• Title/Summary/Keyword: Rigid object

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Realization of Scattering Acoustic Holography using Plane-wave Decomposition (평면파 분리 방법을 이용한 산란 음향 홀로그래피의 구현 방법론)

  • Lee, Seung-Ha;Kim, Yang-Hann
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2006.11a
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    • pp.498-501
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    • 2006
  • When an object or objects, rigid or flexible, presents in incident sound field, the sound wave is scattered. This, we call, is scattered sound field. It, of course, depends on the amplitude and the direction of the incident sound field as well as the geometry and the surface impedance of the scatterer(object). This paper addresses the way to measure scattered sound field by using arbitrary incident sound wave. This means that the method can decompose the scattered field from measured sound field with respect to any magnitudes and directions of incident plane-waves.

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Representation of Cracked Ice Surfaces with Cloudy Effects and Detailed Scratches (뿌연 효과와 디테일한 긁힘 표현을 이용한 균열된 얼음 표면 표현)

  • Kim, Jong-Hyun
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.787-794
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    • 2018
  • We propose a new framework which expresses the mist and scratches of cracked ice by an impact. We combine the grid projection technique, boundary particles method, and level-set method commonly used in fluid simulations to determine the region on the surface of an ice object which is affected by a collision. Mist is then generated in proportion to the impact, and immediately diffused, using a geodesic distance field to limit dissipation. The gradient of the mist is subsequently used to create realistic patterns of scratches and elongated air bubbles. Cracks of the ice object can also be considered, and the density of the mist made to vary realistically between fragments. As a result, our method not only represents high-quality ice effects, but also allows easy integration into existing rigid body simulation solvers.

The Virtual Environment Control using Real-time Graphic Deformation Algorithm (실시간 그래픽 디포메이션 알고리즘을 이용한 가상환경젱어)

  • 강원찬;김남오;최창주
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.53 no.5
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    • pp.309-314
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    • 2004
  • In the established virtual-reality system, although it is possible to transact a faculty of sensation and graphic in a single PC, virtual object forcibly treated with rigid body for the reason of the huge amount of calculation, and the number of polygon is restricted. Furthermore, there is some difficulty in the financial aspect and a program field, because the existing virtual-reality system needs at least two workstations or super computers. In this study, the new force-reflecting algorithm called as "Proxy" and a finite element method of Hyperion are applied to this system in order to transact in real-time. Consequently, though the number of polygon, which brings about an obstacle is increased in the real-time graphic transaction, this system makes it possible to transact in the real-time, not being influenced by the size of the virtual object.

Application of Immersive Virtual Environment Through Virtual Avatar Based On Rigid-body Tracking (강체 추적 기반의 가상 아바타를 통한 몰입형 가상환경 응용)

  • MyeongSeok Park;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.69-77
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    • 2023
  • This study proposes a rigid-body tracking based virtual avatar application method to increase the social presence and provide various experiences of virtual reality(VR) users in an immersive virtual environment. The proposed method estimates the motion of a virtual avatar through inverse kinematics based on real-time rigid-body tracking based on motion capture using markers. Through this, it aims to design a highly immersive virtual environment with simple object manipulation in the real world. Science experiment educational contents are produced to experiment and analyze applications related to immersive virtual environments through virtual avatars. In addition, audiovisual education, full-body tracking, and the proposed rigid-body tracking method were compared and analyzed through survey. In the proposed virtual environment, participants wore VR HMDs and conducted a survey to confirm immersion and educational effects from virtual avatars performing experimental educational actions from estimated motions. As a result, through the method of utilizing virtual avatars based on rigid-body tracking, it was possible to induce higher immersion and educational effects than traditional audiovisual education. In addition, it was confirmed that a sufficiently positive experience can be provided without much work for full-body tracking.

Face Tracking and Recognition on the arbitrary person using Nonliner Manifolds (비선형적 매니폴드를 이용한 임의 얼굴에 대한 얼굴 추적 및 인식)

  • Ju, Myung-Ho;Kang, Hang-Bong
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.342-347
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    • 2008
  • Face tracking and recognition are difficult problems because the face is a non-rigid object. If the system tries to track or recognize the unknown face continuously, it can be more hard problems. In this paper, we propose the method to track and to recognize the face of the unknown person on video sequences using linear combination of nonlinear manifold models that is constructed in the system. The arbitrary input face has different similarities with different persons in system according to its shape or pose. Do we can approximate the new nonlinear manifold model for the input face by estimating the similarities with other faces statistically. The approximated model is updated at each frame for the input face. Our experimental results show that the proposed method is efficient to track and recognize for the arbitrary person.

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Robust Dynamic Projection Mapping onto Deforming Flexible Moving Surface-like Objects (유연한 동적 변형물체에 대한 견고한 다이내믹 프로젝션맵핑)

  • Kim, Hyo-Jung;Park, Jinho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.897-906
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    • 2017
  • Projection Mapping, also known as Spatial Augmented Reality(SAR) has attracted much attention recently and used for many division, which can augment physical objects with projected various virtual replications. However, conventional approaches towards projection mapping have faced some limitations. Target objects' geometric transformation property does not considered, and movements of flexible objects-like paper are hard to handle, such as folding and bending as natural interaction. Also, precise registration and tracking has been a cumbersome process in the past. While there have been many researches on Projection Mapping on static objects, dynamic projection mapping that can keep tracking of a moving flexible target and aligning the projection at interactive level is still a challenge. Therefore, this paper propose a new method using Unity3D and ARToolkit for high-speed robust tracking and dynamic projection mapping onto non-rigid deforming objects rapidly and interactively. The method consists of four stages, forming cubic bezier surface, process of rendering transformation values, multiple marker recognition and tracking, and webcam real time-lapse imaging. Users can fold, curve, bend and twist to make interaction. This method can achieve three high-quality results. First, the system can detect the strong deformation of objects. Second, it reduces the occlusion error which reduces the misalignment between the target object and the projected video. Lastly, the accuracy and the robustness of this method can make result values to be projected exactly onto the target object in real-time with high-speed and precise transformation tracking.

Development of Real-Time Image Processing Algorithm on the Positions of Multi-Object in an Image Plane (한 이미지 평면에서 다물체 위치의 실시간 화상처리 알고리즘 개발)

  • Jang, W.S.;Kim, K.S.;Lee, S.M.
    • Journal of the Korean Society for Nondestructive Testing
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    • v.22 no.5
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    • pp.523-531
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    • 2002
  • This study is concentrated on the development of high speed multi-object image processing algorithm in real time. Recently, the use of vision system is rapidly increasing in inspection and robot's position control. To apply the vision system, it is necessary to transform the physical coordinate of object into the image information acquired by CCD camera. Thus, to use the application of the vision system to the inspection and robot's position control in real time, we have to know the position of object in the image plane. Particularly, in case of rigid body using multi-cue to identify its shape, the each position of multi-cue must be calculated in an image plane at the same time. To solve these problems, the image processing algorithm on the position of multi-cue is developed.

A Hybrid Proposed Framework for Object Detection and Classification

  • Aamir, Muhammad;Pu, Yi-Fei;Rahman, Ziaur;Abro, Waheed Ahmed;Naeem, Hamad;Ullah, Farhan;Badr, Aymen Mudheher
    • Journal of Information Processing Systems
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    • v.14 no.5
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    • pp.1176-1194
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    • 2018
  • The object classification using the images' contents is a big challenge in computer vision. The superpixels' information can be used to detect and classify objects in an image based on locations. In this paper, we proposed a methodology to detect and classify the image's pixels' locations using enhanced bag of words (BOW). It calculates the initial positions of each segment of an image using superpixels and then ranks it according to the region score. Further, this information is used to extract local and global features using a hybrid approach of Scale Invariant Feature Transform (SIFT) and GIST, respectively. To enhance the classification accuracy, the feature fusion technique is applied to combine local and global features vectors through weight parameter. The support vector machine classifier is a supervised algorithm is used for classification in order to analyze the proposed methodology. The Pascal Visual Object Classes Challenge 2007 (VOC2007) dataset is used in the experiment to test the results. The proposed approach gave the results in high-quality class for independent objects' locations with a mean average best overlap (MABO) of 0.833 at 1,500 locations resulting in a better detection rate. The results are compared with previous approaches and it is proved that it gave the better classification results for the non-rigid classes.

Measurement of Fine 6-DOF Displacement using a 3-facet Mirror (삼면반사체를 이용한 6자유도 미소 변위 측정)

  • 박원식;조형석;변용규;박노열
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.50-50
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    • 2000
  • In this paper, a new measuring system is :proposed which can measure the fine 6-DOF displacement of rigid bodies. Its measurement principle is based on detection of laser beam reflected from a specially fabricated mirror that looks like a triangular pyramid having an equilateral cross-sectional shape. The mirror has three lateral reflective surfaces inclined 45$^{\circ}$ to its bottom surface. We call this mirror 3-facet mirror. The 3-facet mirror is mounted on the object whose 6-DOF displacement is to be measured. The measurement is operated by a laser-based optical system composed of a 3-facet mirror, a laser source, three position-sensitive detectors(PSD). In the sensor system, three PSDs are located at three corner points of a triangular formation, which is an equilateral triangular formation tying parallel to the reference plane. The sensitive areas of three PSDs are oriented toward the center point of the triangular formation. The object whose 6-DOF displacement is to be measured is situated at the center with the 3-facet mirror on its top surface. A laser beam is emitted from the laser source located at the upright position and vertically incident on the top of the 3-fatcet mirror. Since each reflective facet faces toward each PSD, the laser beam is reflected at the 3-facet mirror and splits into three sub-beams, each of which is reflected from the three facets and finally arrives at three PSDs, respectively. Since each PSD is a 2-dimensional sensor, we can acquire the information on the 6-DOF displacement of the 3-facet mirror. From this principle, we can get 6-DOF displacement of any object simply by mounting the 3-facet mirror on the object. In this paper, we model the relationship between the 6-DOF displacement of the object and the outputs of three PSDs. And, a series of simulations are performed to demonstrate the effectiveness of the proposed method. The simulation results show that the proposed sensing system can be an effective means of obtaining 3-dimensional position and orientation of arbitrary objects.

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A Dual Modeling Method for a Real-Time Palpation Simulator

  • Kim, Sang-Youn;Park, Se-Kil;Park, Jin-Ah
    • Journal of Information Processing Systems
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    • v.8 no.1
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    • pp.55-66
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    • 2012
  • This paper presents a dual modeling method that simulates the graphic and haptic behavior of a volumetric deformable object and conveys the behavior to a human operator. Although conventional modeling methods (a mass-spring model and a finite element method) are suitable for the real-time computation of an object's deformation, it is not easy to compute the haptic behavior of a volumetric deformable object with the conventional modeling method in real-time (within a 1kHz) due to a computational burden. Previously, we proposed a fast volume haptic rendering method based on the S-chain model that can compute the deformation of a volumetric non-rigid object and its haptic feedback in real-time. When the S-chain model represents the object, the haptic feeling is realistic, whereas the graphical results of the deformed shape look linear. In order to improve the graphic and haptic behavior at the same time, we propose a dual modeling framework in which a volumetric haptic model and a surface graphical model coexist. In order to inspect the graphic and haptic behavior of objects represented by the proposed dual model, experiments are conducted with volumetric objects consisting of about 20,000 nodes at a haptic update rate of 1000Hz and a graphic update rate of 30Hz. We also conduct human factor studies to show that the haptic and graphic behavior from our model is realistic. Our experiments verify that our model provides a realistic haptic and graphic feeling to users in real-time.