• 제목/요약/키워드: Motion Editing

검색결과 62건 처리시간 0.022초

2-변수 모션기반의 스윕곡면 (A Sweep Surface based on Two-Parameter Motion)

  • 윤승현;이지은
    • 한국컴퓨터그래픽스학회논문지
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    • 제17권1호
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    • pp.1-7
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    • 2011
  • 본 논문에서는 2-변수 모션 (two-parameter motion)을 이용한 새로운 스윕곡면의 생성 및 편집기법을 제시한다. 먼저, 하나의 변수로 매개화되는 기존의 모션에서 방향곡선 (orientation curve)과 크기 변환곡선 (scaling curve)을 곡면의 형태로 확장한 2-변수 모션의 개념을 소개하고, 이를 이용한 새로운 스윕곡면을 제안한다. 제안된 스윕곡면은 하나의 정점이 2-변수 모션에 적용된 결과이며, u-방향의 등위곡선 (iso-curve)이 매개변수 ${\upsilon}$에 따라 다른 형상을 갖게된다. 또한 이에 대한 효율적인 모델링 및 편집기법은 2-변수모션의 직관적인 제어를 통해서 이루이진다. 본 논문에서는 복잡한 형상에 대한 모델링 및 편집 실험을 통해서 제안된 기법의 효율성 및 편리성을 입증한다.

구속조건을 고려한 캐릭터의 움직임 변경 (The Motion Transformation of Character Included Contrained Optimization Problem)

  • 이지홍;이원희;조인성
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 하계종합학술대회 논문집(3)
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    • pp.223-226
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    • 2002
  • If one can easily modify the existing motion data to a new motion in making an animation movie, he can save a lot of time for graphic design. To implement this kind of system, we propose a PC-based system composed of low cost commercial animation tool (3D Studio Max) for visualization of the animation and motion editing module that handles optimization process during the motion transform. Researchers studying advanced motion transform techniques only have to focus on the mathematical manipulation of the motion data

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대화형 캐릭터 애니메이션 생성과 데이터 관리 도구 (An Interactive Character Animation and Data Management Tool)

  • 이민근;이명원
    • 정보처리학회논문지A
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    • 제8A권1호
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    • pp.63-69
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    • 2001
  • In this paper, we present an interactive 3D character modeling and animation including a data management tool for editing the animation. It includes an animation editor for changing animation sequences according to the modified structure of 3D object in the object structure editor. The animation tool has the feature that it can produce motion data independently of any modeling tool including our modeling tool. Differently from conventional 3D graphics tools that model objects based on geometrically calculated data, our tool models 3D geometric and animation data by approximating to the real object using 2D image interactively. There are some applications that do not need precise representation, but an easier way to obtain an approximated model looking similar to the real object. Our tool is appropriate for such applications. This paper has focused on the data management for enhancing the automatin and convenience when editing a motion or when mapping a motion to the other character.

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로보트제어를 위한 프로그래밍 언어의 설계 (Design of Programming Language for Robot Control)

  • 장성호;홍석교;이광원
    • 대한전기학회논문지
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    • 제36권2호
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    • pp.129-139
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    • 1987
  • In this paper the programming language for Hero-1 robot is developed using Apple II micro computer. The language is composed of main monitor mode, editing mode, execution mode, and debugging mode. The main monitor mode is a main flow of the whole language system and controls starting and terminating procedures of operating the controller, and monitors the others. The editing mode has capability to make a user's maniqulation program. Trajectory planning algorithms(point-to-point motion and linear approximate motion)have been realized in the robot language, and in the case of point-to-point motion, inverse kinematics have been solved for the desired point.

A Sweep Surface Based on Bivariate B-spline Motion

  • Yoon, Seung-Hyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제8권3호
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    • pp.1026-1039
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    • 2014
  • We present a new method for generating sweep surfaces using bivariate B-spline motion. The sweep surface is defined as the trace of a single point under bivariate B-spline motion. Direct manipulation of the sweep surface is achieved by controlling its motion components while producing various editing effects. We demonstrate the effectiveness of our technique by modeling and deforming various three-dimensional shapes.

A Motion Editing System for Handling Autonomous Creation of Character Animation

  • Lee, Ji-Hong;Kim, In-Sik
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.117.1-117
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    • 2001
  • A motion handling technique that transforms existing animation motion data to a mathematically well-defined form. The transformed data can be utilized in any kind of autonomous motion creation process that handles such cases as changed environment, structure (kinematic / dynamic) modification, or changed constraints. To overcome the computational burden of traditional spacetime optimization, we divide full motion data frame into several parts, and we applied the transformation technique to each part using an optimizing tool(CFSQP). To show Ire feasibility of the proposed method, a comparison study results with traditional technique is included.

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직교 파라미터 조합을 이용한 모션 애니메이션 (Motion Animation using orthogonal parameters)

  • 이칠우;진철영;배기태;정민영
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 하계종합학술대회 논문집 Ⅳ
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    • pp.2283-2286
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    • 2003
  • This paper has expressed human's motion data into orthogonal parameters in low dimension, and created new motion data through this. We have reconstructed a new model consisting of orthogonal parameters from dividing human body data into three parts - hand, leg, and body to make new motions. Mixing these parts of body from different motions has leaded to new good motion data. It will be possible to use this motion editing not only for Animation Technology, but also for a three dimensional gesture recognition skill.

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A Method for Creating Natural Animation by Interaction with Operators

  • Lee, Ji-Hong;Kim, Sung-Su
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.117.3-117
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    • 2001
  • This paper deals with a method for creating animation by interaction with animation operators. Operators are able to edit/transform any given motion data to more natural animations by the motion editing method proposed in this paper. The proposed technique is especially useful when some paris of character structure are changed. The system to be proposed is designed to fully utilize the experience of animation operators as well as to accomodate semi-automation process with spline interpolation. An example for retargeting a given motion data to a new character of dramatically changed kinematic structure.

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인터렉티브 라이브모션 저작도구 Motion Space Prime (Interactive Live Motion Authoring Tool : Motion Space Prime)

  • 박승규;이황기;진성아
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2003년도 춘계종합학술대회논문집
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    • pp.107-110
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    • 2003
  • 최근 애니메이션이 대중에게 널리 보급되면서 애니메이션을 제작 편집 하는 분야가 크게 각광 받고 있다. 그럼에도 불구하고 리눅스 환경에서 애니메이션분야의 편집은 윈도우 환경에 비해 미비한 실정이다. 본 논문에서는 보다 편하고 쉽게 Clay animation과 같은 stop motion animation을 리눅스 환경에서도 원활하게 제작 할 수 있는 Motion Space Prime을 제안한다. Motion Space Prime을 이용하여 디지털 캠코더의 영상을 실시간으로 캡쳐하고 사용자가 인터렉티브하게 편집하여 애니메이션을 쉽게 제작 할 수 있다.

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A Real-time Motion Adaptation Method using Spatial Relationships between a Virtual Character and Its Surrounding Environment

  • Jo, Dongsik;Choi, Myung Geol
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.45-50
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    • 2019
  • Recently, character motion have been used extensively in the entertainment business, and researchers have investigated algorithms of reproducing, editing, and simulating mimic human movements. Also, many recent researches have suggested how a character interacts with its surrounding environment in terms of motion. Specially, spatial relationships of the environment have been introduced for adapting and preserving character motion. In this paper, we propose a motion adaptation technique preserving a spatial property between a virtual character and the configuration of its surrounding space. Additionally, we report on experimental results of smoothly adapted motions in various environmental structures with original motions such as walk, jump, and tumbling.