• Title/Summary/Keyword: Algorithm animation

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Fog Rendering Using Distance-Altitude Scattering Model on 2D Images

  • Lee, Ho-Chang;Jang, Jaeni;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.14 no.12
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    • pp.1528-1535
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    • 2011
  • We present a fog generation algorithm in 2D images. The proposed algorithm provides a scattering model for the approximated calculation of fog density. The scattering model needs parameters of distance and altitude information. However, 2D images do not include that information, so that we calculate them from the depth information generated in an interactive manner, and estimate the scattering factor by using the scattering model. Then we generate fog effect on an input image using the scattering factor by distance-oriented selection blur and color blending. With the algorithm, we can easily create the fog-effected images and fog generated animation from 2D images.

A new study on hand gesture recognition algorithm using leap motion system (Leap Motion 시스템을 이용한 손동작 인식기반 제어 인터페이스 기술 연구)

  • Nam, Jae-Hyun;Yang, Seung-Hun;Hu, Woong;Kim, Byung-Gyu
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1263-1269
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    • 2014
  • As rapid development of new hardware control interface technology, new concepts have been being proposed and emerged. In this paper, a new approach based on leap motion system is proposed. While we employ a position information from sensor, the hand gesture recognition is suggested with the pre-defined patterns. To do this, we design a recognition algorithm with hand gesture and finger patterns. We apply the proposed scheme to 3-dimensional avatar controling and editing software tool for making animation in the cyber space as a representative application. This proposed algorithm can be used to control computer systems in medical treatment, game, education and other various areas.

Learning System of Sorting Algorithm using Web-based Animation (웹 기반의 애니메이션을 이용한 정렬 알고리즘 학습 시스템)

  • 유광열;정유진
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10a
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    • pp.574-576
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    • 2003
  • 인터넷과 멀티미디어의 눈부신 발전은 교육현장에서도 다양한 교육매체로 활용되어 수업을 돕고 있다. 이러한 교육매체들은 학습자의 생각으로만 이해할 수 있는 것들을 시각적으로 표현하여 보다 직관적이고 구체적으로 이해시킬 수 있다. 이에 본 논문에서는 플래시 액션스크립트를 사용하여 버블, 삽입, 쉘, 퀵, 힙 알고리즘의 수행과정을 그래픽 애니메이션으로 구현함으로 시각적 효과를 통해 다양한 정렬과정을 스스로 학습할 수 있는 학습 시스템을 구현하였다.

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Interactive Realtime Facial Animation with Motion Data (모션 데이터를 사용한 대화식 실시간 얼굴 애니메이션)

  • 김성호
    • Journal of the Korea Computer Industry Society
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    • v.4 no.4
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    • pp.569-578
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    • 2003
  • This paper presents a method in which the user produces a real-time facial animation by navigating in the space of facial expressions created from a great number of captured facial expressions. The core of the method is define the distance between each facial expressions and how to distribute into suitable intuitive space using it and user interface to generate realtime facial expression animation in this space. We created the search space from about 2,400 raptured facial expression frames. And, when the user free travels through the space, facial expressions located on the path are displayed in sequence. To visually distribute about 2,400 captured racial expressions in the space, we need to calculate distance between each frames. And we use Floyd's algorithm to get all-pairs shortest path between each frames, then get the manifold distance using it. The distribution of frames in intuitive space apply a multi-dimensional scaling using manifold distance of facial expression frames, and distributed in 2D space. We distributed into intuitive space with keep distance between facial expression frames in the original form. So, The method presented at this paper has large advantage that free navigate and not limited into intuitive space to generate facial expression animation because of always existing the facial expression frames to navigate by user. Also, It is very efficient that confirm and regenerate nth realtime generation using user interface easy to use for facial expression animation user want.

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Robot Control via RPO-based Reinforcement Learning Algorithm (RPO 기반 강화학습 알고리즘을 이용한 로봇제어)

  • Kim, Jong-Ho;Kang, Dae-Sung;Park, Joo-Young
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.4
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    • pp.505-510
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    • 2005
  • The RPO(randomized policy optimizer) algorithm, which utilizes probabilistic policy for the action selection, is a recently developed tool in the area of reinforcement learning, and has been shown to be very successful in several application problems. In this paper, we propose a modified RPO algorithm, whose critic network is adapted via RLS(Recursive Least Square) algorithm. In order to illustrate the applicability of the modified RPO method, we applied the modified algorithm to Kimura's robot and observed very good performance. We also developed a MATLAB-based animation program, by which the effectiveness of the training algorithms on the acceleration or the robot movement were observed.

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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Development of AR Content for Algorithm Learning

  • Kim, So-Young;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.292-298
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    • 2022
  • Coding education and algorithm education are essential in the era of the fourth industrial revolution. Text-oriented algorithm textbooks are perceived as difficult by students who are new to coding and algorithms. There is a need to develop educational content so that students can easily understand the principles of complex algorithms. This paper has implemented basic sorting algorithms as augmented reality contents for students who are new to algorithm education. To make it easier to understand the concept and principles of sorting algorithms, sorting data was expressed as a 3D box and the comparison of values according to the algorithms and the movement of values were produced as augmented reality contents in the form of 3D animations. In order to help with the understanding of sorting algorithms in C language, the change of variable values and the exchange of data were shown as animations according to the execution order of the code and the flow of the loop. Students can conveniently use contents through a smart phone without special equipment by being produced in a marker-based manner. Interest and immersion, as well as understanding of classes of sorting algorithms can be increased through educational augmented reality-based educational contents.

Uniform Posture Map Algorithm to Generate Natural Motion Transitions in Real-time (자연스러운 실시간 동작 전이 생성을 위한 균등 자세 지도 알고리즘)

  • Lee, Bum-Ro;Chung, Chin-Hyun
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.549-558
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    • 2001
  • It is important to reuse existing motion capture data for reduction of the animation producing cost as well as efficiency of producing process. Because its motion curve has no control point, however, it is difficult to modify the captured data interactively. The motion transition is a useful method to reuse the existing motion data. It generates a seamless intermediate motion with two short motion sequences. In this paper, Uniform Posture Map (UPM) algorithm is proposed to perform the motion transition. Since the UPM is organized through quantization of various postures with an unsupervised learning algorithm, it places the output neurons with similar posture in adjacent position. Using this property, an intermediate posture of two active postures is generated; the generating posture is used as a key-frame to make an interpolating motion. The UPM algorithm needs much less computational cost, in comparison with other motion transition algorithms. It provides a control parameter; an animator could control the motion simply by adjusting the parameter. These merits of the UPM make an animator to produce the animation interactively. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. The motion transition algorithm proposed in this paper could be applied to the various fields such as real time 3D games, virtual reality applications, web 3D applications, and etc.

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A Study on Development of Disney Animation's Box-office Prediction AI Model Based on Brain Science (뇌과학 기반의 디즈니 애니메이션 흥행 예측 AI 모형 개발 연구)

  • Lee, Jong-Eun;Yang, Eun-Young
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.405-412
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    • 2018
  • When a film company decides whether to invest or not in a scenario is the appropriate time to predict box office success. In response to market demands, AI based scenario analysis service has been launched, yet the algorithm is by no means perfect. The purpose of this study is to present a prediction model of movie scenario's box office hit based on human brain processing mechanism. In order to derive patterns of visual, auditory, and cognitive stimuli on the time spectrum of box office animation hit, this study applied Weber's law and brain mechanism. The results are as follow. First, the frequency of brain stimulation in the biggest box office movies was 1.79 times greater than that in the failure movies. Second, in the box office success, the cognitive stimuli codes are spread evenly, whereas in the failure, concentrated among few intervals. Third, in the box office success movie, cognitive stimuli which have big cognition load appeared alone, whereas visual and auditory stimuli which have little cognitive load appeared simultaneously.

An Implementation of Animation Contents for Improving an Effectiveness of Programming Learning (프로그래밍 학습을 효율적으로 증진시켜주는 애니메이션 콘텐츠 구현)

  • Jeon, JaeWook;Yang, Weonseok;Lee, Yousang;Moon, ILhyeon;Choi, Kwansun;Kim, Dongsik;Lee, Sunheum
    • The Journal of Korean Association of Computer Education
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    • v.10 no.3
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    • pp.39-48
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    • 2007
  • Due to the rapid proliferation of the web in recent years, many educators seek to improve the effectiveness of their instruction by providing innovative web-based course material to their students. Lots of web-based education contents are developed especially. They help to teach and train students. They expand widely due to repetition learning any time, any where. In this paper we implemented usage of C functions, quizes for checking comprehension of statements in C programming lecture and developed scenario helping concepts, algorithm comprehension. We made them web-based visual representation. They were implemented as FLASH animations or Java applets. They were well received by students.

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