• Title/Summary/Keyword: physics-based animation

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A Physics based Animation Framework utilizing JBullet (JBullet을 활용한 물리 기반 애니메이션 프레임워크)

  • An, Jihye;Jeong, YunSang;Park, Jinho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.839-842
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    • 2016
  • 우리는 JBullet을 활용하여 키네틱 아트 제작 과정 중 실험에 대한 시간과 비용을 줄일 수 있도록 키네틱 아트에 초점을 맞춘 3D 물리 애니메이션 프레임워크를 제안한다. 우리는 기계 구조에 따라 모델, 충돌처리, 제약조건, 외력을 제공하고 이들의 연결이 어떻게 기계적으로 동작하는지 쉽게 확인이 가능하도록 한다. 이를 통해 제안하는 물리 기반 애니메이션 프레임워크가 키네틱 아트 제작을 위한 기계 구조 실험을 대체하여 사용이 가능함을 보인다.

An Unreal Engine Plugin for Text-based Runtime Animation Generation with a Motion Diffusion Model (Motion Diffusion Model 을 활용한 텍스트 기반 언리얼 엔진 런타임 애니메이션 생성 플러그인)

  • Suho Park;Jaehoon Lee;YongHyeon Jo;Haechan Je;Daniel Cha;Hyungjoon Koo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.731-732
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    • 2023
  • 언리얼 엔진 기반의 메타버스나 실시간 게임 환경에서 캐릭터의 맞춤형 동작이 필요한 경우가 있다. 본 논문은 모션 디퓨전 모델을 활용하여 특정 동작을 자동 생성하는 기능을 제공하는 언리얼 엔진 플러그인을 제시한다. 특히 사용자가 텍스트로 신체 동작이나 감정 표현을 기술해 입력값으로 제공하면 서버에서 모션 디퓨전 모델로 애니메이션을 실시간으로 생성한 후, 언리얼엔진 클라이언트에서 후처리하여 사용자의 캐릭터에 실시간으로 적용하는 방식으로 구현했다.

Dynamic Remeshing for Real-Time Representation of Thin-Shell Tearing Simulations on the GPU

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.12
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    • pp.89-96
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    • 2023
  • In this paper, we propose a GPU-based method for real-time processing of dynamic re-meshing required for tearing cloth. Thin shell materials are used in various fields such as physics-based simulation/animation, games, and virtual reality. Tearing the fabric requires dynamically updating the geometry and connectivity, making the process complex and computationally intensive. This process needs to be fast, especially when dealing with interactive content. Most methods perform re-meshing through low-resolution simulations to maintain real-time, or rely on an already segmented pattern, which is not considered dynamic re-meshing, and the quality of the torn pattern is low. In this paper, we propose a new GPU-optimized dynamic re-meshing algorithm that enables real-time processing of high-resolution fabric tears. The method proposed in this paper can be used for virtual surgical simulation and physics-based modeling in games and virtual environments that require real-time, as it allows dynamic re-meshing rather than pre-split meshes.

Fast GPU Computation of the Mass Properties of a General Shape and its Application to Buoyancy Simulation

  • Kim, Jin-Wook;Kim, Soo-Jae;Ko, Hee-Dong;Terzopoulos, Demetri
    • 한국HCI학회:학술대회논문집
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    • 2007.02c
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    • pp.326-333
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    • 2007
  • To simulate solid dynamics,a we must com-pute the mass, the center of mass, and the products of inertia about the axes of the body of interest. These mass property computations must be continuously re-peated for certain simulations with rigid bodies or as the shape of the body changes. We introduce a GPU-friendly algorithm to approximate the mass properties for an arbitrarily shaped body. Our algorithm converts the necessary volume integrals into surface integrals on a projected plane. It then maps the plane into a frame-buffer in order to perform the surface integrals rapidly on the GPU. To deal with non-convex shapes, we use a depth-peeling algorithm. Our approach is image-based; hence, it is not restricted by the mathematical or geometric representation of the body, which means that it can efficiently compute the mass properties of any object that can be rendered on the graphics hardware. We compare the speed and accuracy of our algorithm with an analytic algorithm, and demonstrate it in a hydrostatic buoyancy simulation for real-time applications, such as interactive games.

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A Supervised Learning Framework for Physics-based Controllers Using Stochastic Model Predictive Control (확률적 모델예측제어를 이용한 물리기반 제어기 지도 학습 프레임워크)

  • Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.1
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    • pp.9-17
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    • 2021
  • In this paper, we present a simple and fast supervised learning framework based on model predictive control so as to learn motion controllers for a physic-based character to track given example motions. The proposed framework is composed of two components: training data generation and offline learning. Given an example motion, the former component stochastically controls the character motion with an optimal controller while repeatedly updating the controller for tracking the example motion through model predictive control over a time window from the current state of the character to a near future state. The repeated update of the optimal controller and the stochastic control make it possible to effectively explore various states that the character may have while mimicking the example motion and collect useful training data for supervised learning. Once all the training data is generated, the latter component normalizes the data to remove the disparity for magnitude and units inherent in the data and trains an artificial neural network with a simple architecture for a controller. The experimental results for walking and running motions demonstrate how effectively and fast the proposed framework produces physics-based motion controllers.

Realtime Fire Simulation and Rendering on Mobile Environment (모바일 환경에서 불꽃의 실시간 시뮬레이션과 렌더링)

  • Woo, Sang-Hyuk;Jo, Mi-Ri-Na;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.10 no.7
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    • pp.934-943
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    • 2007
  • This paper presents a real-time fire simulation on the mobile phone using stable fluid animation techniques. Stable and fast fluid simulation methods are developed in PC and console games, but fluid simulation and interactive fluid models require too much system resources for applying on mobile environment. We studied and implemented physics-based models for fluids like fire and smoke effects using billboard and stable fluids simulation method on mobile 3D system. The mobile platform of our system is WIPI, which is the standard mobile platform in Korea, also we adopted NF3D API for our 3D programming API. We implemented real-time fire simulation and added it in mobile 3D game, "Rupee Story".

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A Development of Auto-Calibration for Initial Soil Condition in K-DRUM Model (K-DRUM 개선을 위한 초기토양함수 자동보정기법 개발)

  • Park, Jin-Hyeog;Hur, Young-Teck
    • Journal of Korean Society for Geospatial Information Science
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    • v.17 no.2
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    • pp.71-79
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    • 2009
  • In this study, a distributed rainfall-runoff model, K-DRUM, based on physical kinematic wave was developed to simulate temporal and spatial distribution of flood discharge considering grid rainfall and grid based GIS hydrological parameters. The developed model can simulate temporal and spatial distribution of surface flow and sub-surface flow during flood period, and input parameters of ASCII format as pre-process can be extracted using ArcView. Output results of ASCII format as post-process can be created to express distribution of discharge in the watershed using GIS and express discharge as animation using TecPlot. an auto calibration method for initial soil moisture conditions that have an effect on discharge in the physics based K-DRUM was additionally developed. The baseflow for Namgang Dam Watershed was analysed to review the applicability of the developed auto calibration method. The accuracy of discharge analysis for application of the method was evaluated using RMSE and NRMSE. Problems in running time and inaccuracy setting using the existing trial and error method were solved by applying an auto calibration method in setting initial soil moisture conditions of K-DRUM.

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The Characteristics of Light in Digital Space (디지털공간에 있어서 빛의 특성)

  • 홍승대
    • Archives of design research
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    • v.15 no.4
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    • pp.77-86
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    • 2002
  • 3D computer applications provide various functions such as modeling, rendering, animation, lighting and so on. Lighting is the core element in that light visualizes shape and develops characteristics of surface. In spatial design, light is the most important factor in deciding color, texture and illumination level which are the basic factors of spatial design. The purpose of this study is to define the characteristics of lighting in digital space provided by the computer, based on the fact that physical space cannot be separated from digital space, and to show how light in the physical realm relates to computer graphics technologies. This study shows there are following characteristics of light in digital space; iconic light, modifiable surface, shadowless light, 2-dimensional perception, and the particulate aspect of light but not the wave aspect of light. Light in physical or digital space is capable of producing a visual sensation. The experimental space can be realized due to the lack of physics. Further study in new illumination procedures are required as computer media expands.

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