• Title/Summary/Keyword: Algorithm animation

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Traffic Generation and Animation for Road Information System

  • Chung, Haeyeun;Choi, Kwangjin;Cho, Eunsang;Choi, Byungwon;Park, Sanghyun;Ko, Hyongseok
    • Proceedings of the Korea Society for Simulation Conference
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    • 1997.04a
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    • pp.86-89
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    • 1997
  • This paper presents an algorithm for visualizing the traffic condition. The load of each road is updated using the incoming data collected by the devices placed at specific road crossings and junctions. The data includes the road occupancy, average speed, and vehicle types. They are analyzed to produce the 3D animation sequence of the traffic in real-time. This visualization maximizes the value of the collected data by aiding the end-users to grasp the current road situation intuitively. The traffic of a particular lane are based on the actual number of vehicles of that type passed during the last 5 minutes. This system was used in the Ministry of Construction and Public Transportation to visualize the Korean roads during the holidays around the lunar new year of 1997.

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A study on the realtime toon rendering with shadow (그림자를 포함한 실시간 툰 렌더링에 관한 연구)

  • Ko, HyeKyung;Kang, Daeuk;Yoon, Kyunghyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.9-14
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    • 2000
  • Non-Photorealistic rendering techniques, such as toon rendering, can enhance the quality of hand-drawn cell-animation images greatly with less effort. For this reason, to on rendering is one of the popular techniques used in the cell-animation image production field. The existing toon rendering techniques, however, have not been effective enough for the real-time image processing that the techniques have not been adequate for some processes that needs immediate responses such as virtual-realities, or video games. This paper will suggest the real-time toon rendering to overcome the limits through real-time outline detection and phong shading. In addition, a effective result-image is created as adding a shadow and a execution time remains by real-time through fast shadow generation algorithm.

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Interactive Facial Expression Animation of Motion Data using CCA (CCA 투영기법을 사용한 모션 데이터의 대화식 얼굴 표정 애니메이션)

  • Kim Sung-Ho
    • Journal of Internet Computing and Services
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    • v.6 no.1
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    • pp.85-93
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    • 2005
  • This paper describes how to distribute high multi-dimensional facial expression data of vast quantity over a suitable space and produce facial expression animations by selecting expressions while animator navigates this space in real-time. We have constructed facial spaces by using about 2400 facial expression frames on this paper. These facial spaces are created by calculating of the shortest distance between two random expressions. The distance between two points In the space of expression, which is manifold space, is described approximately as following; When the linear distance of them is shorter than a decided value, if the two expressions are adjacent after defining the expression state vector of facial status using distance matrix expressing distance between two markers, this will be considered as the shortest distance (manifold distance) of the two expressions. Once the distance of those adjacent expressions was decided, We have taken a Floyd algorithm connecting these adjacent distances to yield the shortest distance of the two expressions. We have used CCA(Curvilinear Component Analysis) technique to visualize multi-dimensional spaces, the form of expressing space, into two dimensions. While the animators navigate this two dimensional spaces, they produce a facial animation by using user interface in real-time.

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Emotion-based Gesture Stylization For Animated SMS (모바일 SMS용 캐릭터 애니메이션을 위한 감정 기반 제스처 스타일화)

  • Byun, Hae-Won;Lee, Jung-Suk
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.802-816
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    • 2010
  • To create gesture from a new text input is an important problem in computer games and virtual reality. Recently, there is increasing interest in gesture stylization to imitate the gestures of celebrities, such as announcer. However, no attempt has been made so far to stylize a gestures using emotion such as happiness and sadness. Previous researches have not focused on real-time algorithm. In this paper, we present a system to automatically make gesture animation from SMS text and stylize the gesture from emotion. A key feature of this system is a real-time algorithm to combine gestures with emotion. Because the system's platform is a mobile phone, we distribute much works on the server and client. Therefore, the system guarantees real-time performance of 15 or more frames per second. At first, we extract words to express feelings and its corresponding gesture from Disney video and model the gesture statistically. And then, we introduce the theory of Laban Movement Analysis to combine gesture and emotion. In order to evaluate our system, we analyze user survey responses.

A Band Partitioning Algorithm for Contour Triangulation (등치선 삼각분할을 위한 띠 분할 알고리즘)

  • Choe, Yeong-Gyu;Jo, Tae-Hun
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.3
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    • pp.943-952
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    • 2000
  • The surface reconstruction problem from a set of wire-frame contours is very important in diverse fields such as medical imaging or computer animation. In this paper, surface triangulation method is proposed for solving the problem. Generally, many optimal triangulation techniques suffer from the large computation time but heuristic approaches may produce very unnatural surface when contours are widely different in shape. To compensate the disadvantages of these approaches, we propose a new heuristic triangulation method which iteratively decomposes the surface generation problem from a band (a pair of vertices chain) into tow subproblems from two sub-bands. Generally, conventional greedy heuristic contour triangulation algorithm, suffer from the drastic error propagation during surface modeling when the adjacent contours are different in shape. Our divide-and-conquer algorithm, called band partitioning algorithm, processes eccentric parts of the contours first with more global information. Consequently, the resulting facet model becomes more stable and natural even though the shapes are widely different. An interesting property of our method is hat it supports multi-resolution capability in surface modeling time. According to experiments, it is proved to be very robust and efficient in many applications.

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A Study on Regular Grid Based Real-Time Terrain LOD Algorithm for Enhancing Memory Efficiency (메모리 효율 향상을 위한 고정격자기반 실시간 지형 LOD 알고리즘에 관한 연구)

  • Whangbo Taeg-keun;Yang Young-Kyu;Moon Min-Soo
    • Korean Journal of Remote Sensing
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    • v.20 no.6
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    • pp.409-418
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    • 2004
  • LOD is a widely used technique in 3D game and animation to represent large 3D data sets smoothly in real-time. Most LOD algorithms use a binary tree to keep the ancestor information. A new algorithm proposed in this paper, however, do not keep the ancestor information, thus use the less memory space and rather increase the rendering performance. To verify the efficiency of the proposed algorithm, performance comparison with ROAM is conducted in real-time 3D terrain navigation. Result shows that the proposed algorithm uses about 1/4 of the memory space of ROAM and about 4 times faster than ROAM.

Space-Time Warp Curve for Synthesizing Multi-character Motions

  • Sung, Mankyu;Choi, Gyu Sang
    • ETRI Journal
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    • v.39 no.4
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    • pp.493-501
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    • 2017
  • This paper introduces a new motion-synthesis technique for animating multiple characters. At a high level, we introduce a hub-sub-control-point scheme that automatically generates many different spline curves from a user scribble. Then, each spline curve becomes a trajectory along which a 3D character moves. Based on the given curves, our algorithm synthesizes motions using a cyclic motion. In this process, space-time warp curves, which are time-warp curves, are embedded in the 3D environment to control the speed of the motions. Since the space-time warp curve represents a trajectory over the time domain, it enables us to verify whether the trajectory causes any collisions between characters by simply checking whether two space-time warp curves intersect. In addition, it is possible to edit space-time warp curves at run time to change the speed of the characters. We use several experiments to demonstrate that the proposed algorithm can efficiently synthesize a group of character motions. Our method creates collision-avoiding trajectories ten times faster than those created manually.

Robot locomotion via IRPO based Actor-Critic Learning Method (IRPO 기반 Actor-Critic 학습 기법을 이용한 로봇이동)

  • Kim, Jong-Ho;Kang, Dae-Sung;Park, Joo-Young
    • Proceedings of the KIEE Conference
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    • 2005.07d
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    • pp.2933-2935
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    • 2005
  • The IRPO(Intensive Randomized Policy Optimizer) algorithm is a recently developed tool in the area of reinforcement leaming. And it has been shown to be very successful in several application problems. To compare with a general RL method, IRPO has some difference in that policy utilizes the entire history of agent -environment interaction. The policy is derived from the history directly, not through any kind of a model of the environment. In this paper, we consider a robot-control problem utilizing a IRPO algorithm. We also developed a MATLAH-based animation program, by which the effectiveness of the training algorithms were observed.

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Robot Control via SGA-based Reinforcement Learning Algorithms (SGA 기반 강화학습 알고리즘을 이용한 로봇 제어)

  • 박주영;김종호;신호근
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2004.10a
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    • pp.63-66
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    • 2004
  • The SGA(stochastic gradient ascent) algorithm is one of the most important tools in the area of reinforcement learning, and has been applied to a wide range of practical problems. In particular, this learning method was successfully applied by Kimura et a1. [1] to the control of a simple creeping robot which has finite number of control input choices. In this paper, we considered the application of the SGA algorithm to Kimura's robot control problem for the case that the control input is not confined to a finite set but can be chosen from a infinite subset of the real numbers. We also developed a MATLAB-based robot animation program, which showed the effectiveness of the training algorithms vividly.

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Object Detection by Gaussian Mixture Model and Shape Adaptive Bidirectional Block Matching Algorithm

  • Park, Goo-Man;Han, Byung-Wan;An, Tae-Ki;Lee, Kwang-Jeek
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.681-684
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    • 2008
  • We proposed a method to improve moving object detection capability of Gaussian Mixture Model by suggesting shape adaptive bidirectional block matching algorithm. This method achieves more accurate detection and tracking performance at various motion types such as slow, fast, and bimodal motions than that of Gaussian Mixture Model. Experimental results showed that the proposed method outperformed the conventional methods.