• 제목/요약/키워드: motion synthesis

검색결과 156건 처리시간 0.026초

조향 운동을 고려한 5-SS 멀티링크 현가장치의 근사 합성 (Approximate Synthesis of 5-SS Multi Link Suspension Systems for Steering Motion)

  • 김선평;심재경;안병의;이언구
    • 대한기계학회논문집A
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    • 제25권1호
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    • pp.32-38
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    • 2001
  • This paper presents an approximate synthesis of 5-SS multi link suspension for 2 D.O.F motions. In the proposed synthesis method, alteration curves of camber, toe, kingpin and caster angles are optimized during the bump rebound and the steering motions. And joint positions can be located within desired boundari es. Especially, steering motions are considered for control of kingpin offset and caster trail. Prescribed motions contain both wheel center positions and imaginary kingpin axes in the multi link type suspension. Constraint equations are formulated with di splacement matrix and velocity matrix using instantaneous screw axis.

부싱 요소를 이용한 평면 4 절 기구의 강체 유도 기구 합성 (Mechanism synthesis of Planar Four-bar Linkage for rigid body guidance by bushing elements)

  • 유홍희;홍정렬
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2014년도 추계학술대회 논문집
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    • pp.464-466
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    • 2014
  • The mechanism synthesis methods, graphical, analytical and computer-aided technique have been proposed for selecting and scaling mechanical system. According to developing computation tools, mechanism could be synthesized much faster and more correct than previous analytical ways by improved techniques. In this paper, the improved synthesis method is proposed to solve body guidance synthesis problem. To perform the mechanism synthesis for body guidance, a planar linkage is modeled as a set of free three bushings located in design space. The values of bushing stiffness and x, y position of bushings yielding a desired functional requirement related to input motion are found by using an optimization technique.

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Technology Trends for Motion Synthesis and Control of 3D Character

  • Choi, Jong-In
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.19-26
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    • 2019
  • In this study, we study the development and control of motion of 3D character animation and discuss the development direction of technology. Character animation has been developed as a data-based method and a physics-based method. The animation generation technique based on the keyframe method has been made possible by the development of the hardware technology, and the motion capture device has been used. Various techniques for effectively editing the motion data have appeared. At the same time, animation techniques based on physics have emerged, which realistically generate the motion of the character by physically optimized numerical computation. Recently, animation techniques using machine learning have shown new possibilities for creating characters that can be controlled by the user in real time and are expected to be developed in the future.

MPEG-4 AVC를 위한 고속 다해상도 움직임 추정기의 하드웨어 구현 (Hardware Implementation of Past Multi-resolution Motion Estimator for MPEG-4 AVC)

  • 임영훈;정용진
    • 한국통신학회논문지
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    • 제29권11C호
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    • pp.1541-1550
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    • 2004
  • 본 논문에서는 다해상도 움직임 추정 알고리즘을 이용하여 모션 리터를 검색하는 고속 다해상도 움직임 추정기에 대한 하드웨어 구조를 제안한다. 동영상 압축기술인 MPEG-4 AVC 전체 구성 중에서 핵심 부분인 움직임 추정 모듈을 하드웨어로 설계하기 위하여 기본적인 구조를 구성하고 높은 화질로 실시간 부호화를 할 수 있도록 고속 움직임 검색을 위해 특수하게 설계된 램 구주 메모리 공유, 4화소x4화소 Motion Vector 추출 등과 같은 기술들을 사용하여 전체 움직임 검색기를 구현하였다. 구현된 전체 모듈은 Altera(사)의 Excalibur 디바이스를 이용한 FPGA 구성을 통해 검증하고 최종적으로 Samsung STD130 0.18um CMOS Cell Library를 이용하며 합성 및 검증을 하였다. 이렇게 검증된 구조의 성능은 ASIC으로 구현할 경우 최대 동작 주파수가 약 140MHz이며 QCIF(176화소x144화소) 사이즈 기준으로 초당 약 1100프레임, 4CIF(704화소x576화구 사이즈 기준으로 초당 약 70프레임의 움직임을 검색할 수 있다 본 성능은 하드웨어 기반의 MPEG-4 AVC 실시간 부호화기를 설계하기에 적합한 구조임을 보여준다.

스포츠 동영상의 모자익을 위한 이동계수의 계층적 향상 (Hierrachical manner of motion parameters for sports video mosaicking)

  • 이재철;이수종;고영훈;노흥식;이완주
    • 정보학연구
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    • 제7권2호
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    • pp.93-104
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    • 2004
  • 스포츠 중계 영상과 같은 동영상은 카메라의 줌과 팬에 의한 화면 전역 이동이 크게 발생하며, 적은 수의 특징점 및 다수의 불규칙 운동 개체들로 인하여 이동 해석이 매우 어렵다. 본 논문에서는 이러한 다이나믹한 동영상의 전역 이동 계수를 추출하기 위한 새로운 알고리듬을 제안하고, 이를 개체 추적 시스템에서의 이동 보상과 파노라마 합성에 이용할 수 있도록 하였다. 인접 프레임 사이의 이동을 연속적으로 적용할 때, 누적되는 오차를 최소화하기 위하여, 다중 프레임 간의 이동으로부터, 사이 프레임들 간의 이동을 보간하는 방법을 제안하였다. 여기서 아핀 변환 또는 원근 투영 변환을 하나의 정방 행렬로 보고, 미소 이동을 갖는 행렬의 거듭제곱으로 분할하는 문제를 제시하고, 뉴튼 랩슨 방법을 벡터와 행렬 행태로 변형하여 풀이하는 방법을 제안하였고 매우 효율적으로 계산할 수 있음을 보였다. 이를 다수의 프레임 사이에서 재 계산된 이동과의 오차의 분할에 이용하고, 같은 방법을 계층적으로 수행하는 이동 계수의 향상 방법을 제안하였다. 제안된 방법은 방송용 특수 효과의 연출과 비디오 인덱싱 등의 응용 분야에 활용할 수 있다.

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전역탐색 알고리즘을 이용한 움직임 추정 보상부 설계 및 검증 (Design and Verification of the Motion Estimation and Compensation Unit Using Full Search Algorithm)

  • 진군선;강진아;임재윤
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2004년도 하계종합학술대회 논문집(2)
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    • pp.585-588
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    • 2004
  • This paper describes design and verification of the motion estimation and compensation unit using full search algorithm. Video processor is the key device of video communication systems. Motion estimation is the key module of video processor. The technologies of motion estimation and compensation unit are the core technologies for wireless video telecommunications system, portable multimedia systems. In this design, Verilog simulator and logic synthesis tools are used for hardware design and verification. In this paper, motion estimation and compensation unit are designed using FPGA, coded in Verilog HDL, and simulated and verified using Xilinx FPGA.

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Effects of spatial variability of earthquake ground motion in cable-stayed bridges

  • Ferreira, Miguel P.;Negrao, Joao H.
    • Structural Engineering and Mechanics
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    • 제23권3호
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    • pp.233-247
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    • 2006
  • Most codes of practice state that for large in-plane structures it is necessary to account for the spatial variability of earthquake ground motion. There are essentially three effects that contribute for this variation: (i) wave passage effect, due to finite propagation velocity; (ii) incoherence effect, due to differences in superposition of waves; and (iii) the local site amplification due to spatial variation in geological conditions. This paper discusses the procedures to be undertaken in the time domain analysis of a cable-stayed bridge under spatial variability of earthquake ground motion. The artificial synthesis of correlated displacements series that simulate the earthquake load is discussed first. Next, it is described the 3D model of the International Guadiana Bridge used for running tests with seismic analysis. A comparison of the effects produced by seismic waves with different apparent propagation velocities and different geological conditions is undertaken. The results in this study show that the differences between the analysis with and without spatial variability of earthquake ground motion can be important for some displacements and internal forces, especially those influenced by symmetric modes.

Generating a Ball Sport Scene in a Virtual Environment

  • Choi, Jongin;Kim, Sookyun;Kim, Sunjeong;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권11호
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    • pp.5512-5526
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    • 2019
  • In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user's, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.

$H_\infty$ control of contact position and force of a manipulator

  • Lee, Sangmoo;Yae, Harold
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1994년도 Proceedings of the Korea Automatic Control Conference, 9th (KACC) ; Taejeon, Korea; 17-20 Oct. 1994
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    • pp.440-445
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    • 1994
  • An application of H$_{\infty}$ synthesis to contact control of a manipulator is suggested. Based on computed torque linearization of a manipulator, a target dynamics for contact motion control is defined and used as a reference model. The target dynamics relates position and force errors through free motion impedance and force error compensators. The H$_{\infty}$ control synthesis is adopted to find an optimum the compensator for position tied force control in various directions of the end-effector. The optimization is performed on the augmented criteria, which trades off the sensitivity function of the errors and the input load at the joints. A design example of the compensator is provided that meets the design specifications.s.

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View synthesis with sparse light field for 6DoF immersive video

  • Kwak, Sangwoon;Yun, Joungil;Jeong, Jun-Young;Kim, Youngwook;Ihm, Insung;Cheong, Won-Sik;Seo, Jeongil
    • ETRI Journal
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    • 제44권1호
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    • pp.24-37
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    • 2022
  • Virtual view synthesis, which generates novel views similar to the characteristics of actually acquired images, is an essential technical component for delivering an immersive video with realistic binocular disparity and smooth motion parallax. This is typically achieved in sequence by warping the given images to the designated viewing position, blending warped images, and filling the remaining holes. When considering 6DoF use cases with huge motion, the warping method in patch unit is more preferable than other conventional methods running in pixel unit. Regarding the prior case, the quality of synthesized image is highly relevant to the means of blending. Based on such aspect, we proposed a novel blending architecture that exploits the similarity of the directions of rays and the distribution of depth values. By further employing the proposed method, results showed that more enhanced view was synthesized compared with the well-designed synthesizers used within moving picture expert group (MPEG-I). Moreover, we explained the GPU-based implementation synthesizing and rendering views in the level of real time by considering the applicability for immersive video service.