• Title/Summary/Keyword: motion-graphic

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Development of Real-time Multibody Vehicle Dynamics Software Part II: Preprocessor and Postprocessor Using MATLAB GUI and VR Toolbox (실시간 다물체 차량동역학 소프트웨어 개발 Part II: Matlab GUI와 VR Toolbox를 이용한 전후처리 프로그램)

  • Ha, Kyoung-Nam;Jeong, Wan-Hee;Kim, Sung-Soo;Jung, Do-Hyun;Tak, Tae-Oh
    • Transactions of the Korean Society of Automotive Engineers
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    • v.17 no.1
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    • pp.169-175
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    • 2009
  • Real-time multibody vehicle dynamics software has been developed for virtual handling tests. The software can be utilized for HILS(Hardware In the Loop Simulations) and consists of three modules such as a graphical vehicle modeling preprocessor, a real time dynamics solver, and a virtual reality graphic postprocessor for virtual handling tests. In the graphical vehicle modeling preprocessor, vehicle hard point data for a suspension model are automatically converted into multibody vehicle model. In the real time dynamics solver, the efficient subsystem synthesis method is used to create multibody equations of motion for a subsystem by a subsystem. In the virtual reality graphic postprocessor, an animator has been also developed by using Matlab Virtual Reality Toolbox for virtual handling tests.

Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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Visualization and Workspace Analysis of Manipulator using the Input Device in Virtual Environment (가상 환경에서 입력장치를 이용한 매니퓰레이터의 작업영역 분석 및 시각화)

  • Kim Sung Hyun;Song Tae Gil;Yoon Ji Sup;Lee Geuk
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.22-27
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    • 2004
  • To handle the high level radioactive materials such a spent fuel, the master-slave manipulaters (MSM) are wide1y used as a remote handling device in nuclear facilities such as the hot cell with sealed and shielded space. In this paper, the Digital Mockup which simulates the remote operation of the Advanced Conditioning Process(ACP) is developed. Also, the workspace and the motion of the slave manipulator, as well as, the remote operation task should be analyzed. The process equipment of ACP and Maintenance/Handling Device are drawn in 3D CAD model using IGRIP. Modeling device of manipulator is assigned with various mobile attributes such as a relative position, kinematics constraints, and a range of mobility. The 3D graphic simulator using the extermal input device of spare ball displays the movement of manipulator. To connect the exterral input device to the graphic simulator, the interface program of external input device with 6 DOF is deigned using the Low Level Tele-operation Interface(LLTI). The experimental result show that the developed simulation system gives much-improved human interface characteristics and shows satisfactory reponse characteristics in terms of synchronization speed. This should be useful for the development of work`s education system in the environment.

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The study on the visualization of paralinguistic phonetic information for creative motion typography (창의적 모션 타이포그라피를 위한 준 음성정보의 시각화 연구)

  • Park, Sun-Mi;Yoon, Young-Doo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.267-272
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    • 2006
  • The motion-graphic have been a more important factor in image illustration and typography since the development of visual culture was advanced. Therefore the visualized case of intented content with the creative typography is easily seen in television CF, movies and web pages. They suggest that variable factors such as language, time, shape, motion, color and sound should be applied and produced to motion typogaraphy. But the physiologic features as sex, age, health status, illness and physical size have an important effect in the communication process. So, the more effective result were gained than the fast-developing other mass media if these features were applied to the motion typography with semi-language speciality.

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The Expression of Computer Graphic Movement by The Phenomenon in Motion of Center of Mass at A Collision of Bodies (물체의 충돌 시 질량 중심의 위치이동 효과의 컴퓨터그래픽 표현)

  • 정병태
    • Journal of the Korea Computer Industry Society
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    • v.2 no.6
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    • pp.853-858
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    • 2001
  • When an absolute elastic collision occurs between a motion body and the another body inside a closed space, according to the current physical law and thus a computer graphical expression, it is defined that the center of mass of the closed space is not moved. This paper defines a physical law which includes a minor facts of the center of mass of a closed space moves during an absolute elastic collision occurs between a motion body and another body inside a closed space. The law defined in this paper has been verified using approximate lab equipments, and using this, graphical expression models and mathematical expressions for an absolute elastic collision between two bodies inside a closed space are del ed. When the minor effects of the center of mass moves is applied to the multi-body dynamic simulation program or haptic program, more accurate motion could be expressed. This definition can also be applied to an animation movie or other graphical motion expression for more realistic expression.

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Simulation of Virtual Marionette with 3D Animation Data (3D Animation Data를 활용한 가상 Marionette 시뮬레이션)

  • Oh, Eui-Sang;Sung, Jung-Hwan
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.1-9
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    • 2009
  • A doll created by various materials is a miniature based on human model, and it has been one of components in a puppet show to take some responsibility for human's culture activity. However, demand and supply keeps on the decrease in the puppet show industry, since professional puppeteer has been reduced rapidly, and also it is difficult to initiate into the skill. Therefore, many studies related Robotic Marionette for automation of puppet show have been internationally accompanied, and more efficient structure design and process development are required for better movement and express of puppet with motor based controller. In this research, we suggest the effective way to enable to express the marionette's motion using motion data based on motion capture and 3D graphic program, and through applying of 3D motion data and proposal of simulation process, it will be useful to save time and expenses when the Robotic Marionette System is practically built.

A Study on the Production Characteristics of Anaglyph Motion Graphic Images by Digital Camera and Color Compositing (애너그리프(Anaglyph) 3D 입체모션그래픽 제작방법에 대한 연구 : 카메라 포지셔닝과 색상합성법을 중심으로)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.165-176
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    • 2008
  • In the future there would be many kinds of digital images for many industrial markets. 3D stereoscopic images for variable fields; medical operation, film and animation, broadcasting, internet, game, or design for art and architecture. And many people to work about computer programming, and digital image making will concern about it more and more. However, these kinds works and studies are focused on the professional technical fields like 3D display or computer programming technology so far. To revitalize the market of a variable stereoscopic contents, there should build up the foundation for easy processing of the making stereoscopic images. This paper is based on stereoscopic making skills for anaglyph system. An anaglyph system has an old history about making stereoscopic images, and very simple method to produce the stereoscopic images. Particularly this study is focused on color compositing technique, and camera positioning on the compositing system. It will help optimization of the environments to create 3D motion graphic and animation contents.

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Algorithmic Proposal of Optimal Loading Pattern and Obstacle-Avoidance Trajectory Generation for Robot Palletizing Simulator (로봇 팔레타이징 시뮬레이터를 위한 적재 패턴 생성 및 시변 장애물 회피 알고리즘의 제안)

  • Yu, Seung-Nam;Lim, Sung-Jin;Kim, Sung-Rak;Han, Chang-Soo
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.11
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    • pp.1137-1145
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    • 2007
  • Palletizing tasks are necessary to promote efficient storage and shipping of boxed products. These tasks, however, involve some of the most monotonous and physically demanding labor in the factory. Thus, many types of robot palletizing systems have been developed, although many robot motion commands still depend on the teach pendant. That is, the operator inputs the motion command lines one by one. This is very troublesome and, most importantly, the user must know how to type the code. We propose a new GUI(Graphic User Interface) for the palletizing system that is more convenient. To do this, we used the PLP "Fast Algorithm" and 3-D auto-patterning visualization. The 3-D patterning process includes the following steps. First, an operator can identify the results of the task and edit them. Second, the operator passes the position values of objects to a robot simulator. Using those positions, a palletizing operation can be simulated. We chose a widely used industrial model and analyzed the kinematics and dynamics to create a robot simulator. In this paper we propose a 3-D patterning algorithm, 3-D robot-palletizing simulator, and modified trajectory generation algorithm, an "overlapped method" to reduce the computing load.

Powerflow Simulation Software of the Automotive Powertrain through the Combination of the Components (I): Development of the Automatic Powerflow Generation Module (요소결합을 통한 파워트레인 시뮬레이션 소프트웨어 (I): 동력흐름 자동생성 모듈 개발)

  • 이승종;서정민
    • Journal of the Korean Society for Precision Engineering
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    • v.21 no.2
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    • pp.43-51
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    • 2004
  • In this paper, the element combination algorithm for designing an arbitrary type of the automatic transmissions is proposed. The powertrain simulation software using this algorithm is then developed. The deliveries of the angular velocities and torques are only considered for the motion characteristics of the automatic transmissions. The effects of the vibration and noise are not considered. The automatic transmission is defined by the basic elements, i.e., planetary gear set, clutch, brake, shaft, general gear, and inertia. The transmission system is defined by the combination of these elements. The element combination matrices automatically generate the equations of motion for each shift. The self error-correcting algorithm is also developed to verify the element combination algorithm. This automotive powertrain simulation/design software with user-friendly graphic user interface has two main modules. The first module, the automatic powerflow generation module, mainly consists of the automatic powerflow and component generation algorithms. This paper covers the theory and application for the first module. The second module deals with the automatic system generation algorithm and will be discussed in the second paper.

An Application of Triple Segmental System in Golf Swing through an Inverse Dynamics Function (Inverse Dynamics 함수를 이용한 골프스윙 3분절 시스템의 적용)

  • Lim, Jung;Moon, Gun-Pil
    • Korean Journal of Applied Biomechanics
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    • v.15 no.2
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    • pp.57-67
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    • 2005
  • The purpose of this study was to analyze the kinetic factors of the golf driver swing using the Inverse Dynamics function. For this purpose, joint force were calculated. In order to test the possibility of Inverse Dynamics function(motion-dependent interaction), a triple segmental system was set for wrist, left shoulder and lumbar and joint force working on the anatomical joint region was estimated. For this study, 7 professional golfers were sampled, and then, their driver swings were recorded with two high-speed digital video cameras (180 frames/sec.) to be synthesized into 3-dimensional images and coordinated. Then, Eular's equation was used to produce some kinematic data, which were used to calculate joint force and torque with Newton's function. All data were calculated using LabVIEW 6.1 graphic program. The results of this study can be summarized as follows; It was found that the joint force was generated on wrist, shoulder and lumbar joints in the direction of the target, and that the joint force was stronger in the direction of target immediately before impact. The joint force was generated towards the target to activate the nodes, and then, it was generated in the reverse direction to increase the speed during impact.