• Title/Summary/Keyword: Deformable object

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Physically-based Haptic Rendering of a Deformable Object Using Two Dimensional Visual Information for Teleoperation (원격조작을 위한 이차원 영상정보를 이용한 변형체의 물리적 모델 기반 햅틱 렌더링)

  • Kim, Jung-Sik;Kim, Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02c
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    • pp.19-24
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    • 2008
  • This paper presents a physically-based haptic rendering algorithm for a deformable object based on visual information about the intervention between a tool and a real object in a remote place. The physically-based model of a deformable object is created from the mechanical properties of the object and the captured image obtained with a CCD camera. When a slave system exerts manipulation tasks on a deformable object, the reaction force for haptic rendering is computed using boundary element method. Snakes algorithm is used to obtain the geometry information of a deformable object. The proposed haptic rendering algorithm can provide haptic feedback to a user without using a force transducer in a teleoperation system.

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Simulation of Deformable Objects using GLSL 4.3

  • Sung, Nak-Jun;Hong, Min;Lee, Seung-Hyun;Choi, Yoo-Joo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.4120-4132
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    • 2017
  • In this research, we implement a deformable object simulation system using OpenGL's shader language, GLSL4.3. Deformable object simulation is implemented by using volumetric mass-spring system suitable for real-time simulation among the methods of deformable object simulation. The compute shader in GLSL 4.3 which helps to access the GPU resources, is used to parallelize the operations of existing deformable object simulation systems. The proposed system is implemented using a compute shader for parallel processing and it includes a bounding box-based collision detection solution. In general, the collision detection is one of severe computing bottlenecks in simulation of multiple deformable objects. In order to validate an efficiency of the system, we performed the experiments using the 3D volumetric objects. We compared the performance of multiple deformable object simulations between CPU and GPU to analyze the effectiveness of parallel processing using GLSL. Moreover, we measured the computation time of bounding box-based collision detection to show that collision detection can be processed in real-time. The experiments using 3D volumetric models with 10K faces showed the GPU-based parallel simulation improves performance by 98% over the CPU-based simulation, and the overall steps including collision detection and rendering could be processed in real-time frame rate of 218.11 FPS.

Haptic Simulation for Deformable Object with s-FEM (s-FEM을 이용한 변형체 햅틱 시뮬레이션)

  • Jun Seong-Ki;Choi Jin-Bok;Cho Maeng-Hyo
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2006.04a
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    • pp.373-380
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    • 2006
  • Accurate and fast haptic simulations of deformable objects are desired in many applications such as medical virtual reality. In haptic interactions with a coarse model, the number of nodes near the haptic interaction region is too few to generate detailed deformation. Thus, local refinement techniques need to be developed. Many approaches have employed purely geometric subdivision schemes, but they are not proper in describing the deformation behavior of deformable objects. This paper presents a continuum mechanics-based finite element adaptive method to perform haptic interaction 'with a deformable object. This method superimposes a local fine mesh upon a global coarse model, which consists of the entire deformable object. The local mesh and the global mesh are coupled by the s-version finite element method (s-FEM), which is generally used to enhance accurate solutions near the target points even more. The s-FEM can demonstrate a reliable deformation to users in real-time.

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Haptic Simulation with s-FEM (s-FEM 을 이용한 햅틱 시뮬레이션)

  • Jun, Seong-Ki;Cho, Maeng-Hyo
    • Proceedings of the KSME Conference
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    • 2007.05a
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    • pp.780-785
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    • 2007
  • Accurate and fast haptic simulations of deformable objects are desired in many applications such as medical virtual reality. In haptic interactions with a coarse model, the number of nodes near the haptic interaction region is too few to generate detailed deformation. Thus, local refinement techniques need to be developed. Many approaches have employed purely geometric subdivision schemes, but they are not proper in describing the deformation behavior of deformable objects. This paper presents a continuum mechanics-based finite element adaptive method to perform haptic interaction with a deformable object. This method superimposes a local fine mesh upon a global coarse model, which consists of the entire deformable object. The local mesh and the global mesh are coupled by the s-version finite element method (s-FEM), which is generally used to enhance accurate solutions near the target points even more. The s-FEM can demonstrate a reliable deformation to users in real-time.

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Real-Time Haptic Rendering of Slowly Deformable Bodies Based on Two Dimensional Visual Information for Telemanipulation (원격조작을 위한 2차원 영상정보에 기반한 저속 변형체의 실시간 햅틱 렌더링)

  • Kim, Jung-Sik;Kim, Young-Jin;Kim, Jung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.8
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    • pp.855-861
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    • 2007
  • Haptic rendering is a process providing force feedback during interactions between a user and a virtual object. This paper presents a real-time haptic rendering technique for deformable objects based on visual information of intervention between a tool and a real object in a remote place. A user can feel the artificial reaction force through a haptic device in real-time when a slave system exerts manipulation tasks on a deformable object. The models of the deformable object and the manipulator are created from the captured image obtained with a CCD camera and the recognition of objects is achieved using image processing techniques. The force at a rate of 1 kHz for stable haptic interaction is deduced using extrapolation of forces at a low update rate. The rendering algorithm developed was tested and validated on a test platform consisting of a one-dimensional indentation device and an off-the shelf force feedback device. This software system can be used in a cellular manipulation system providing artificial force feedback to enhance a success rate of operations.

Enhanced Boundary Partition Color Descriptor for Deformable Object Retrieval (비정형객체 검색을 위한 향상된 분할영역 색 기술자)

  • Jung, Hyun-il;Kim, Hae-kwang
    • Journal of Broadcast Engineering
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    • v.20 no.5
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    • pp.778-781
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    • 2015
  • The paper presents a new way of visual descriptor for deformable object retrieval on the basis of partition based description. The proposed descriptor technology partitions a given object into boundary area and interior area and extracts a descriptor from each area. The final descriptor combines these descriptors. From a given image, deformable object is segmented. The center position of the deformable object is calculated. The object is partitioned into N × N blocks on the basis of the given center position. Blocks are classified as boundary area and interior area depending on the pixels in the block. The proposed descriptor consists of extracted MPEG-7 dominant descriptors from both the boundary and interior area. The performance of proposed method is tested on a database of 1,973 handbag images constructed with view point changes. ARR (Average Retrieval Rate) is used for the retrieval accuracy of the proposed algorithm, compared with MPEG-7 dominant color descriptor.

Intuitive Manipulation of Deformable Cloth Object Based on Augmented Reality for Mobile Game (모바일 게임을 위한 증강현실 기반 직관적 변형 직물객체 조작)

  • Kim, Sang-Joon;Hong, Min;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.159-168
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    • 2018
  • In recent, mobile augmented reality game which has been attracting high attention is considered to be an good approach to increase immersion. In conventional augmented reality-based games that recognize target objects using a mobile camera and show the matching game characters, touch-based interaction is mainly used. In this paper, we propose an intuitive interaction method which manipulates a deformable game object by moving a target image of augmented reality in order to enhacne the immersion of the game. In the proposed method, the deformable object is intuitively manipulated by calculating the distance and direction between the target images and by adjusting the external force applied to the deformable object using them. In this paper, we focus on the cloth deformable object which is widely used for natural object animation in game contents and implement natural cloth simulation interacting with game objects represented by wind and rigid objects. In the experiments, we compare the previous commercial cloth model with the proposed method and show the proposed method can represent cloth animation more realistically.

Collision Detection and Response for Non-penetrating Deformable Body (비관통 변형 객체를 위한 충돌 감지 및 반응)

  • Nam, Sang-Ah;Kim, Myoung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.1
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    • pp.11-17
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    • 2000
  • We present collision-handling method that includes self-penetration in the case of the colliding between rigid and deformable objects. The collision between objects is detected through the overlap test to the hierarchical structures of the objects. For detecting the collision between the objects at in-between frame, we try overlap test using the structures of a dummy and the rigid objects in addition to the test between the rigid and deformable objects. The dummy object is made from the rigid objects moving direction. When collision occurs, a deformable object must be deformed, as the object doesn't permit penetration. Self-penetration may occur during the object is deformed. It is rapidly detected between the object and a dummy object of another type. The dummy object is made from the object's deformation area between two continuous frames. We constrain the object is deformed until it is self-contacted. Our method can be applied without concerning of the shape of a object.

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Tracking Moving Objects Using an Active Contour Model Based on a Frame Difference Map (차 영상 맵 기반의 능동 윤곽선 모델을 이용한 이동 물체 추적)

  • 이부환;전기준
    • Proceedings of the IEEK Conference
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    • 2003.11a
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    • pp.153-156
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    • 2003
  • This paper proposes a video tracking method for a deformable moving object using an active contour model. In order to decide the convergent directions of the contour points automatically, a new energy function based on a frame difference map and an updating rules of the frame difference map are presented. Experimental results on a set of synthetic and real image sequences showed that the proposed method can fully track a speedy deformable object while extracting the boundary of the object exactly in every frame.

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Fast Object Detection with DPM using Adaptive Bilinear Interpolated Image Pyramid (적응적 쌍선형 보간 이미지 피라미드를 이용한 DPM 기반 고속 객체 인식 기법)

  • Han, Gyu-Dong;Kim, Eung-Tae
    • Journal of Broadcast Engineering
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    • v.25 no.3
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    • pp.362-373
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    • 2020
  • Recently, as autonomous vehicles and intelligent CCTV are growing more interest, the efficient object detection is essential technique. The DPM(Deformable Part Models) which is basis of this paper have used a typical object system that represents highly variable objects using mixtures of deformable part for object. Although it shows high detection performance by capturing part shape and configuration of object model, but it is limited to use in real application due to the complicated algorithm. In this paper, instead of image feature pyramid that takes up a large amount of computation in one part of the detector, we propose a method to reduce the computation speed by reconstructing a new image feature pyramid that uses adaptive bilinear interpolation of feature maps obtained on a specific image scale. As a result, the detection performance for object was lowered a little by 2.82%, however, the proposed detection method improved the speed performance by 10% in comparison with original DPM.