• Title/Summary/Keyword: 가시성

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A Constant Time RMESH Algorithm for Solving the Visibility Problem between Two Edges of a Simple Polygon (단순 다각형의 두 에지 사이의 가시성 문제에 대한 상수 시간 RMESH 알고리즘)

  • 김수환
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10a
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    • pp.607-609
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    • 2001
  • 본 논문에서는 단순 다각형의 두 에지 사이의 가시성 문제를 재구성가능한 메쉬(RMESH) 병렬 모델에서 상수 시간에 해결하기 위한 알고리즘을 고려한다. 두 에지 사이의 가시성은 네 가지 유형, 즉, 완전 가시성(complete visibility), 강 가시성(strong visibility), 약 가시성(weak visibility), 부분 가시성(partial visibility)으로 구분될 수 있다. 논문에서는 에지 가시성에 대한 여러 가지 성질들을 고찰하여 두 에지 사이의 모든 유형에 대한 가시성의 판별과 가시 영역을 구하는 상수 시간 N$\times$N RMESH 알고리즘을 제시한다.

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가시광 무선랜 시스템을 위한 효율적인 가시성 확보 방안

  • Kim, U-Chan;Bae, Chi-Seong;Jo, Dong-Ho;Sin, Hong-Seok;Jeong, Dae-Gwang;Lee, Yeong-Min
    • Information and Communications Magazine
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    • v.26 no.5
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    • pp.36-42
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    • 2009
  • 차세대 조명 기기로 각광 받는 LED의 활용이 증가함에 따라 정보의 가시성, 높은 신호대잡음비, 낮은 설치비용, 기존 조명기기의 활용성, 높은 보안성 등의 특징을 갖는 가시광 무선 통신에 대한 관심이 증가하고 있다. 기존 RF통신 시스템과는 달리 무선 가시광 통신이 제공할 수 있는 정보의 가시성은 단말이 기지국에 초기 접속하는 경우나 통신 장애에 의해서 사용자가 단말의 전송 신호의 방향을 재설정해야 하는 경우에 신호의 변화를 통해 사용자에게 가시광 링크의 상태 정보를 제공할 수 있다. 그러나 가시광 무선랜 시스템에서 서비스 받는 사용자의 수가 증가함에 따라 확보할 수 있는 무선 자원이 부족하여 정보의 가시성을 제공하기 어려워지는 문제점이 있다. 따라서 본고에서는 가시광 무선랜 시스템에서 가시성이 확보되어야 하는 경우에 시스템의 성능을 유지시킴과 동시에 가시성을 확보해주는 효율적인 자원할당 방안을 제안한다. 또한 시뮬레이션 결과를 통해서 제안한 방안의 성능을 분석한다.

Efficient RMESH Algorithms for the Set Operations of Two Visibility Polygons in a Simple Polygon (단순 다각형 내부의 두 가시성 다각형에 대한 집합 연산을 수행하는 효율적인 RMESH 알고리즘)

  • Kim, Soo-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.795-797
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    • 2014
  • The visibility polygon of a simple polygon P is the set of points which are visible from a visibility source in P such as a point or an edge. Since a visibility polygon is the set of points, the set operations such as intersection and union can be executed on them. The intersection(resp. union) of two visibility polygons is the set of points which are visible from both (resp. either) of the corresponding two visibility sources. As previous results, there exist O(n) time algorithms for the set operations of two visibility polygons with total n vertices. In this paper, we present $O(log^2n)$ time algorithms for solving the problems on a reconfigurable mesh with size $O(n^2)$.

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Effects of Inter-Organizational Partner's Relationship Characteristics and IOS Visibility on Supply Chain Performance (파트너 관계특성과 조직간 정보시스템 가시성이 공급망 성과에 미치는 영향)

  • Kim, Moon-Sun
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.13-31
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    • 2013
  • This paper proposes a new concept of inter-organizational systems (IOS) visibility, considering the key role of IOS in IT-enabled supply chain (SC) cooperation. Further, antecedents and consequences IOS visibility have been studied. Antecedents of IOS visibility are identified from the two conflicting theories of inter-organizational relationships, i.e., RDT(resource dependence theory) and RV(relational view). Investigating SC cooperation from the perspectives of both partners (buyers and suppliers) is important, especially when channel partners depend on each other and when asymmetries in IOS visibility can exist. Hence, this study attempts to accommodate both partners' perspectives in IOS visibility and to look into the consequences of IOS visibility from each participant's perspective.

No-Reference Visibility Prediction Model of Foggy Images Using Perceptual Fog-Aware Statistical Features (시지각적 통계 특성을 활용한 안개 영상의 가시성 예측 모델)

  • Choi, Lark Kwon;You, Jaehee;Bovik, Alan C.
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.4
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    • pp.131-143
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    • 2014
  • We propose a no-reference perceptual fog density and visibility prediction model in a single foggy scene based on natural scene statistics (NSS) and perceptual "fog aware" statistical features. Unlike previous studies, the proposed model predicts fog density without multiple foggy images, without salient objects in a scene including lane markings or traffic signs, without supplementary geographical information using an onboard camera, and without training on human-rated judgments. The proposed fog density and visibility predictor makes use of only measurable deviations from statistical regularities observed in natural foggy and fog-free images. Perceptual "fog aware" statistical features are derived from a corpus of natural foggy and fog-free images by using a spatial NSS model and observed fog characteristics including low contrast, faint color, and shifted luminance. The proposed model not only predicts perceptual fog density for the entire image but also provides local fog density for each patch size. To evaluate the performance of the proposed model against human judgments regarding fog visibility, we executed a human subjective study using a variety of 100 foggy images. Results show that the predicted fog density of the model correlates well with human judgments. The proposed model is a new fog density assessment work based on human visual perceptions. We hope that the proposed model will provide fertile ground for future research not only to enhance the visibility of foggy scenes but also to accurately evaluate the performance of defog algorithms.

Optimal Algorithms for the Set Operations of Two Visibility Polygons in a Simple Polygon (단순 다각형 내부의 두 가시성 다각형에 대한 집합 연산을 수행하는 최적 알고리즘)

  • 김수환
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.1_2
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    • pp.102-111
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    • 2004
  • The visibility polygon of a simple polygon P is the set of points which are visible from a visibility source in P such as a point or an edge. Since a visibility polygon is the set of points, the set operations such as intersection, union, or difference can be executed on them. The intersection (resp. union) of two visibility polygons is the set of points which are visible from both (resp. either) of the corresponding two visibility sources. The difference of two visibility polygons is the set of points which are visible from only a visibility source. Previously, the best known algorithm for the set operations of two polygons with total n vertices takes O(nlogn + k) time, where k is the output size. In this paper, we present O(n) time algorithms for computing the intersection, the union, and the difference of given two visibility polygons, which are optimal.

Hardware-based Visibility Preprocessing using a Point Sampling Method (점 샘플링 방법을 이용한 하드웨어 기반 가시성 전처리 알고리즘)

  • Kim, Jaeho;Wohn, Kwangyun
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.2
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    • pp.9-14
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    • 2002
  • In cases of densely occluded urban scenes, it is effective to determine the visibility of scenes, since only small parts of the scene are visible from a given cell. In this paper, we introduce a new visibility preprocessing method that efficiently computes potentially visible objects for volumetric cells. The proposed method deals with general 3D polygonal models and invisible objects jointly blocked by multiple occluders. The proposed approach decomposes volume visibility into a set of point visibilities, and then computes point visibility using hardware visibility queries, in particular HP_occlusion_test and NV_occlusion_query. We carry out experiments on various large-scale scenes, and show the performance of our algorithm.

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Conservative Visibility Preprocessing by Expressing 4-D visibility Information on 2-D Spaces (2차원 평면상에 4차원 가시성 정보의 표현을 통한 포괄적 가시성 전처리)

  • Heo, Jun-Hyeok;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.2
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    • pp.9-23
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    • 1999
  • Visibility preprocessing is a useful method to reduce the complexity of scenes to be processed in real-time, and so enhances the overall rendering performance for interactive visualization of virtual environments. In this paper, we propose an efficient visibility preprocessing method. In the proposed method, we assume that navigatable areas in virtual environments are partitioned into rectangular parallelpiped cells or sub-worlds. To preprocess the visibility of each polygon for a given partitioned cell, we should determine at least the area-to-area visibility. This is inherently a four-dimensional problem. We efficiently express four-dimensional visibility information on two-dimensional spaces and keep it within a ternary tree, which is conceptually similar to a BSP(Binary Space Partitioning) tree, by exploiting the characteristics of conservative visibility. The proposed method is able to efficiently handle more general environments like urban scenes, and remove invisible polygons jointly blocked by multiple occluders. The proposed method requires O(nm) time and O(n+m) space. By selecting a suitable value for m, users can select a suitable level of trade-off between the preprocessing time and the quality of the computational result.

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A Constant Time RMESH Algorithm for Determining the Visibility between Two Edges of a Simple Polygon (단순 다각형의 두 에지 사이의 가시성 판별을 위한 상수 시간 RMESH 알고리즘)

  • 김수환
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.12
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    • pp.640-647
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    • 2002
  • In this paper, we consider the problems related to the edge visibility on a reconfigurable mesh(in short, RMESH). The following basic problems related to the edge visibility are considered: First, determine if a given polygon is visible from a specific edge, Second, find all edges from which a given polygon is visible. Third, compute the visibility polygon from a specific edge of a given polygon. In this paper, we consider the following problem in order to solve these problems in constant time: given two edges e and f of a simple polygon p, compute the maximal interval of f which is visible from e. We present a constant time algorithm for the problem on an N-N RMESH, where N is the number of vertices of P. Applying the algorithm, we can solve the above three problems in a constant time on a reconfigurable mesh. Specially, we can solve the third problem in a constant time on an N-$N_2$ RMESH.

An effective visibility culling method for 3D rendering processor (3 차원 렌더링 프로세서를 위한 효과적인 가시성 선별 방법)

  • Choi, Moon-Hee;Park, Woo-Chan;Kim, Shin-Dug
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.1713-1716
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    • 2005
  • 최근 3 차원 그래픽 영상의 복잡도가 점점 증가함에 따라, 가시성 선별에 관련된 연구는 3 차원 렌더링 프로세서 설계에 있어서 중요한 핵심 연구 중 하나가 되었다. 본 논문에서는 기존의 픽셀 캐쉬의 정보를 이용하여 가시성 선별을 수행하는 새로운 래스터라이제이션 파이프라인을 제안하고 있다. 제안 구조에서는 가시성 정보를 관리하기 위해서 계층적 z-버퍼 (HZB)와 같이 규모가 큰 별도의 하드웨어를 추가하지 않고, 픽셀 캐쉬에 저장되어 있는 데이터를 참조하여 주사 변환 과정에서 가시성 선별을 수행하고 있다. 캐쉬에서 접근 참조 실패된 프리미티브에 대해서는 픽셀 래스터라이제이션 파이프라인의 z-테스트 과정에서 은면 제거를 수행하도록 하였고, 선 인출 기법을 적용하여 픽셀 캐쉬의 접근 실패에 따른 손실을 줄여주었다. 실험 결과, 제안 구조는 일반 픽셀 파이프라인 구조에 비해 약 32%, HZB 구조에 비해 약 7%의 성능 향상을 보이고 있다.

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