6 research outputs found

    Controller Indirect Learning Algorithm Using Experimental Implantation Technique

    Get PDF
    ํ•™์œ„๋…ผ๋ฌธ (์„์‚ฌ)-- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› ๊ณต๊ณผ๋Œ€ํ•™ ์ปดํ“จํ„ฐ๊ณตํ•™๋ถ€, 2017. 8. ์ด์ œํฌ.๋ฌผ๋ฆฌ ๊ธฐ๋ฐ˜ ์• ๋‹ˆ๋งค์ด์…˜์ด๋ž€ ๊ฐ€์ƒ์˜ ์บ๋ฆญํ„ฐ๋“ค์ด ๋ฌผ๋ฆฌ ๋ฒ•์น™์˜ ์ง€๋ฐฐ ํ•˜์—์„œ ์›€์ง์ด๋„๋ก ํ•˜๋Š” ๊ฒƒ์œผ๋กœ, ์›€์ง์ž„์— ํ˜„์‹ค์„ฑ์„ ๋ถ€์—ฌํ•จ์œผ๋กœ์จ ๋ณด๋Š” ์‚ฌ๋žŒ๋“ค๋กœ ํ•˜์—ฌ๊ธˆ ์ž์—ฐ์Šค๋Ÿฌ์šด ๋Š๋‚Œ์ด ๋“ค๊ฒŒ ํ•ด์ฃผ๋Š” ๊ธฐ๋ฒ•์ด๋‹ค. ํ˜„์žฌ ๊ฐ€์ƒ ์บ๋ฆญํ„ฐ์˜ ๋™์ž‘์„ ์ƒ์„ฑํ•˜๊ธฐ ์œ„ํ•ด ๊ฐ€์žฅ ๋ณดํŽธ์ ์œผ๋กœ ์ด์šฉ๋˜๊ณ  ์žˆ๋Š” ๋ฐฉ๋ฒ•์€ ๋ชจ์…˜ ์บก์ณ ๊ธฐ๋ฒ•์ธ๋ฐ, ์ด ๋ฐฉ๋ฒ•์€ ํ˜„์‹ค์˜ ์‚ฌ๋žŒ์ด๋‚˜ ๋™๋ฌผ์ด ๋ฐฐ์šฐ๊ฐ€ ๋˜์–ด ์ง์ ‘ ์ดฌ์˜ํ•œ๋‹ค๋Š” ์ ์—์„œ ํ•„์—ฐ์ ์œผ๋กœ ๋ช‡ ๊ฐ€์ง€ ๋ฌผ๋ฆฌ์  ํ•œ๊ณ„๋ฅผ ๊ฐ–๋Š”๋‹ค. ๋ณธ ๋…ผ๋ฌธ์€ ๋‘ ๊ฐ€์ง€ ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ์ œ์•ˆํ•œ๋‹ค. ๋จผ์ € ์ฒซ ๋ฒˆ์งธ๋Š” ์›ํ•˜๋Š” ๋ฌผ๋ฆฌ ํ™˜๊ฒฝ๊ณผ ๊ฐ€์ƒ ์บ๋ฆญํ„ฐ๊ฐ€ ์žˆ์„ ๋•Œ, ์–ป๊ณ ์ž ํ•˜๋Š” ๋™์ž‘์˜ ์ข…๋ฅ˜์— ๋”ฐ๋ผ ์บ๋ฆญํ„ฐ์˜ ์›€์ง์ž„์— ๋Œ€ํ•œ ๋ณด์ƒ(reward) ์‹œ์Šคํ…œ๋งŒ ์ •ํ•ด์ฃผ๋ฉด ๊ฐ•ํ™”ํ•™์Šต์„ ํ†ตํ•ด ์ฃผ์–ด์ง„ ์กฐ๊ฑด์— ๋งž๋Š” ๋™์ž‘์„ ์ž๋™์œผ๋กœ ์ƒ์„ฑํ•  ์ˆ˜ ์žˆ๋Š” ์ œ์–ด๊ธฐ๋ฅผ ํ•™์Šต์‹œํ‚ค๋Š” ๋ฐฉ๋ฒ•์ด๋‹ค. ๋‘ ๋ฒˆ์งธ ์ œ์•ˆ ์•Œ๊ณ ๋ฆฌ์ฆ˜์€ ์ฒซ ๋ฒˆ์งธ์— ์ด์–ด์ง€๋Š” ๋‚ด์šฉ์œผ๋กœ, ์ฃผ์–ด์ง„ ํ™˜๊ฒฝ์—์„œ ์ž˜ ํ•™์Šต๋œ ๋™์ž‘ ์ œ์–ด๊ธฐ๋ฅผ ๊ฐ–๊ณ  ์žˆ์„ ๋•Œ, ํ˜•ํƒœ ๋ฐ ๊ตฌ์กฐ๋Š” ๋™์ผํ•˜์ง€๋งŒ ๋‹ค๋ฅธ ๋ฐฉ์‹์œผ๋กœ ํ™˜๊ฒฝ์„ ์ธ์‹ํ•˜๋Š” ๊ฐ€์ƒ ์บ๋ฆญํ„ฐ์˜ ์ œ์–ด๊ธฐ๋ฅผ ๋น ๋ฅด๊ฒŒ ํ•™์Šต์‹œํ‚ด์œผ๋กœ์จ ํ™˜๊ฒฝ ์ธ์‹ ์„ผ์„œ๋ฅผ ์ผ๋ฐ˜ํ™”ํ•˜๋Š” ๋ฐฉ๋ฒ•์ด๋‹ค. ์‹คํ—˜์œผ๋กœ๋Š” ์žฅ์• ๋ฌผ์„ ํ”ผํ•ด ๋ชฉํ‘œ๋ฌผ๋กœ ๋น„ํ–‰ํ•˜๋Š” ๊ฐ€์ƒ ์บ๋ฆญํ„ฐ๋ฅผ ์ด์šฉํ•˜์—ฌ ์ด๋ฏธ ํ•™์Šต๋œ ์ œ์–ด๊ธฐ์˜ ๊ฒฝํ—˜์„ ํ†ตํ•ด ๊ฐ„์ ‘์ ์œผ๋กœ ํ•™์Šต๋œ ์ œ์–ด๊ธฐ์˜ ์„ฑ๋Šฅ์„ ๊ฒ€์ฆํ•˜์˜€๋‹ค.์ œ 1์žฅ ์„œ๋ก  1 ์ œ 2์žฅ ๊ด€๋ จ ์—ฐ๊ตฌ 5 2.1 ๋ฌผ๋ฆฌ ๊ธฐ๋ฐ˜ ์• ๋‹ˆ๋งค์ด์…˜ 5 2.2 ๊ฐ•ํ™”ํ•™์Šต์„ ์ด์šฉํ•œ ์ œ์–ด๊ธฐ ํ•™์Šต 7 ์ œ 3์žฅ ์•Œ๊ณ ๋ฆฌ์ฆ˜ ๊ฐœ์š” 9 ์ œ 4์žฅ ์ดˆ๊ธฐ ์ตœ์ ํ™” ๊ถค์  ์ƒ์„ฑ 13 ์ œ 5์žฅ ์ง„ํ™”์  CACLA 17 ์ œ 6์žฅ ๊ฐ„์ ‘ ๊ฒฝํ—˜ ํ•™์Šต 20 ์ œ 7์žฅ ์‹คํ—˜ ๋ฐ ๊ฒฐ๊ณผ 24 ์ฐธ๊ณ ๋ฌธํ—Œ 27 Abstract 32Maste

    Emprovador virtual de roba

    Get PDF
    L'objectiu principal d'aquest projecte รฉs obtenir vรญdeos d'animacions d'avatars semblants a l'usuari, que estiguin vestits i que reprodueixin els mateixos moviments que l'usuari

    Emprovador virtual de roba

    Get PDF
    L'objectiu principal d'aquest projecte รฉs obtenir vรญdeos d'animacions d'avatars semblants a l'usuari, que estiguin vestits i que reprodueixin els mateixos moviments que l'usuari

    Velocity-Space Reasoning for Interactive Simulation of Dynamic Crowd Behaviors

    Get PDF
    The problem of simulating a large number of independent entities, interacting with each other and moving through a shared space, has received considerable attention in computer graphics, biomechanics, psychology, robotics, architectural design, and pedestrian dynamics. One of the major challenges is to simulate the dynamic nature, variety, and subtle aspects of real-world crowd motions. Furthermore, many applications require the capabilities to simulate these movements and behaviors at interactive rates. In this thesis, we present interactive methods for computing trajectory-level behaviors that capture various aspects of human crowds. At a microscopic level, we address the problem of modeling the local interactions. First, we simulate dynamic patterns of crowd behaviors using Attribution theory and General Adaptation Syndrome theory from psychology. Our model accounts for permanent, stable disposition and the dynamic nature of human behaviors that change in response to the situation. Second, we model physics-based interactions in dense crowds by combining velocity-based collision avoidance algorithms with external forces. Our approach is capable of modeling both physical forces and interactions between agents and obstacles, while also allowing the agents to anticipate and avoid upcoming collisions during local navigation. We also address the problem at macroscopic level by modeling high-level aspects of human crowd behaviors. We present an automated scheme for learning and predicting individual behaviors from real-world crowd trajectories. Our approach is based on Bayesian learning algorithms combined with a velocity-based local collision avoidance model. We further extend our method to learn time-varying trajectory behavior patterns from pedestrian trajectories. These behavior patterns can be combined with local navigation algorithms to generate crowd behaviors that are similar to those observed in real-world videos. We highlight their performance for pedestrian navigation, architectural design and generating dynamic behaviors for virtual environments.Doctor of Philosoph

    Composite control of physically simulated characters

    Get PDF
    A physics-based control system that tracks a single motion trajectory pro-duces high quality animations, but it does not recover from large distur-bances that require deviating from this tracked trajectory. In order to en-hance the responsiveness of physically simulated characters, we introduce algorithms that construct composite controllers that track multiple trajec-tories in parallel instead of sequentially switching from one control to the other. The composite controllers can blend or transition between different path controllers at arbitrary times according to the current system state. As a result, a composite control system generates both high quality animations and natural responses to certain disturbances. We demonstrate its potential for improving robustness in performing several locomotion tasks. Then we consolidate these controllers into graphs that allow us to direct the character in real time
    corecore