• Title/Summary/Keyword: Motion Technique

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Incremental Image-Based Motion Rendering Technique for Implementation of Realistic Computer Animation (사실적인 컴퓨터 애니메이션 구현을 위한 증분형 영상 기반 운동 렌더링 기법)

  • Han, Young-Mo
    • The KIPS Transactions:PartB
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    • v.15B no.2
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    • pp.103-112
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    • 2008
  • Image-based motion capture technology is often used in making realistic computer animation. In this paper we try to implement image-based motion rendering by fixing a camera to a PC. Existing image-based rendering algorithms have disadvantages of high computational burden or low accuracy. The former disadvantage causes too long making-time of an animation. The latter disadvantage degrades reality in making realistic animation. To compensate for those disadvantages of the existing approaches, this paper presents an image-based motion rendering algorithm with low computational load and high estimation accuracy. In the proposed approach, an incremental motion rendering algorithm with low computational load is analyzed in the respect of optimal control theory and revised so that its estimation accuracy is enhanced. If we apply this proposed approach to optic motion capture systems, we can obtain additional advantages that motion capture can be performed without any markers, and with low cost in the respect of equipments and spaces.

3D Character Motion Synthesis and Control Method for Navigating Virtual Environment Using Depth Sensor (깊이맵 센서를 이용한 3D캐릭터 가상공간 내비게이션 동작 합성 및 제어 방법)

  • Sung, Man-Kyu
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.827-836
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    • 2012
  • After successful advent of Microsoft's Kinect, many interactive contents that control user's 3D avatar motions in realtime have been created. However, due to the Kinect's intrinsic IR projection problem, users are restricted to face the sensor directly forward and to perform all motions in a standing-still position. These constraints are main reasons that make it almost impossible for the 3D character to navigate the virtual environment, which is one of the most required functionalities in games. This paper proposes a new method that makes 3D character navigate the virtual environment with highly realistic motions. First, in order to find out the user's intention of navigating the virtual environment, the method recognizes walking-in-place motion. Second, the algorithm applies the motion splicing technique which segments the upper and the lower motions of character automatically and then switches the lower motion with pre-processed motion capture data naturally. Since the proposed algorithm can synthesize realistic lower-body walking motion while using motion capture data as well as capturing upper body motion on-line puppetry manner, it allows the 3D character to navigate the virtual environment realistically.

Region-Based Moving Object Segmentation for Video Monitoring System (비디오 감시시스템을 위한 영역 기반의 움직이는 물체 분할)

  • 이경미;김종배;이창우;김항준
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.1
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    • pp.30-38
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    • 2003
  • This paper presents an efficient region-based motion segmentation method for segmenting of moving objects in a traffic scene with a focus on a Video Monitoring System (VMS). The presented method consists of two phases: motion detection and motion segmentation. Using the adaptive thresholding technique, the differences between two consecutive frames are analyzed to detect the movements of objects in a scene. To segment the detected regions into meaningful objects which have the similar intensity and motion information, the regions are initially segmented using a k-means clustering algorithm and then, the neighboring regions with the similar motion information are merged. Since we deal with not the whole image, but the detected regions in the segmentation phase, the computational cost is reduced dramatically. Experimental results demonstrate robustness in the occlusions among multiple moving objects and the change in environmental conditions as well.

Generation of Humanoid Walking Motion Adapted to the Ground's Sliding Properties (지면의 미끄러운 정도에 따른 캐릭터의 걷기 동작 생성)

  • Lee KumHee;Song MiYoung;Cho HyungJe
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.157-166
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    • 2005
  • In 3D virtual environment the description of character' s movement that has utilized the conventional key-frame technique is gradually being developed toward the application of motion control method to generate more realistic and natural motion. Even the motion control method, however, has the limitation for expression of character's motion adapted to the ground properties of virtual world. That is, the walking motions of character are not only, for the most part, so uniform simple and repeated often as to feel to be tedious, but also the unnatural motion in which the tips of the toes soak through a plane or float in the air discording with the conditions of terrain lowers the semblance of reality. This paper proposes an adaptive motion control method for human figure locomotion in virtual environments or games, in which the walking motion is dynamiccally adapted to the ground's sliding properties. We compute an optimal parameters for one cycle of walking motion adapted to the ground properties by combining the coefficient of friction and centripetal force, and therefrom we induce a set of nonskid speed corresponding to various sliding properties of the ground.

The Improvement of Motion Compensation for a Moving Target Using the Gabor Wavelet Transform (Gabor Wavelet Transform을 이용한 움직이는 표적에 대한 움직임 보상 개선)

  • Shin, Seung-Yong;Myung, Noh-Hoon
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.17 no.10 s.113
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    • pp.913-919
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    • 2006
  • This paper presents a technique for motion compensation of ISAR(Inverse SAR) images for a moving target. If a simple fourier transform is employed to obtain ISAR image for a moving target, the image is usually blurred. These images blurring problem can be solved with the time-frequency transform. In this paper, motion compensation algorithms of ISAR image such as STFT(Short Time Fourier Transform), GWT(Gabor Wavelet Transform) are described. In order to show the performances of each algorithm, we use scattering wave of the ideal point scatterers and simulated MIG-25 to obtain motion compensated ISAR image, and display the resolution of STFT and GWT ISAR image.

Improvement of Radar Images Using Time-Frequency Transform (시간-주파수 영역 해석법을 이용한 레이더 영상 품질 개선에 대한 연구)

  • Jung, Sang-Won;Kim, Kyung-Tae
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.21 no.1
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    • pp.14-19
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    • 2010
  • In this paper, an efficient algorithm is developed to perform target rotational motion compensation to achieve the clear inverse synthetic aperture radar(ISAR) image. The algorithm is based on a time-frequency technique. This algorithm provides an efficient method to resolve the blurring image caused by the time-varying behavior of the target scattering centers and leads to a well-focused ISAR image. Results demonstrate that the time-frequency techniques can improve the blurring ISAR image when an aircraft is in complex motion, such as maneuvering, rotation and acceleration.

A Case Study of Title Design using Motion Graphic;Focused on KBS and tvN News Program Title (모션그래픽을 이용한 타이틀디자인의 활용 사례 연구;KBS, tvN 뉴스프로그램 타이틀 중심으로)

  • Kim, Sung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.146-152
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    • 2008
  • In the modern times, video media area is dramatically developing and growing. The motion graphic that is one of video presentation technique as an effective communication way between sender and receiver is beginning to make its appearance. The motion graphic provides the clearance of visual information to deliver it more easily and accurately and improves the effect of communication to increase the effect of image and information delivery. In this research, the writer wants to examine the production method of motion graphic to improve convenience and efficiency of communication to the better direction for production process by researching and analyzing the title design and its structure having short and significant information delivery and strong visual presentation function.

Example Based Motion Generation and its Applications with Efficient Control for Arbitrary Morphologies (다양한 골격의 효과적인 제어가 가능한 예제 기반의 모션 생성과 응용)

  • Choung, Yu-Jean;Kang, Kyung-Kyu;Kim, Dong-Ho
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.127-134
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    • 2009
  • This paper presents a motion generation technique for arbitrary morphologies with the user defined correspondences between joints. Users can define the controlling part in the source character and the part to be controlled in the target character in our system. To remove the restriction in the morphology of the target character, we use the pair of example posture sets. In our system, in order to provide the correspondence regardless of the number of joints, the deformed part in the target character is simplified into the direction vector. The final postures are then generated with the weighted sum of the examples. Our experimental results demonstrate that our approach can generate motions for various target characters and can control the user defined joints in real-time.

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Definition of 8×8 sized DCT Scaling Matrix for Motion Estimation in the Frequency Domain (주파수 영역에서의 움직임 예측을 위한 8×8 크기의 DCT 스케일링 행렬 정의)

  • Kim, Hye-Bin;Ryu, Chul
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.6
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    • pp.21-27
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    • 2019
  • The video compression standard required a processing technique for a high resoluion image and increased the coding size to increase the resolution of the image. Accurate motion estimation and increased coding size provide high accuracy and compression rate, but there is a problem of increased computational complexity. In this paper, we use DCT - based motion estimation in the frequency domain to reduce complexity. However, we found that the DCT and quantization process used in a general video encoder are applied to the frequency domain encoder, resulting in problems caused by the scaling process. Therfore, in this paper, we extract the scaling matrix that can be applied in the DCT step and resolve the, and improve the performance of motion estimation using increased coding size.

Optical Tracking of Three-Dimensional Brownian Motion of Nanoparticles

  • Choi C. K.;Kihm K.D.
    • Journal of the Korean Society of Visualization
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    • v.3 no.1
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    • pp.3-19
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    • 2005
  • Novel optical techniques are presented for three-dimensional tracking of nanoparticles; Optical Serial Sectioning Microscopy (OSSM) and Ratiometric Total Internal Reflection Fluorescent Microscopy (R-TIRFM). OSSM measures optically diffracted particle images, the so-called Point Spread Function (PSF), and dotermines the defocusing or line-of-sight location of the imaged particle measured from the focal plane. The line-of-sight Brownian motion detection using the OSSM technique is proposed in lieu of the more cumbersome two-dimensional Brownian motion tracking on the imaging plane as a potentially more effective tool to nonintrusively map the temperature fields for nanoparticle suspension fluids. On the other hand, R-TIRFM is presented to experimentally examine the classic theory on the near-wall hindered Brownian diffusive motion. An evanescent wave field from the total internal reflection of a 488-nm bandwidth of an argon-ion laser is used to provide a thin illumination field of an order of a few hundred nanometers from the wall. The experimental results show good agreement with the lateral hindrance theory, but show discrepancies from the normal hindrance theory. It is conjectured that the discrepancies can be attributed to the additional hindering effects, including electrostatic and electro-osmotic interactions between the negatively charged tracer particles and the glass surface.

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