• 제목/요약/키워드: interface capture

검색결과 150건 처리시간 0.024초

스케치 인터페이스를 이용한 데이터 기반 얼굴 애니메이션 (Data-driven Facial Animation Using Sketch Interface)

  • 주은정;안소민;이제희
    • 한국컴퓨터그래픽스학회논문지
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    • 제13권3호
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    • pp.11-18
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    • 2007
  • 자연스러운 얼굴 애니메이션 생성은 캐릭터 애니메이션 분야에서 중요한 문제이다. 지금까지 얼굴 애니메이션은 3차원 모델링 프로그램을 이용한 전문 애니메이터들의 수작업을 통해 생성되거나, 필요한 움직임 데이터를 직접 동작 캡쳐함으로써 만들어 왔다. 그러나 이러한 방식은 일반 사용자가 쉽게 접근 할 수 없으며 많은 시간과 비용을 요구한다는 단점이 있다. 본 연구에서는 실제에 가깝고 자연스러운 얼굴애니메이션을 만들기 위해, 누구나 쉽게 사용할 수 있는 직관적인 방식의 스케치 인터페이스를 이용하고자 한다. 이를 통해 키-프레임을 생성하는 시스템을 구축하고, 얼굴 캡쳐를 통하여 얻은 데이터로부터 추출한 얼굴 표정간의 전이 정보를 이용하여 키-프레임을 보간하는 방식을 제안한다. 본 시스템은 전문 애니메이터가 아닌 일반 사용자도 쉽고 빠르게 다양한 감점을 표출하며, 동시에 말하는 얼굴 애니메이션을 만들 수 있도록 한다.

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모션캡처 시스템을 위한 추상레이어의 설계 (The Design of Abstract Layer for Motion Capture System)

  • 이희만
    • 한국컴퓨터정보학회논문지
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    • 제12권1호
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    • pp.25-32
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    • 2007
  • 본 논문은 다양한 모션캡처 하드웨어 장비에 독립적인 응용 프로그램을 작성할 수 있도록 단일화된 추상 레이어를 설계하고 구현하였다. 설계한 추상레이어의 기능을 테스트하고 검증하기 위하여 광학식 모션캡처 시스템과 기계식 모션 캡처 시스템을 각각 AOA 파일과 BVH 파일을 이용하여 에뮬레이션 하였다. 응용 프로그램에서 추상레이어 함수의 호출에 의해 광학식 및 기계식 모션캡처 시스템을 각각 구동하고 시간에 따른 프레임 데이터를 Direct3D를 이용하여 애니메이션 하였다.

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Stereo 360 VR을 위한 실시간 압축 영상 획득 시스템 (Real-Time Compressed Video Acquisition System for Stereo 360 VR)

  • 최민수;백준기
    • 방송공학회논문지
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    • 제24권6호
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    • pp.965-973
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    • 2019
  • 본 논문에서는 Stereo 4K@60fps 360 VR 실시간 영상 획득 시스템을 영상 스트림 획득과 영상 인코딩(encoding), 영상 스티칭(stitching) 모듈로 나누어 설계하였다. 시스템은 6대의 카메라로부터 HDMI Interface를 통해 획득된 6개의 2K@60fps의 영상 스트림을 스티칭을 통하여 실시간으로 Stereo 4K@60fps 360 VR 영상을 획득한다. 영상 획득 단계에서는 멀티 스레드(Multi-Thread)를 이용하여 각 카메라로부터 실시간으로 영상 스트림을 획득하였다. 영상 인코딩 단계에서는 영상 획득과 영상 스티칭 모듈 간의 전송 리소스를 줄이기 위하여 멀티 스레드를 이용한 Raw Frame 메모리 전송과 병렬 인코딩을 하였다. 영상 스티칭 단계에서는 스티칭 Calibration 전처리작업을 통하여 스티칭 실시간성을 확보하였다.

Human-Computer Interaction Based Only on Auditory and Visual Information

  • Sha, Hui;Agah, Arvin
    • Transactions on Control, Automation and Systems Engineering
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    • 제2권4호
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    • pp.285-297
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    • 2000
  • One of the research objectives in the area of multimedia human-computer interaction is the application of artificial intelligence and robotics technologies to the development of computer interfaces. This involves utilizing many forms of media, integrating speed input, natural language, graphics, hand pointing gestures, and other methods for interactive dialogues. Although current human-computer communication methods include computer keyboards, mice, and other traditional devices, the two basic ways by which people communicate with each other are voice and gesture. This paper reports on research focusing on the development of an intelligent multimedia interface system modeled based on the manner in which people communicate. This work explores the interaction between humans and computers based only on the processing of speech(Work uttered by the person) and processing of images(hand pointing gestures). The purpose of the interface is to control a pan/tilt camera to point it to a location specified by the user through utterance of words and pointing of the hand, The systems utilizes another stationary camera to capture images of the users hand and a microphone to capture the users words. Upon processing of the images and sounds, the systems responds by pointing the camera. Initially, the interface uses hand pointing to locate the general position which user is referring to and then the interface uses voice command provided by user to fine-the location, and change the zooming of the camera, if requested. The image of the location is captured by the pan/tilt camera and sent to a color TV monitor to be displayed. This type of system has applications in tele-conferencing and other rmote operations, where the system must respond to users command, in a manner similar to how the user would communicate with another person. The advantage of this approach is the elimination of the traditional input devices that the user must utilize in order to control a pan/tillt camera, replacing them with more "natural" means of interaction. A number of experiments were performed to evaluate the interface system with respect to its accuracy, efficiency, reliability, and limitation.

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PSD센서모듈 기반 단안 모션캡쳐 시스템 (PSD Sensor Module Based Monocular Motion Capture System)

  • 김유건;유영기;오춘석
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2006년 학술대회 논문집 정보 및 제어부문
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    • pp.582-584
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    • 2006
  • This paper describes a monocular PSD-based motion capture sensor to employ with commercial video game systems such as Microsoft's XBOX and Sony's Playstation II. The system compact, low-cost, and only requires a one-time calibration at the factory. The system includes a PSD(Position Sensitive Detector) and active infrared (IR) LED markers that are placed on the object to be tracked. The PSD sensor is placed in the focal plane of a wide-angle lens. The micro-controller calculates the 3D position of the markers using only the measured intensity and 2D position on the PSD. A series of experiments were performed to evaluate the performance of our prototype system. From the experimental results we see that the proposed system's compact size, low-cost, ease of installation, and high frame rates are suitable for high speed motion tracking in games.

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Charge Pumping 기술을 응용한 열화된 SONOSFET 비휘발성 기억소자의 Si-SiO$_2$ 계면트랩에 관한 연구 (A Study on the Si-SiO$_2$Interface Traps of the Degraded SONOSFET Nonveolatile Memories with the Charge Pumping Techniques)

  • 김주열;김선주;이성배;이상배;서광열
    • 한국전기전자재료학회:학술대회논문집
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    • 한국전기전자재료학회 1994년도 추계학술대회 논문집
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    • pp.59-64
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    • 1994
  • The Si-SiO$_2$interface trpas of the degraded short-channel SONOSFET memory devices were investigated using the charge pumping techniques. The degradation of devices with write/erase cycle appeared as the increase of the Si-SiO$_2$interface trap density. In order to determine the capture cross-section of the interface trap. I$\_$CP/-V$\_$GL/ characteristic curves were measured at different temperatures. Also, the spatial distributions of Si-SiO$_2$interface trap were examined by the variable-reverse bias boltage method.

Developing a Simulator of the Capture Process in Towed Fishing Gears by Chaotic Fish Behavior Model and Parallel Computing

  • Kim Yong-Hae;Ha Seok-Wun;Jun Yong-Kee
    • Fisheries and Aquatic Sciences
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    • 제7권3호
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    • pp.163-170
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    • 2004
  • A fishing simulator for towed fishing gear was investigated in order to mimic the fish behavior in capture process and investigate fishing selectivity. A fish behavior model using a psycho-hydraulic wheel activated by stimuli is established to introduce Lorenz chaos equations and a neural network system and to generate the components of realistic fish capture processes. The fish positions within the specified gear geometry are calculated from normalized intensities of the stimuli of the fishing gear components or neighboring fish and then these are related to the sensitivities and the abilities of the fish. This study is applied to four different towed gears i.e. a bottom trawl, a midwater trawl, a two-boat seine, and an anchovy boat seine and for 17 fish species as mainly caught. The Alpha cluster computer system and Fortran MPI (Message-Passing Interface) parallel programming were used for rapid calculation and mass data processing in this chaotic behavior model. The results of the simulation can be represented as animation of fish movements in relation to fishing gear using Open-GL and C graphic programming and catch data as well as selectivity analysis. The results of this simulator mimicked closely the field studies of the same gears and can therefore be used in further study of fishing gear design, predicting selectivity and indoor training systems.

Finite element analyses of the stability of a soil block reinforced by shear pins

  • Ouch, Rithy;Ukritchon, Boonchai;Pipatpongsa, Thirapong;Khosravi, Mohammad Hossein
    • Geomechanics and Engineering
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    • 제12권6호
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    • pp.1021-1046
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    • 2017
  • The assessment of slope stability is an essential task in geotechnical engineering. In this paper, a three-dimensional (3D) finite element analysis (FEA) was employed to investigate the performance of different shear pin arrangements to increase the stability of a soil block resting on an inclined plane with a low-interface friction plane. In the numerical models, the soil block was modeled by volume elements with linear elastic perfectly plastic material in a drained condition, while the shear pins were modeled by volume elements with linear elastic material. Interface elements were used along the bedding plane (bedding interface element) and around the shear pins (shear pin interface element) to simulate the soil-structure interaction. Bedding interface elements were used to capture the shear sliding of the soil on the low-interface friction plane while shear pin interface elements were used to model the shear bonding of the soil around the pins. A failure analysis was performed by means of the gravity loading method. The results of the 3D FEA with the numerical models were compared to those with the physical models for all cases. The effects of the number of shear pins, the shear pin locations, the different shear pin arrangements, the thickness and the width of the soil block and the associated failure mechanisms were discussed.

충격파에서의 물성치 진동현상에 대한 분석과 M-AUSMPW+ 수치기법 개발 (Analysis of Oscillatory Behaviors in Shock Waves and Development of M-AUSMPW+)

  • 김규홍;이경태;김종암;노오현
    • 한국항공우주학회지
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    • 제30권2호
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    • pp.21-29
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    • 2002
  • 각 수치기법별로 충격파 주위에서 발생하는 진동현상의 원인을 분석하여 단조성을 유지하면서 충격파를 정확하게 포착할 수 있는 M-AUSMPW+를 개발하였다. 제어면과 음속천이 점 위치에 대하여 FVS계열 수치 기법과 ASUM계열 수치기법들이 충격파 포착시 나타내는 특성들을 분석하였고 충격파 주위의 수치진동의 원인을 찾아내었다. 음속천이점의 위치를 계산하고 이를 통해 충격파 영역에서의 물리 현상을 정확하게 반영함으로써 기존 AUSM계열 수치기업이 가지는 충격과 주위의 물성치 진동현상을 근본적으로 제거 할 수 있었다.

비동기 인터페이스를 지원하는 정원 수준 합성 시스템의 설계 (Design of a High-Level Synthesis System Supporting Asynchronous Interfaces)

  • 이형종;이종화;황선영
    • 전자공학회논문지A
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    • 제31A권2호
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    • pp.116-124
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    • 1994
  • This paper describes the design of a high-level synthesis system. ISyn: Interface Synthesis System for ISPS-A. which generates hardware satisfying timing constraints. The original version of ISPS is extended to be used for the description/capture of interface operations and timing constraints in the ISPS-A. To generate the schedule satisfying interface constraints the scheduling process is divided into two steps:pre-scheduling and post-scheduling. ISyn allocates hardware modules with I/O ports by the clique partitioning algorithm. Experimental results show that ISyn is capable of synthesizing hardware modules effectively for internal and/or interactive operations.

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