Search results for: smoothness
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 33

Search results for: smoothness

3 Optimal Sliding Mode Controller for Knee Flexion During Walking

Authors: Gabriel Sitler, Yousef Sardahi, Asad Salem

Abstract:

This paper presents an optimal and robust sliding mode controller (SMC) to regulate the position of the knee joint angle for patients suffering from knee injuries. The controller imitates the role of active orthoses that produce the joint torques required to overcome gravity and loading forces and regain natural human movements. To this end, a mathematical model of the shank, the lower part of the leg, is derived first and then used for the control system design and computer simulations. The design of the controller is carried out in optimal and multi-objective settings. Four objectives are considered: minimization of the control effort and tracking error; and maximization of the control signal smoothness and closed-loop system’s speed of response. Optimal solutions in terms of the Pareto set and its image, the Pareto front, are obtained. The results show that there are trade-offs among the design objectives and many optimal solutions from which the decision-maker can choose to implement. Also, computer simulations conducted at different points from the Pareto set and assuming knee squat movement demonstrate competing relationships among the design goals. In addition, the proposed control algorithm shows robustness in tracking a standard gait signal when accounting for uncertainty in the shank’s parameters.

Keywords: Optimal control, multi-objective optimization, sliding mode control, wearable knee exoskeletons.

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2 Iterative Process to Improve Simple Adaptive Subdivision Surfaces Method with Butterfly Scheme

Authors: Noor Asma Husain, Mohd Shafry Mohd Rahim, Abdullah Bade

Abstract:

Subdivision surfaces were applied to the entire meshes in order to produce smooth surfaces refinement from coarse mesh. Several schemes had been introduced in this area to provide a set of rules to converge smooth surfaces. However, to compute and render all the vertices are really inconvenient in terms of memory consumption and runtime during the subdivision process. It will lead to a heavy computational load especially at a higher level of subdivision. Adaptive subdivision is a method that subdivides only at certain areas of the meshes while the rest were maintained less polygons. Although adaptive subdivision occurs at the selected areas, the quality of produced surfaces which is their smoothness can be preserved similar as well as regular subdivision. Nevertheless, adaptive subdivision process burdened from two causes; calculations need to be done to define areas that are required to be subdivided and to remove cracks created from the subdivision depth difference between the selected and unselected areas. Unfortunately, the result of adaptive subdivision when it reaches to the higher level of subdivision, it still brings the problem with memory consumption. This research brings to iterative process of adaptive subdivision to improve the previous adaptive method that will reduce memory consumption applied on triangular mesh. The result of this iterative process was acceptable better in memory and appearance in order to produce fewer polygons while it preserves smooth surfaces.

Keywords: Subdivision surfaces, adaptive subdivision, selectioncriteria, handle cracks, smooth surface

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1 Implementation of Sprite Animation for Multimedia Application

Authors: Ms. Yi Mon Thant

Abstract:

Animation is simply defined as the sequencing of a series of static images to generate the illusion of movement. Most people believe that actual drawings or creation of the individual images is the animation, when in actuality it is the arrangement of those static images that conveys the motion. To become an animator, it is often assumed that needed the ability to quickly design masterpiece after masterpiece. Although some semblance of artistic skill is a necessity for the job, the real key to becoming a great animator is in the comprehension of timing. This paper will use a combination of sprite animation, frame animation, and some other techniques to cause a group of multi-colored static images to slither around in the bounded area. In addition to slithering, the images will also change the color of different parts of their body, much like the real world creatures that have this amazing ability to change the colors on their bodies do. This paper was implemented by using Java 2 Standard Edition (J2SE). It is both time-consuming and expensive to create animations, regardless if they are created by hand or by using motion-capture equipment. If the animators could reuse old animations and even blend different animations together, a lot of work would be saved in the process. The main objective of this paper is to examine a method for blending several animations together in real time. This paper presents and analyses a solution using Weighted Skeleton Animation (WSA) resulting in limited CPU time and memory waste as well as saving time for the animators. The idea presented is described in detail and implemented. In this paper, text animation, vertex animation, sprite part animation and whole sprite animation were tested. In this research paper, the resolution, smoothness and movement of animated images will be carried out from the parameters, which will be obtained from the experimental research of implementing this paper.

Keywords: Weighted Skeleton Animation

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