Publications - Master's Thesises
- Myoung-Jun Kim. A Heuristic Approach For Strip Packing. Master's thesis, CS Dept., KAIST, 1991.
Keywords
packing rectangle, computer graphics
Abstract
The two-dimensional strip-packing problem arises frequently in stock-cutting, scheduling, and VLSI design. In this problem, a
finite list of rectangles is to be packed into a rectangular bin of finite width and infinite height. The objective is to minimize the
height of the region occupied by the packed rectangles. Since the problem in Np-hard, heuristic algorithms have been used for
finding a good solution. This thesis proposes three new heuristic algorithms for solving the two-dimensinal strip packing
problem. The first two algorithms are employed as underlying strategies for the last. Based on the idea of filling the lowest
place in the bin, these two strategic algorithms show similar behavisors to the well-known Baker's bottom-left algorithms.
However, both of them can pack n rectangles in O(nlogn) time, which lowers the O(n2) upper bound in time complexity for the
Baker's algorithms. The last algorithm adopts a strategy of combining the better aspects of the two algorithms. Specifically, it
starts with the width-based algorithm and then changes to the height-based one as it is appropriate. Experimental results
support that the strategy-combining algorithm outperforms other algorithms including the two strategic ones.
- Nak-Hun Baek. An Effective Text Processing Method For CGM. Master's thesis, CS Dept., KAIST, 1992.
Keywords
computer graphics, graphical user interfaces, text processing
Abstract
While many grayscale displays have appeared on the scene, few text output techniques utilize their capability effectively.
Additionally, a higher-quality text representation method is required when using computer graphics standards such as
CGM(Computer Graphics Metafile) and CGI(Computer Gramphics Interface). In this paper, a bitmap-based text output method
for grayscale output devices is described. This method supports two-dimensional graphics operations by handing both
character images and bitmap representations equivalently. An improved filtering technique on bitmap images is adapted to this
task. Given method outperforms traditional bitmap font techniques in the aspects of space-requirement, flexibility, quality, and
font design cost. Higher flexibility of this method makes it possible to fully support the specifications of CGM and CGI, which
cannot be directly satisfied by ordinary text output methods. In addition, higher-quality bitmap images can be displayable.
- Dae Seoung Kim. A Linear Time Algorithm For Constructing The Circular Visibility Region Of A Simple Polygon. Master's
thesis, CS Dept., KAIST, 1992.
Keywords
visibility, polygons, computer algorithms
Abstract
Given a simple polygon P, two points in P are said to be visible if they can be connected by a line segment contained in P. Since
a line segment can be regarded as an arc of infinite radius, the notion of visibility can be generalized as follows : two points in P
are circularly visible if there exists an arc contained in P joining them. In this paper we represent a linear time algorithm for
constructing the potion of P that can be circularly visible from a fixed point lying inside P.
- Gu-Jin Kim. A Bottleneck Finding Algorithm And Its Applications. Master's thesis, CS Dept., KAIST, 1992.
Keywords
computer graphics, computer algorithms, polygons
Abstract
The graphic command called "hollow drawing" is a primitive of graphic operations, which renders the boundary of a given
polygon. When drawing a hollow on a simple polygon, it is hard for a hollow pattern neither to self-intersect nor to be drawn
outside of the polygon. These difficulties are characterized by formulating the notion of a bottleneck in a simple polygon. Using
the Voronoi diagram of a simple polygon, we present an O(n long n) time algorithm for finding all bottlenecks of the simple
polygon with n vertices. This leads to an efficient algorithm for drawing a hollow. It also gives a fast method for generating NC
milling tool paths.
- Dong Jin Kim. An Approach For Animating A Flexible Object. Master's thesis, CS Dept., KAIST, 1993.
Keyword
computer animation
Abstract
This paper proposes a physically-based model for flexible objects such as cloth, rubber, paper, vinyl, and flexible metals.
Properties of a flexible object are determined by its basic components such as atoms molecules, and particles, their underlying
structure, and their interaction forces. Since even a very thin object such as a cloth has its volume in physical worlds, we
decompose a flexible object into and array of unit volumes containing basic components so that they form a crystal structure of
basic components and use the elasticity theory to control their interaction forces. The proposed model naturally describes
varous properties of flexible objects such as stretching, bending, and shearing effects. This model can consistently manipulate
both thick and thin objects and also describe the different behavious between a very flexible object and a somewhat rigid one in
a uniform way.
- Gyou-Hwan Oh. An Effective Texture Generation Method Using The Surface Characteristics. Master's thesis, CS Dept.,
KAIST, 1993.
Keywords
computer graphics, texture
Abstract
This thesis proposes an effective method for generating two dimensional texture patterns useful for fashion objects such as
cloths, neck-ties, scarfs, curtains, carpets, and wall-papers. This method is based on the visualization of surface charcteristics,
so that a generated image reflects the shape of the surface. The texture generation process consists of three procedures
surface construction, vector extration, and mapping a vector to a color. The surface construction is a procedure for
interactively designing a B-spline surface. The vector extraction is for calculating a geometric vector from the characteristics
of a surface. The color mapping is a visualization procedure which converts the geometric vector onto a color. The proposed
method provides an effective controls on the shape and colors of an image, its fast generation, its local deformation. In
addition, this model is easily expandable by introducting a new class of geometric vectors or color tables. It can also be
extended for texture mapping and solid texturing.
- In-Hyeok Paek. Physically-based Flame Modeling. Master's thesis. CS Dept., KAIST, 1993.
Keywords
computer graphics, flame, flame visualization
Abstract
This thesis presents a new method for generating flame images based on an approximation of their physical process. The
approximation includes combustion of fuels and analysis of fluid flows in a combustion field. A set of partial differential
equations from fluid dynamics are employed and simplified to analyze fluid flows in the combustion field. These equations are
solved with a modified version of an alternating direction implicit method. The combustion field is divied into uniform staggered
grid cells. Each iteration of the method consists of adding fuels to cells combusting fuels, updating state variables and
generating a 2D flame image. This model accounts for laminar flames with premixed and diffusion combustion. Unlike previous
flame models in computer graphics, the proposed model can naturally generate special effects such as a wind effect by changing
parameters.
- Tae-Joon Park. Physically-based Surface Triangulation For Parametric Surfaces. Master's thesis, CS Dept., KAIST, 1993.
Keywords
triangulation, computer graphics
Abstract
This thesis proposes an efficient physically-based method to generate a triangular mesh that approximates a parametric
surface. As an approximation of the curvature characteristics of a surface region, we propose the curvature feature, that is a
computationally simple but effective measure of the surface curvedness. In the proposed algorithm, the curvature feature of a
surface region is regarded as an attracting force, and applied to a vertex using a spring model. The surface curvedness is
distributed uniformly over the mesh by this algorithm. To determine the location of each vertex in the mesh, an initial
triangulation is formed using the restricted quadtree and iteratively optimized based on the spring model. Since our approach
uses a local optimization instead of a global optimization to determine the location of each vertex at each optimization step, a
mesh can be generated fast enough for interactive applications.
- Young-Seop Shin. Simplification Of Triangular Mesh. Master's thesis, CS Dept., KAIST, 1994.
Keywords
triangulation, computational complexity
Abstract
Triangular mesh simplification is to reduce the number of triangles in a triangular mesh while preserving the topology and
geometry. This thesis presents an efficient algorithm that simplifies a given mesh by reducing the number of vertices. As a
removal criteria, we propose the area feature that is a weighted sum of the total curvature and the area. By adjusting the
weighting factor, we are able to control the shape of the resulting mesh. An approximation method of the total curvature in the
triangular mesh is also presented. Because the proposed method uses only local information, it is fast enough to be used in
interactive applications.
- Ho Kyung Kim. Three-dimensional Metamorphosis Between Sweeping Objects. Master's thesis, CS Dept., KAIST, 1994.
Keywords
computer graphics, metamorphosis. 3-dimensional metamorphosis
Abstract
Metamorphosis between two objects has gained a lot of attention because of its astonishing effect in computer animation. In
many applications, twodimensional metamorphosis has been used and shows the excellent results. However, it has many
limitations due to its lacks of the three-dimensional information. Therefore, metamorphosis between two three-dimensional
objects is required to make a vivid and smooth transformation. This paper presents an effective three-dimensional
metamorphosis algorithm which smoothly changes the shape of one sweeping object to another. By using the sweeping object's
characteristics, an efficient method of transformation is found. The proposed algorithm finds the correspondence between a
pair of given sweeping objects and generates the intermediate objects by interpolating the corresponding vertices of source and
destination objects. This algorithm provides the fast and smooth transformation, and generates the meaningful inbetween
objects.
- Jehee Lee. Computer-aided Sculpturing Based On Boolean Operations And Extended Recursive Subdivision. Master's
thesis, CS Dept., KAIST, 1995.
Keywords
computer graphics, computer-aided design
Abstract
A computer-aided sculpturing system is a geometric modeling system possessing sculpturing operators. A real world sculptor
carves a statue through chiseling, sandpapering, and so on. Computer-aided sculpturing systems adapt these sculpturing
methods for the geometric modeling domain. In this paper, we propose a sculpturing system based on sculpturing operators,
chiseling, gluing and rounding. Chiseling can cut off a part of a sculpture, and gluing paste a lump of material. We implemented
chiseling and gluing using sweeping operators and boolean operators for polyhedra. A global shape design method based on
three-view shillouettes is also suggested. Rounding operators generate smooth surfaces which connect sharp corners smoothly.
As rounding operators of our system, we present extended recursive subdivision by localizing Catmull and Clark's recursive
subdivision methods. The proposed subdivision methods can generate blended shapes of curved and planar surfaces. As
applications of these methods, we present a unified local algorithm for vertex-based, edge-based, and region-based roundings.
- Seok-Hoon Ko. Effective Soft Shadow Generation Using An Iso-lux Contour Mesh. Master's thesis, CS Dept., KAIST, 1995.
Keywords
computer graphics, wire netting, image reproduction
Abstract
Mesh generation techniques are useful for synthesizing realistic images with limited computational resources. When images are
generated from meshes, we can enhance image quality with considering discontinuities, orientations, and shapes of meshes.
This thesis presents a new mesh generation technique which can be used to produce soft shadows, one of the most effective
features for realistic images. We first present efficient penumbra and umbra generating algorithms in O(n + m) and O(m +
nlogn) time, respectively, where m and n are the number of vertices of a convex polygonal light source and an object. We also
propose a new mesh generation algorithm, called an iso-lux contour meshing, which subdivides meshes along the iso-lux
contour. Since this method reflects properties of intensity such as irradiance gradients, we can rapidly generate realistic images
with the small number of large scaled mesh elements. Our mesh generation technique can be used for interactive applications
such as virtual reality and walkthrough.
- Seong-Jin Yoon. Partial Generation Of Random Fractal And Its Applications. Master's thesis, CS Dept., KAIST, 1995.
Keywords
computer animation, fractals, reproduction
Abstract
Fractal modeling, based on fractional Brownian motion(fBm), is one of the most popular methods used for modeling natural
objects. To reflect complex shapes of natural objects, objects modeled by fractal modeling require a vast amount of data, which
consumes much memory space, generation time, and rendering time compared to artificial objects. In this paper, we propose a
new method for partial generation of fractal objects with appropriate levels of detail to reduce memory usage and thus
efficiently synthesize fractal images. This can be achieved by generating only the parts of fractal objects within a view volume
and by avoiding unnecessary data ampilification while satisfying given levels of detail. The proposed partial generation scheme
is successfully applied to efficient animation of a walkthrough over fractal objects according to the movement of a view. For
faster animation, we also propose a method to incrementally generate fractal objects using the object-level coherency when the
view is slightly changed.
- Hyung-Woo Kang. Interactive Pattern Design With Image Simplification Process. Master's thesis, CS Dept., KAIST, 1996.
Keywords
pattern design, motif design, drawing techniques, apparel CAD, graphics
Abstract
Computer-aided-pattern design systems are now widely used by designers to reduce the time and expences in generating new
patterns. However, currently-available commercial systems are either restricted to generate geometric patterns, or not yet
enough to offer an automatic and efficient tools for making natural patterns. In this thesis, we develop an interactive pattern
design system, which generates aesthetic patterns from scanned images. Pattern is generated in our system by the following
four steps: motif extraction, motif simplification, motif drawing, motif placement. In developing our system, we have tried to
make the system satisfy both of the two conflicting demands: minimizing manual tasks and maximizing interactivity. We
enhance interactive techniques for motif extraction and simplification. We also propose various drawing tools to add artistic
effects on a simplified motif. Using our system, designers can easily generate a nice pattern from an initial image by
interactively following the given steps. Experimental results show how each technique is used and what effect it has.
- Hyung-Jin Ha. A New Camera Control Method Preserving View-up Vectors. Master's thesis, CS Dept., KAIST, 1996.
Keywords
common view-up vector, quaternion, camera Animation, graphics
Abstract
In 3D computer animation, a virtual camera moves while preserving the upward direction of 3D space, which is given by the
view up vector. For many applications, it is necessary to specify arbitrary view up vectors. However, traditional camera
methods to do this cause severe singularity and redundancy in their parametrizations. In this thesis, we present a new camera
control method which is free from the problems. We first introduce the notion of the common view up vector, which is the view
up vector shared by two camera orientations. From a camera motion, we isolate the rotation component determining the path of
the common view up vector. We present a new orientation curve, called an optimal camera otientation curve, which minimizes
the torque history of this component. The optimal camera orientation curve has the camera upright property, i.e., it preserves
the direction of a common view up vector as much as possible. We obtain an analytical formula of an optimal camera orientation
curve passing two camera orientations, called a Clerp. To find an optimal camera orientation curve satisfying general boundary
conditions, we extend traditional unconstrained optimization techniques in Euclidean space to the unit quaternion space for
numerically computing camera orientation curves. We finally give a number of practical camera path construction schemes to
generate curves with the camera upright property.
- Bomjun Kwon. An Efficient Walkthrough System Using Visiility Layers. Master's thesis, CS Dept., KAIST, 1996.
Keywords
visibility, walkthrough, rendering, invisible face, graphics
Abstract
Given a large geometric model like a building, it is an important issue in computer graphics to develop an efficient walkthrough
algorithm for interactively rendering the model. We can significantly speed up the rendering by accelerating a clipping operation
and precomputing invisible polygons. Kim et al. suggested Visibility layers which provide efficient visibility operations from a
given source. The visibility layers maintain the polygons in the geometric model in a sequence of layers according to their
visibility relationship with respect to the source. For each layer, they constructed the shadow region from the source cast by
the polygons in the layer. Every ray shot from the source intersects the boundary of the shadow region at most once. From
this fact, they developed an efficient clipping operation for a viewer in the source. In order to generate an image from an
arbitrary points, we divide the 3D scene space into cells using grids, octrees or binary space partition trees, and then construct
visibility layers for each cell. These visibility layers efficiently support the clipping operation from any view point in the 3D
scene space. Moreover, in order to increase the performance of the clipping operation, we develop compact $visibility$ $layers$
to reduce the number of layers. We also suggest an algorithm for efficiently eliminating the invisible polygons from each cell.
Our experiment shows that this method is well adapted to various environments including densely occluded models and sparsely
occluded models.
- Hyun-Joon Shin. An Impulse-based Model For Multiple Point Collisions In Dynamic Simulation. Master's thesis, CS Dept.,
KAIST, 1997.
Keywords
dynamic simulation, impulse, collision response, multiple point, animation
Abstract
This thesis presents an impulsive-based multi-point collision response model. Most previous approaches solve single point
collisions, and a regional collision is approximated as a sequence of single point collisions. For more stable simulations, this
thesis introduces the distribution of impulses over a collision region. The total impulse for the region is calculated from its
impulse distribution. This model eliminates abnormal oscillations in which conventional models have experienced. Therefore,
colliding objects are converging to their stable positions more quickly. Moreover, this model can incorporate friction on the
collision region. Since previous impulse-based models are short in handling multi-point collisions, additional physical model are
required for multi-point contacts. In contrast, this model take a unified approach that is capable of covering both collisions and
contacts. Therefore, this model clearly resolves the difficulty in transition between collision and contact.
- Cheol-Min Lee. A Scripting Language For Real-time Interactive Animation. Master's thesis, CS Dept., KAIST, 1997.
Keywords
script, scripting language, animation, interactive animation
Abstract
Scripting languages (or animation languages) are useful tools to describe computer animations, especially suitable for producing
animation prototypes and designing interactive animations. Scripting languages should be designed to describe various aspects
of animation in a natural way. In interactive animations, it is sometimes necessary to describe non-predetermined actions.
Actions are called non-predetermined when their occurring moments cannot be predicted in advance. This thesis presents
ARIA, a new scripting language for real-time interactive animations in 3D virtual environments. Using this scripting language,
the animators can effectively produce the synthetic world in which human-directed avatars and computer-controlled agents
interact with each other in real-time. ARIA provides features for describing non-predetermined actions and synchronization
among actions in interactive animations. To execute the features of the ARIA scripting language, the ARIA script system uses
the concepts of execution trees and events.
- Ja-Hee Kim. Extened Light Buffers For Efficient Visibility Operations. Master's thesis, CS Dept., KAIST, 1997.
Keywords
visibility, light buffer, soft shadow, ray tracing, rendering, invisible face, graphics
Abstract
It is important issue to increase the efficiency of visibility operations in rendering since the most of rendering time is spent for
performing visibility operations. In this paper, we present light buffers of area light sources, which provide efficient visibility
operations from the sources. The light buffers are extended to support visibility operations not originated from the sources. We
also explore their applications such as shadow generation, raytracing and radiosity. Our experimental results show that the light
buffers support more efficient visibility operations than the previously developed data structures including linear grids, and
octrees.
- Min-Gyu Choi. Walking Trajectory Planning For Virtual Humans. Master's thesis, CS Dept., KAIST, 1998.
Keywords
walking motion, trajectory planning, footprints
Abstract
For a virtual human, it is one of the most fundamental activities to walk from one location to another while avoiding collision
with obstacles. The walking trajectory planning, that is composed of the path planning in 2D and the footprint generation, is
very important in providing a virtual human with such an activity. Beside the collision avoidance, the characteristics of the
human behavior should be reflected to give realistic movements in the path planning. In the footprint generation, a sequence of
footprints, from which a realistic walking motion can be readily obtained, should be sought. In this thesis, we present an
efficient walking trajectory planning algorithm for virtual humans. We first decompose the workspace into sparse and dense
regions, and introduce the hybrid roadmap that combines the tangent visibility graph of sparse regions and the Voronoi
skeleton of dense regions to reflect the responsive behavior of an actual human. The roadmap is used to efficiently obtain a
center-site path of the polygonal mover that is the projection of the articulated human figure. In order to generate a sequence
of footprints following the obtained path, we introduce a characteristic volume that stores the model-dependent relation
between two legs and determines omni-directional step positions efficiently. Using a characteristic volume and the bisection
technique, we keep the stance foot from blocking the swing foot, the swing foot from colliding with obstacles, and two feet from
intersecting each other to obtain footprints from which a walking motion can be readily generated.
- Tae-Hoon Kim. Real-time Capturing Of Facial Expressions Using Contour Model And Head Tracking. Master's thesis, CS
Dept., KAIST, 1999.
Keywords
facial expression capture, head tracking
Abstract
Producing facial expressions is very important for realistically animating a virtual actor. It is difficult to make facial expressions
interactively because of their subtlety. Therefore, realistic facial expressions of the virtual actor are often produced
automatically by capturing the facial expressions of a puppeteer with a video camera and mapping them to the actor. Capturing
facial expressions needs to not only extract feature points but also track head motion from the input image. Because the image
is largely affected by lighting conditions and noises, an important issue is to improve the stability of capturing and its
performance. This thesis describes the real-time capturing of facial expressions that tracks both the movements of facial
feature points and head motion directly from the input image. In CMYK and HSV color spaces, M and H values of lips are
different from those of skin. Moreover, K and V values of eyes or eyebrows are also different from those of skin. Therefore,
we transform the color space of the input image to that composed of M, K, H, V color values for easy facial feature
segmentation. We use a contour model based on the Bezier curve of degree 3 that is a simple parameterized curve to represent
the shape of a facial feature. This model fits the curve to the contour of the feature, which can robustly capture the shape of
each facial feature even with a noisy image. To track the head motion, we choose a number of points on the face fixed with
respect to the evolution of facial expressions. We select every triple of the points in turn which are not colinear and track their
3D positions. It is well-known that the 3D positions of those points are not uniquely determined. We use the coherency of head
motion to choose the correct solution. Finally, we combine the tracking results of all triples for robust head tracking.
- Soon-Hyoung Pyo. Tour Into The Picture (TIP) Using A Vanishing Line. Master's thesis, CS Dept., KAIST, 1999.
Keywords
3D graphics, image-based modeling/rendering, animation
Abstract
Tour into the picture(TIP) proposed by Horry et al.\cite{horry} is a technique that uses only one reference image to construct
a 3D environment and generates a new image viewed from an arbitrary view point using the 3D structure. This feature
differentiates TIP from other image based rendering(IBR) techniques that use several reference images. The method of Horry et
al. makes good results by intuitively extracting and analysing 3D information from an image. However, their method can be
applied to images where only one vanishing point exists. In this thesis, we propose a new background modeling method and an
interface that work well with any images regardless of the number of vanishing points. In the proposed method we use vanishing
line instead of vanishing point. Since the vanishing line has a characteristic of dividing image into two regions corresponding to
the ground and the space above it, we construct environment with two planes which represent both regions. Moreover, because
vanishing line is a set of vanishing points, we can apply our method to images with multiple vanishing points.
- Juno Kim. An Effective Cell Division Method For Directed Line Classification. Master's thesis, CS Dept., KAIST, 1999.
Keywords
direct line classification, ray classification, cell division, visibility operation
Abstract
In computer graphics, there have been developed various kinds of rendering methods for the last three decades, to generate
more realistic images faster. An important issue in rendering is to develop a data structure which provides efficient visibility
oprerations, because the most of the rendering time is spent for performing them. Kwon et. al\cite{Kwon:1998:ERC} present
a new ray classification scheme, called directed line classification, that considerably reduces memory consumption while
preserving the time efficiency of Arvo and Kirk\cite{Arvo:1987:FRT}'s scheme. In that scheme, they use two kinds of cell
division scheme such as uniform subdivision, hierarchical subdivision. In the hierarchical subdivision scheme, they subdivide the
boundary faces of both origin and destination at the same time. In this thesis, we present a new cell subdivision scheme, called
origin first hierarchical subdivision, which gives an adaptive structure reducing memory requirement and an improvement for
more applicability. Our scheme subdivides the origin faces first, and then subdivides destination faces. By using this scheme,
each cell has a more adaptive shape to the spartial distribution of objects to have different sizes of origin and destination faces.
This subdividing scheme is effective for point-to-region or region-to-region visibility operations. We can further reduce
memory requirements by using candidate elevation and cell merging which take a good advantage of the coherency between the
objects saved in each cells which appeared near location in data structure. Our experiments indicate that the origin first
hierarchical subdivision scheme improves the efficiency of the rendering process for various types of visibility operations in the
advanced rendering applications such as ray tracing and radiosity.
- Sung Yong Kim. Generation of curved path locomotion using motion data. Master's thesis, CS Dept., KAIST, 2000.
Keywords
Locomotion, Motion editing, Spacetime constraint
Abstract
Generating realistic animation of human locomotion is an important issue in computer graphics. Recently, motion capture technique is widely used to obtain realistic motion data in character animation. In this thesis, we propose a new method that generates human locomotion along a given curved path using prescribed motion clips. Provided with various realistic motion segments such as straight walking, turning to left and turning to right, we perform the following three steps. First, we select appropriate motion segments for the given path and stitch them to yield an initial motion. Then, we specify foot positions and orientations to deform the initial motion to follow the given path, and finally we adjust the initial motion to meet the specified foot positions and orientations. We exploit curvature profiles of the given path and the body trajectory of each motion to select appropriate motion segments. Obtained by simply stitching those motion segments, the initial motion may not be appropriate for a human-like figure to follow the given path. Therefore, we deform the initial motion to adapt for the path. We extract the postions and orientations of stance foot from the initial motion, and transform them along the path to specify the desired positions and orientations for curved path locomotion. Then, we adjust the initial motion to satisfy the desired foot positions and orientations. This problem can be formulated as a motion editing problem with spacetime constriants. We adopt a hierarchical displacement mapping technique[11] to deform the body and other joint angles so that the motion meet the constraints such as foot positions and orientations. We demonstrate that the suggested method produce a realistic locomotion. The method also enables a human-like figure to perform a variety of movement such as walking, jogging, and so on.
- Shin, Seung-Hyup. Real-time Human Body Deformation Based on Rotation Angle Interpolation. Master's thesis, CS Dept., KAIST, 2000.
Keywords
Body deformation, Quaternion, Delaunay triangulation
Abstract
Human body deformation is widely used to generate a realistic animation. In such an animation, a human body is generally modeled as a one-skin mesh, and is deformed by adjusting vertex positions according to its posture. However, it is difficult to compute in real time the new vertex positions that preserve the characteristics of the human body. In this thesis, we propose a new approach to real-time human body deformation based on the interpolation of the rotation angle of each vertex of the mesh. We focus on preserving the skin characteristics such as shrinking and expanding resulting from the rotation angle interpolation. Hence, a vertex position is adjusted according to the interpolation result. That is, when a link segment rotates by a certain angle, the vertices associated with the segment also rotate by certain angles. Those vertices are decided by the Delaunay triangulation on both the center points of link segments and the vertices of the mesh. Given the rotation angle of a link segment, each associate vertex is assigned its own rotation angle depending on the distance from the link center. Thereby, the distance between neighboring vertices may be changed due to vertex rotation, which reflects the characteristics of the real human skin. While preserving the characteristics of a human body, our approach is fast enough for real-time applications since deformation can be done by vertex rotation only.
- Kim, Dohan. Motion Tracking of 3D Articulated Figure from 2D Information of A Single Video Stream. Master's thesis, CS Dept., KAIST, 2001.
Keywords
3D Motion Tracking, Articulated Figure, extended Kalman filter, 2D video
Abstract
A Huge amount of human activities and motions are recorded in a single sequence of uncalibrated video images. In this thesis, we present a method for reconstructing the 3D human motions with respect to 2D motion information contained in a single video stream. 2D information is formed as a sequence of 2D position set and acquired by interactive marking.
The reconstruction process can be formulated as an inverse kinematics problem. We model a human body as a non-linear dynamic system and adopt a extended Kalman filter as a inverse kinematics solver so as to resolve depth ambiguity. Our Kalman filter tracks the joint motion spanning entire orientation space by parameterizing the orientations incrementally with rotation vector. We augment the measurement model with the angle-bound constraints prevent infeasible motions. To avoid singularities which arise in inverse kinematics problem, the analyses on the Singularity-Robust inverse [17, 9] are adapted to make the Kalman filter avoid singular states.
- Kim, Hee-Jeong. Vitual MR Tagging Method for Verification of 3D Motion Reconstruction Techniques. Master's thesis, CS Dept., KAIST, 2001.
Keywords
Virtual MR tagging, SPAMM
Abstract
Recently, MR tagging techniques have been getting a lot of
attention from researchers since they provide non-invasively
suitable data sets for cardiac motion analysis. Several different
techniques have been developed to analyze 3D cardiac wall motion
from such data sets. Unfortunately, due to the lack of gold
standard data sets to be tested on, most of the techniques are not
fully evaluated. In this dissertation, we have developed a virtual
MR tagging method which generates MR tagging images, in particular
SPAMM (Spatial Modulation of Magnetization) images, on a virtual
deformable model. At the initial undeformed state, the user lays
out tagging planes, which are orthogonal to the image plane, by
specifying their locations and spacing in-between to tag a grid on
the cardiac wall. During the simulation of deforming the model,
the grid tagged on the model move together to reflect the
underlying tissue motion in 3D. On the image plane, the deformed
grid is computed and displayed to give virtual SPAMM images. These
images have the similar characteristics of SPAMM images that we
would obtain using a real MR machine. The virtual images can be
used to fit the model using a technique to be evaluated and to
compare the results with the known, actual 3D deformation
information.
- Junkyu Oh. Hierarchical Behavior Generation Framework for Evevt Driven Crowd Simulation and
Its Application to Long Distance Race. Master's thesis, CS Dept., KAIST, 2002.
Keywords
computer graphics, crowd simulation, behavior generation
Abstract
A large number of people in streets, parks, or public squares form
a crowd to show complicated scenes often appeared in applications
such as computer games and movie films. Crowd simulation is a
technique to automatically generate a crowd scene by simulating
the behavior of the crowd.
In this paper, we address two problems in crowd simulation.
First is the time complexity problem. It cost a plenty of time to
simulate a crowd because a crowd is usually large in number. To
address this problem we adopt the event driven collision detection
algorithm.
The second problem is the difficulty of designing powerful
behavior generation framework. It must be powerful enough to
generate many crowd behaviors especially complex ones. To address
this problem, we propose a hierarchical behavior generator.
Hierarchical structure decompose a complex behavior into many
simple behaviors. Therefore we can assemble simple low level
behaviors to make a complex high level behavior easily.
Furthermore, for variety of the crowd behavior, behavior
generation framework enable the animator to define the motions and
the decisions specifically. To do this, we use an external module
for motion generation and decision making.
Proposed event driven crowd simulator is fast enough to simulate
many virtual characters. Also the hierarchical behavior generation
framework can cover the various and complex crowd behaviors.
- Yoon, Keun Chang. Motion Synthesis with Extended Posture Transition Graph and Dynamic Motion Balancing. Master's thesis, CS Dept., KAIST, 2002.
Keywords
Posture Transition Graph, Dynamic Balancing, Zero Moment Point, Motion Synthesis, Character Animation
Abstract
This paper presents a technique for generating DDR dance motion
interactively according to the specified user input. In
generating a dance motion, we have to consider that the same
sequence of steps does not necessarily mean the same movement. In
order to generate a variety of dance motion, we have introduced an
Extended Posture Transition Graph for storing example motion clips
and searching them efficiently. The EPTG allows multiple motion
clips for a given input so that the resulting motions can have
diversity in their traits even with the same user inputs. In the
run-time, when a user specifies an input sequence, the EPTG will
be traversed according to the input to retrieved a desired motion
clip. Each retrieved motion clip is concatenated with motion
transition technique to remove jerkiness. The resulting motion is
further enhanced with the dynamic motion balancing technique to
meet physical property of the motion.
This page is managed by web@cg.kaist.ac.kr
last update on 12 July 2002