109 research outputs found

    A Portrayal of Biomechanics in Avian Flight

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    The art of avian flight is incredibly complex and sophisticated. It is one of the most energy-intensive modes of animal locomotion, and requires specific anatomical and physiological adaptations. I believe that in order to truly comprehend the beauty and complexity of avian flight, it is necessary to clearly visualize the anatomical adaptations found in birds. To aid in the visualization process, I set out to produce a series of educational animations that focus on the biomechanical requirements for flight. These requirements are numerous and complex, often making the flight process difficult to visualize and understand. The artwork and animations that I have created for this thesis are intended to visually portray the major aspects that are involved in avian flight. The majority of artwork created for this project is comprised of 3D models created and animated Autodesk Maya, including a complete pigeon skeleton, the musculature involved in flight, and the anatomy of the avian respiratory system. These 3D models present the viewer with a completely unique view of avian anatomy that provides a relatively complete overview of the various aspects involved in avian flight. The final movie is composed of three animations that focus on the following subject matter: general adaptations to the avian skeleton, the specialization of the avian wing, and the importance of the avian respiratory system

    Design and Testing of a Flapping Wing Micro Air Vehicle

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    The objective of this MQP is to design, test, and assess the feasibility of a flapping-wing remote controlled micro air vehicle (MAV). The group designed an MAV with a wingspan and total length of under one foot and a weight of under one ounce, similar to existing projects. The group then manufactured, assembled, and performed several tests on a prototype of the MAV. Finally, the group proposed design improvements and recommendations for future work at WPI

    Layered dynamic control for interactive character swimming

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    A Kite Simulation System using Position-based Method

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    Thesis (Master of Information Scienc)--University of Tsukuba, no. 37782, 2017.3.2

    A RULE-BASED APPROACH TO ANIMATING MULTI-AGENT ENVIRONMENTS

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    This dissertation describes ESCAPE (Expert Systems in Computer Animation Production Environments), a multi-agent animation system for building domain-oriented, rule-based visual programming environments. Much recent work in computer graphics has been concerned with producing behavioural animations of artificial life-forms mainly based on algorithmic approaches. This research indicates how, by adding an inference engine and rules that describe such behaviour, traditional computer animation environments can be enhanced. The comparison between using algorithmic approaches and using a rule-based approach for representing multi-agent worlds is not based upon their respective claims to completeness, but rather on the ease with which end users may express their knowledge and control their animations with a minimum of technical knowledge. An environment for the design of computer animations incorporating an expert system approach is described. In addition to direct manipulation of objects on the screen, the environment allows users to describe behavioural rules based upon both the physical and non-physical attributes of objects. These rules can be interpreted to suggest the transition from stage to stage or to automatically produce a longer animation. The output from the system can be integrated into a commercially available 3D modelling and rendering package. Experience indicates that a hybrid environment, mixing algorithmic and rule-based approaches, would be very promising and offer benefits in application areas such as creating realistic background scenes and modelling human beings or animals either singly or in groups. A prototype evaluation system and three different domains are described and illustrated with preliminary animated images

    Application of computational fluid dynamics on smart wing design

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    The instantaneous shape of the wing has a profound effect on the fluid dynamic forces it can generate. Visualization of the results obtained from the CFD code gives a better understanding of the happenings around a bending airfoil. The proposed Computational Fluid Dynamics (CFD) model provides detailed design information for the lift and drag forces, velocity and static pressure changes around an airfoil during take off, flying, and lanDing Commercial CFD package---FLUENT is used to evaluate the smart material airfoil aerodynamics performance. The results are then compared with the parametric conventional wings---the wings with flaps. Using smart materials the wings can be designed to vary their stiffness with time. A flexible wing is useful to increase lift and reduce drag. A parametric bending profile of a smart flap is designed considering different types of beams. Cantilever beam with uniformly varying load with roller support at the free end is considered here. The bending profile of the above said beam is similar to the bending profile we are about to investigate. Flexible airfoil is designed using the bending equations. The design is then meshed using GAMBIT and exported to FLUENT. Boundary conditions are defined and CFD modeling is done. One other method is also used for designing the bending flaps. It was named as tangent arc method. The effect of changing pivot point is analyzed since it has considerable impact on aerodynamic performance of smart airfoils. Finally, the assumption made for conventional wings is validated with wind tunnel test data

    Experimental Characterization of the Structural Dynamics and Aero-Structural Sensitivity of a Hawkmoth Wing Toward the Development of Design Rules for Flapping Wing Micro Air Vehicles

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    A case is made for why the structures discipline must take on a more central role in the research and design of flapping-wing micro-air-vehicles, especially if research trends continue toward bio-inspired, insect-sized flexible wing designs. In making the case, the eigenstructure of the wing emerges as a key structural metric for consideration. But with virtually no structural dynamic data available for actual insect wings, both engineered and computational wing models that have been inspired by biological analogs have no structural truth models to which they can be anchored. An experimental framework is therefore developed herein for performing system identification testing on the wings of insects. This framework is then utilized to characterize the structural dynamics of the forewing of a large sample of hawkmoth (Manduca Sexta) for future design and research consideration. The research also weighs-in on a decade-long debate as to the relative contributions that the inertial and fluid dynamic forces acting on a flapping insect wing have on its deformation (expression) during flight. Ultimately the findings proves that both affect wing expression significantly, casting serious doubt on the longstanding and most frequently cited research that indicates fluid dynamic forces have minimal or negligible effect

    컴퓨터를 활용한 여러 사람의 동작 연출

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    학위논문 (박사)-- 서울대학교 대학원 공과대학 전기·컴퓨터공학부, 2017. 8. 이제희.Choreographing motion is the process of converting written stories or messages into the real movement of actors. In performances or movie, directors spend a consid-erable time and effort because it is the primary factor that audiences concentrate. If multiple actors exist in the scene, choreography becomes more challenging. The fundamental difficulty is that the coordination between actors should precisely be ad-justed. Spatio-temporal coordination is the first requirement that must be satisfied, and causality/mood are also another important coordinations. Directors use several assistant tools such as storyboards or roughly crafted 3D animations, which can visu-alize the flow of movements, to organize ideas or to explain them to actors. However, it is difficult to use the tools because artistry and considerable training effort are required. It also doesnt have ability to give any suggestions or feedbacks. Finally, the amount of manual labor increases exponentially as the number of actor increases. In this thesis, we propose computational approaches on choreographing multiple actor motion. The ultimate goal is to enable novice users easily to generate motions of multiple actors without substantial effort. We first show an approach to generate motions for shadow theatre, where actors should carefully collaborate to achieve the same goal. The results are comparable to ones that are made by professional ac-tors. In the next, we present an interactive animation system for pre-visualization, where users exploits an intuitive graphical interface for scene description. Given a de-scription, the system can generate motions for the characters in the scene that match the description. Finally, we propose two controller designs (combining regression with trajectory optimization, evolutionary deep reinforcement learning) for physically sim-ulated actors, which guarantee physical validity of the resultant motions.Chapter 1 Introduction 1 Chapter 2 Background 8 2.1 Motion Generation Technique 9 2.1.1 Motion Editing and Synthesis for Single-Character 9 2.1.2 Motion Editing and Synthesis for Multi-Character 9 2.1.3 Motion Planning 10 2.1.4 Motion Control by Reinforcement Learning 11 2.1.5 Pose/Motion Estimation from Incomplete Information 11 2.1.6 Diversity on Resultant Motions 12 2.2 Authoring System 12 2.2.1 System using High-level Input 12 2.2.2 User-interactive System 13 2.3 Shadow Theatre 14 2.3.1 Shadow Generation 14 2.3.2 Shadow for Artistic Purpose 14 2.3.3 Viewing Shadow Theatre as Collages/Mosaics of People 15 2.4 Physics-based Controller Design 15 2.4.1 Controllers for Various Characters 15 2.4.2 Trajectory Optimization 15 2.4.3 Sampling-based Optimization 16 2.4.4 Model-Based Controller Design 16 2.4.5 Direct Policy Learning 17 2.4.6 Deep Reinforcement Learning for Control 17 Chapter 3 Motion Generation for Shadow Theatre 19 3.1 Overview 19 3.2 Shadow Theatre Problem 21 3.2.1 Problem Definition 21 3.2.2 Approaches of Professional Actors 22 3.3 Discovery of Principal Poses 24 3.3.1 Optimization Formulation 24 3.3.2 Optimization Algorithm 27 3.4 Animating Principal Poses 29 3.4.1 Initial Configuration 29 3.4.2 Optimization for Motion Generation 30 3.5 Experimental Results 32 3.5.1 Implementation Details 33 3.5.2 Animation 34 3.5.3 3D Fabrication 34 3.6 Discussion 37 Chapter 4 Interactive Animation System for Pre-visualization 40 4.1 Overview 40 4.2 Graphical Scene Description 42 4.3 Candidate Scene Generation 45 4.3.1 Connecting Paths 47 4.3.2 Motion Cascade 47 4.3.3 Motion Selection For Each Cycle 49 4.3.4 Cycle Ordering 51 4.3.5 Generalized Paths and Cycles 52 4.3.6 Motion Editing 54 4.4 Scene Ranking 54 4.4.1 Ranking Criteria 54 4.4.2 Scene Ranking Measures 57 4.5 Scene Refinement 58 4.6 Experimental Results 62 4.7 Discussion 65 Chapter 5 Physics-based Design and Control 69 5.1 Overview 69 5.2 Combining Regression with Trajectory Optimization 70 5.2.1 Simulation and Motor Skills 71 5.2.2 Control Adaptation 75 5.2.3 Control Parameterization 79 5.2.4 Efficient Construction 81 5.2.5 Experimental Results 84 5.2.6 Discussion 89 5.3 Example-Guided Control by Deep Reinforcement Learning 91 5.3.1 System Overview 92 5.3.2 Initial Policy Construction 95 5.3.3 Evolutionary Deep Q-Learning 100 5.3.4 Experimental Results 107 5.3.5 Discussion 114 Chapter 6 Conclusion 119 6.1 Contribution 119 6.2 Future Work 120 요약 135Docto

    A cumulative index to a continuing bibliography on aeronautical engineering

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    This bibliography is a cumulative index to the abstracts contained in NASA-SP-7037(184) through NASA-SP-7037(195) of Aeronautical Engineering: A Continuing Bibliography. NASA SP-7037 and its supplements have been compiled through the cooperative efforts of the American Institute of Aeronautics and Astronautics (AIAA) and the National Aeronautics and Space Administration (NASA). This cumulative index includes subject, personal author, corporate source, foreign technology, contract, report number, and accession number indexes

    Vector offset operators for deformable organic objects.

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    Many natural materials and most of living tissues exhibit complex deformable behaviours that may be characteriseda s organic. In computer animation, deformable organic material behaviour is needed for the development of characters and scenes based on living creatures and natural phenomena. This study addresses the problem of deformable organic material behaviour in computer animated objects. The focus of this study is concentrated on problems inherent in geometry based deformation techniques, such as non-intuitive interaction and difficulty in achieving realism. Further, the focus is concentrated on problems inherent in physically based deformation techniques, such as inefficiency and difficulty in enforcing spatial and temporal constraints. The main objective in this study is to find a general and efficient solution to interaction and animation of deformable 3D objects with natural organic material properties and constrainable behaviour. The solution must provide an interaction and animation framework suitable for the creation of animated deformable characters. An implementation of physical organic material properties such as plasticity, elasticity and iscoelasticity can provide the basis for an organic deformation model. An efficient approach to stress and strain control is introduced with a deformation tool named Vector Offset Operator. Stress / strain graphs control the elastoplastic behaviour of the model. Strain creep, stress relaxation and hysteresis graphs control the viscoelastic behaviour of the model. External forces may be applied using motion paths equipped with momentum / time graphs. Finally, spatial and temporal constraints are applied directly on vector operators. The suggested generic deformation tool introduces an intermediate layer between user interaction, deformation, elastoplastic and viscoelastic material behaviour and spatial and temporal constraints. This results in an efficient approach to deformation, frees object representation from deformation, facilitates the application of constraints and enables further development
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