• Title/Summary/Keyword: 계산기하학

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A Single Camera based Method for Cubing Rectangular Parallelepiped Objects (한대의 카메라에 기반한 직육면체의 부피 계측 방법)

  • Won, Jong-Won;Chung, Yun-Su;Kim, Woo-Seob;You, Kwang-Hun;Lee, Yong-Joon;Park, Kil-Houm
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.5
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    • pp.562-573
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    • 2002
  • In this paper, we propose a method for measuring the volume of packages for the efficient handling of the packages. Using the geometrical characteristics of the rectangular parallelepiped type objects, the method measures the volume of packages with one camera only in real time. In preprocessing of volume measurement, the method extracts outer lines of the object and then crossing points of the lines as feature points or vertexes. From these cross points(-feature points-), the volume of the package is calculated. Compared to the direct feature extraction, the proposed method shows especially the blurring robust result by using the line for feature extraction. Additionally, the method can get the stable result by considering object's direction. From experimental results, it is demonstrated that this method is very effective for the real time volume measurement of the rectangular parallelepiped.

Fast Algorithms for Computing the Shortest Path between Two Points inside a Simple Polygon (다각형 내부에 있는 두 점 사이의 최단 경로를 구하는 빠른 알고리즘)

  • Kim, Soo-Hwan;Lim, Intaek;Choi, Jinoh;Choi, Jinho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.807-810
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    • 2009
  • In this paper, we consider the shortest path problems in a simple polygon. The shortest path between two points inside a polygon P is a minimum-length path among all paths connecting them which don't pass by the exterior of P. A linear time algorithm for computing the shortest path in a general simple polygon requires triangulating a polygon as preprocessing. The linear time triangulating is known to very complex to understand and implement it. It is also inefficient in cases without very large input size. In this paper, we present the customized shortest path algorithms for specific polygon classes such as star-shaped polygons, edge-visible polygons, and monotone polygons. These algorithms need not triangulating as preprocessing, so they are simple and run very fast in linear time.

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A Study on the Development of YOLO-Based Maritime Object Detection System through Geometric Interpretation of Camera Images (카메라 영상의 기하학적 해석을 통한 YOLO 알고리즘 기반 해상물체탐지시스템 개발에 관한 연구)

  • Kang, Byung-Sun;Jung, Chang-Hyun
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.28 no.4
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    • pp.499-506
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    • 2022
  • For autonomous ships to be commercialized and be able to navigate in coastal water, they must be able to detect maritime obstacles. One of the most common obstacles seen in coastal area are the farm buoys. In this study, a maritime object detection system was developed that detects buoys using the YOLO algorithm and visualizes the distance and bearing between buoys and the ship through geometric interpretation of camera images. After training the maritime object detection model with 1,224 pictures of buoys, the precision of the model was 89.0%, the recall was 95.0%, and the F1-score was 92.0%. Camera calibration had been conducted to calculate the distance and bearing of an object away from the camera using the obtained image coordinates and Experiment A and B were designed to verify the performance of the maritime object detection system. As a result of verifying the performance of the maritime object detection system, it can be seen that the maritime object detection system is superior to radar in its short-distance detection capability, so that it can be used as a navigational aid along with the radar.

Outdoor Noise Propagation: Geometry Based Algorithm (옥외 소음의 전파: 음 추적 알고리즘)

  • 박지헌;김정태
    • The Journal of the Acoustical Society of Korea
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    • v.21 no.4
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    • pp.339-438
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    • 2002
  • This paper presents a method to simulate noise propagation by a computer for outdoor environment. Sound propagated in 3 dimensional space generates reflected waves whenever it hits boundary surfaces. If a receiver is away from a sound source, it receives multiple sound waves which are reflected from various boundary surfaces in space. The algorithm being developed in this paper is based on a ray sound theory. If we get 3 dimensional geometry input as well as sound sources, we can compute sound effects all over the boundary surfaces. In this paper, we present two approaches to compute sound: the first approach, called forward tracing, traces sounds forwards from sound sources. while the second approach, called geometry based computation, computes possible propagation routes between sources and receivers. We compare two approaches and suggest the geometry based sound computation for outdoor simulation. Also this approach is very efficient in the sense we can save computational time compared to the forward sound tracing. Sound due to impulse-response is governed by physical environments. When a sound source waveform and numerically computed impulse in time is convoluted, the result generates a synthetic sound. This technique can be easily generalized to synthesize realistic stereo sounds for virtual reality, while the simulation result is visualized using VRML.

Simple Camera Calibration Using Neural Networks (신경망을 이용한 간단한 카메라교정)

  • 전정희;김충원
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.3 no.4
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    • pp.867-873
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    • 1999
  • Camera calibration is a procedure which calculates internal and external parameters of a camera with the Down world coordinates of the control points. Accurate camera calibration is required for achieving accurate visual measurements. In this paper, we propose a simple and flexible camera calibration using neural networks which doesn't require a special knowledge of 3D geometry and camera optics. There are some applications which are not in need of the values of the internal and external parameters. The proposed method is very useful to these applications. Also, the proposed camera calibration has advantage that resolves the ill-condition as object plane is near parallel image plane. The ill-condition is frequently met in product inspection. For little more accurate calibration, acquired image is divided into two regions according to radial distortion of lens and neural network is applied to each region. Experimental results and comparison with Tsai's algorithm prove the validity of the proposed camera calibration.

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Positioning Method Using a Vehicular Black-Box Camera and a 2D Barcode in an Indoor Parking Lot (스마트폰 카메라와 2차원 바코드를 이용한 실내 주차장 내 측위 방법)

  • Song, Jihyun;Lee, Jae-sung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.1
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    • pp.142-152
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    • 2016
  • GPS is not able to be used for indoor positioning and currently most of techniques emerging to overcome the limit of GPS utilize private wireless networks. However, these methods require high costs for installation and maintenance, and they are inappropriate to be used in the place where precise positioning is needed as in indoor parking lots. This paper proposes a vehicular indoor positioning method based on QR-code recognition. The method gets an absolute coordinate through QR-code scanning, and obtain the location (an relative coordinate) of a black-box camera using the tilt and roll angle correction through affine transformation, scale transformation, and trigonometric function. Using these information of an absolute coordinate and an relative one, the precise position of a car is estimated. As a result, average error of 13.79cm is achieved and it corresponds to just 27.6% error rate in contrast to 50cm error of the recent technique based on wireless networks.

An Animation Speed-independent Collision Detection Algorithm (애니메이션 속도에 무관한 충돌 탐지 알고리즘)

  • 김형석
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.3_4
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    • pp.247-256
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    • 2004
  • This paper presents an efficient collision detection algorithm the performance of which is independent of animation speed. Most of the previous collision detection algorithms are incremental and discrete methods, which find out the neighborhood of the extreme vertex at the previous time instance in order to get an extreme vertex at each time instance. However, if an object collides with another one with a high torque, then the angular speed becomes faster. Hence, the candidate by the incremental algorithms may be farther from the real extreme vertex at this time instance. Therefore, the worst time complexity nay be $O(n^2)$, where n is the number of faces. Moreover, the total time complexity of incremental algorithms is dependent on the time step size of animation because a smaller time step yields more frequent evaluation of Euclidean distance. In this paper, we propose a new method to overcome these drawbacks. We construct a spherical extreme vertex diagram on Gauss Sphere, which has geometric properties, and then generate the distance function of a polyhedron and a plane by using this diagram. In order to efficiently compute the exact collision time, we apply the interval Newton method to the distance function.

Analysis on Status and Trends of SIAM Journal Papers using Text Mining (텍스트마이닝 기법을 활용한 미국산업응용수학 학회지의 연구 현황 및 동향 분석)

  • Kim, Sung-Yeun
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.212-222
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    • 2020
  • The purpose of this study is to understand the current status and trends of the research studies published by the Society for Industrial and Applied Mathematics which is a leader in the field of industrial mathematics around the world. To perform this purpose, titles and abstracts were collected from 6,255 research articles between 2016 and 2019, and the R program was used to analyze the topic modeling model with LDA techniques and a regression model. As the results of analyses, first, a variety of studies have been studied in the fields of industrial mathematics, such as algebra, discrete mathematics, geometry, topological mathematics, probability and statistics. Second, it was found that the ascending research subjects were fluid mechanics, graph theory, and stochastic differential equations, and the descending research subjects were computational theory and classical geometry. The results of the study, based on the understanding of the overall flows and changes of the intellectual structure in the fields of industrial mathematics, are expected to provide researchers in the field with implications of the future direction of research and how to build an industrial mathematics curriculum that reflects the zeitgeist in the field of education.

Evaluation of shape similarity for 3D models (3차원 모델을 위한 형상 유사성 평가)

  • Kim, Jeong-Sik;Choi, Soo-Mi
    • The KIPS Transactions:PartA
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    • v.10A no.4
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    • pp.357-368
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    • 2003
  • Evaluation of shape similarity for 3D models is essential in many areas - medicine, mechanical engineering, molecular biology, etc. Moreover, as 3D models are commonly used on the Web, many researches have been made on the classification and retrieval of 3D models. In this paper, we describe methods for 3D shape representation and major concepts of similarity evaluation, and analyze the key features of recent researches for shape comparison after classifying them into four categories including multi-resolution, topology, 2D image, and statistics based methods. In addition, we evaluated the performance of the reviewed methods by the selected criteria such as uniqueness, robustness, invariance, multi-resolution, efficiency, and comparison scope. Multi-resolution based methods have resulted in decreased computation time for comparison and increased preprocessing time. The methods using geometric and topological information were able to compare more various types of models and were robust to partial shape comparison. 2D image based methods incurred overheads in time and space complexity. Statistics based methods allowed for shape comparison without pose-normalization and showed robustness against affine transformations and noise.

Estimation of Human Height and Position using a Single Camera (단일 카메라를 이용한 보행자의 높이 및 위치 추정 기법)

  • Lee, Seok-Han;Choi, Jong-Soo
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.45 no.3
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    • pp.20-31
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    • 2008
  • In this paper, we propose a single view-based technique for the estimation of human height and position. Conventional techniques for the estimation of 3D geometric information are based on the estimation of geometric cues such as vanishing point and vanishing line. The proposed technique, however, back-projects the image of moving object directly, and estimates the position and the height of the object in 3D space where its coordinate system is designated by a marker. Then, geometric errors are corrected by using geometric constraints provided by the marker. Unlike most of the conventional techniques, the proposed method offers a framework for simultaneous acquisition of height and position of an individual resident in the image. The accuracy and the robustness of our technique is verified on the experimental results of several real video sequences from outdoor environments.