about 100 characters per second where each character consists of 32$\times$32 bits

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Control Technique of a Utility Interactive Photovoltaic Generation System (계통연계형 태양광발전 시스템의 제어기법)

  • Kim, Dae-Gyun;Jeon, Kee-Young;Hahm, Nyun-Gun;Lee, Sang-Chip;Oh, Bong-Hwan;Chung, Choon-Byeong;Kim, Yong-Joo;Han, Kyung-Hee
    • Proceedings of the KIPE Conference
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    • 2005.07a
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    • pp.54-56
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    • 2005
  • The paper proposes the solar photovoltaic power generation system method for photovoltaic system to solve the power shortage due the sudden power demand. So that supplied electric power to system at appearance during surplus electric power minute and unit moment link driving with common use system is available, digital PLL circuit system voltage through composition and phase of solar photovoltatic power generation system to do synchronization do. Feed forward controller was applied to get fast current response Solar cell that is changed by solar radiation always kept the maximum output when it used Step up chopper. The dynamic character had checked through simulation used Matlab Sumulink and confirmed through an experiment.

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Efficient generation of hologram news ticker using N-LUT method

  • Kim, Seung-Cheol;Kim, Eun-Soo
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1375-1378
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    • 2009
  • In this paper, a new method to efficiently generate the holographic news ticker in holographic 3DTV or 3-D movies using N-LUT method is proposed. The proposed method is largely consisted of five steps: construction of the LUT for each character, extraction of characters in news ticker, generation and shift of the CGH pattern for news ticker using the LUT, composition of hologram pattern for 3-D video and news ticker and reconstruct the holographic 3D video with news ticker. From some simulation results confirmed the feasibility of the proposed method in fast generation of CGH patterns for holographic news ticker.

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Analysis of Sensibility Image for Textile Pattern Design Based on the Generation (텍스타일 패턴 유형에 따른 세대간 감성 이미지 차이에 관한 연구)

  • 구희경;김희선
    • Journal of the Korea Fashion and Costume Design Association
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    • v.2 no.2
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    • pp.155-171
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    • 2000
  • This study is to measure and evaluate the sensibility image for textile pattern design based on the generation. Ten patterns classified by a practical survey on the market are presented. A questionnaire has 14 sensibility related words scaled by 7 point semantic differential method. The practical research is performed for 200 women screened by sensibility test for individual character analysis based on the generation. Each subject is answered by a face-to-face interview method to improve survey's accuracy, For statistical test about differences in treatment means, SAS package is used and analyzed through ANOVA, significance probability and mean, In summary, this paper has proposed the sensibility image scale for apparel pattern design to satisfy individual sensibility, The results of this study can be effectively applied to develop textile pattern design based on human sensibility.

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

  • Sura Kim;Sang Il Park
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.159-166
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    • 2023
  • This paper investigates effective methods for implementing motion matching, which is actively used in real-time motion generation applications. The success of motion matching heavily hinges on its simple definition of a feature vector, yet this very definition can introduce significant variance in the outcomes. Our research focuses on identifying the optimal combination of feature vectors that effectively generates desired trajectories in locomotion generation. To this end, we experimented with a range of feature vector combinations and performed an in-depth error analysis to evaluate the results.

A Study on Production of Low Storage Capacity of Character Animation for 3D Mobile Games (3D 모바일 게임용 저용량 3D캐릭터 애니메이션 제작에 관한 연구)

  • Lee Ji-Won;Kim Tae-Yul;Kyung Byung-Pyo
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.107-114
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    • 2005
  • The next generation of 3D mobile games market is becoming increasingly active, more as a result of improvement in the CPU speed of hardware phone, embarkation of 3D engines and high memory capacity, In response to this trend, popular 3D games of PS2 (PlayStation2) and popular online games are being launched as mobile games. However, mobile units have different hardware characteristics compared to those of other platforms such as the PC or the game console. Therefore, mobile game versions of the popular PC games face many limitations in many aspects such as in battery capacity, size of display, capacity of the game, and other user interface issues. Among these many limitations, study for allowing low capacity storage of the game is becoming important. In addition, realistic animation of the 3D character on the small screen of the mobile unit is more important than any other matter. The purpose of this study is to find a solution to providing realistic 3D character animation, and for decreasing the storage capacity of character animation for application in 3D mobile games.

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Character Motion Generation and Control with Hierarchical Parametric Functions (계층적 매개함수를 이용한 캐릭터 동작 생성 및 제어)

  • Ok, Soo-Yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.7
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    • pp.1193-1201
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    • 2008
  • In this paper, we propose a automated techniques for generating the gait animation of humanoid character model required in game applications. The proposed method can generate motion data of various styles with intuitive manipulation, and techniques for editing motion data are also proposed. In addition, we introduce an automated tool for gait animation of character model developed with the proposed method to verify the effectiveness of our method. The proposed method tan be successfully employed in motion authoring tools. In this paper, only the gait animation was considered. However, the proposed method can be applied to various motions and can be utilized as a motion engine that automatically generates proper motion according to the state of the character. The motion engine can express various behavior of the character without requiring motion data base which is usually employed in 3D online games.

An Auto Obstacle Collision Avoidance System using Reinforcement Learning and Motion VAE (강화학습과 Motion VAE 를 이용한 자동 장애물 충돌 회피 시스템 구현)

  • Zheng Si;Taehong Gu;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.4
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    • pp.1-10
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    • 2024
  • In the fields of computer animation and robotics, reaching a destination while avoiding obstacles has always been a difficult task. Moreover, generating appropriate motions while planning a route is even more challenging. Recently, academic circles are actively conducting research to generate character motions by modifying and utilizing VAE (Variational Auto-Encoder), a data-based generation model. Based on this, in this study, the latent space of the MVAE model is learned using a reinforcement learning method[1]. With the policy learned in this way, the character can arrive its destination while avoiding both static and dynamic obstacles with natural motions. The character can easily avoid obstacles moving in random directions, and it is experimentally shown that the performance is improved, and the learning time is greatly reduced compared to existing approach.

Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

A Reform of Two to One Dwelling Unit for Three Generation Family Living of Small Houses (3대 동거가족을 위한 소형 아파트 2호1주택 리폼 연구)

  • Shon Seung Kwang
    • Journal of the Korean housing association
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    • v.16 no.2
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    • pp.83-90
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    • 2005
  • A goal of this research is to propose the remodeling possibility from deteriorated stock apartment housing, to three generation family living in a dwelling unit for low incomes. An apartment housing which was built from 1970s, is accumulated over $55\%$ of the stock housing in Korea, many of them are confront with a rebuilding in a short usage of twenty years below. They are small one, and many of the residence complain narrow and small space compare to economic growth and their needs. This article deals the reform of two to one dwelling units, that it can be use for three generation family living as a new residence, because its spatial character is more controled privacy condition as a four bay spatial organization in the dwelling. The reform simulated in a 10, 13, 14, 15, and 16 pyung, the remodeling size became from 20 to 30 pyung, and its reform can be apply to extend life cycle of a stock confront with redevelopment. The possibility of the reform houses have more intensive privacy in a house compare with same area of new apartment. It tells us that we can recycle the deteriorate apartment house into three generation family living use, and it will be clue to change slum clearance into reform and recycle of deteriorate apartment house.