• Title/Summary/Keyword: 메쉬 모델

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Realistic 3D Facial Expression Animation Based on Muscle Model (근육 모델 기반의 자연스러운 3차원 얼굴 표정 애니메이션)

  • Lee, Hye-Jin;Chung, Hyun-Sook;Lee, Yill-Byung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04a
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    • pp.265-268
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    • 2002
  • 얼굴은 성별, 나이, 인종에 따라 다양한 특징을 가지고 있어서 개개인을 구별하기가 쉽고 내적인 상태를 쉽게 볼 수 있는 중요한 도구로 여겨지고 있다. 본 논문은 얼굴표정 애니메이션을 위한 효과적인 방법으로 실제얼굴의 피부조직 얼굴 근육 등 해부학적 구조에 기반한 근육기반모델링을 이용하는 방법을 소개하고자 한다. 제안하는 시스템의 구성은 얼굴 와이어프레임 구성과 폴리곤 메쉬분할 단계, 얼굴에 필요한 근육을 적용시키는 단계, 근육의 움직임에 따른 얼굴 표정생성단계로 이루어진다. 와이어프레임 구성과 폴리곤 메쉬 분할 단계에서는 얼굴모델을 Water[1]가 제안한 얼굴을 기반으로 하였고, 하나의 폴리곤 메쉬를 4등분으로 분할하여 부드러운 3D 얼굴모델을 보여준다. 다음 단계는 얼굴 표정생성에 필요한 근육을 30 개로 만들어 실제로 표정을 지을 때 많이 쓰는 부위에 적용시킨다. 그 다음으로 표정생성단계는 FACS 에서 제안한 Action Unit 을 조합하고 얼굴표정에 따라 필요한 근육의 강도를 조절하여 더 자연스럽고 실제감 있는 얼굴표정 애니메이션을 보여준다.

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A Blind Watermarking Algorithm of 3D Mesh Model for Rapid Prototyping System Application (RP 시스템 적용을 위한 3차원 메쉬 모델의 블라인드 워터마킹)

  • Ji-Zhe, Cui
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.12C
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    • pp.1194-1202
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    • 2007
  • In this paper, we proposed a blind watermarking algorithm to apply to the rapid prototyping system. The 3D mesh model is used in the step of the CAD modeling before the making of the prototype system of the rapid prototyping system. STL type mesh modeling which is used in this system reduces the error of the system and improves the accuracy of the system. In the step of the CAD modeling, some transformations which do not change the model accuracy are used, but some transformations which change the model accuracy are not used because the mesh model error is related to the accuracy of the prototype system. Most watermarking algorithms embedded a specific random noise as the watermark information into the model. These kinds of the algorithms are not proper to the 3D model watermarking. The proposed algorithm can be used for the accurate prototyping system because it does not change the model after the watermark embedding This means it can be used for the copyright marking and the data integrity.

Geometric LiveWire and Geometric LiveLane for 3D Meshes (삼차원 메쉬에 대한 기하학 라이브와이어와 기하학 라이브레인)

  • Yoo Kwan-Hee
    • The KIPS Transactions:PartA
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    • v.12A no.1 s.91
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    • pp.13-22
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    • 2005
  • Similarly to the edges defined in a 2D image, we can define the geometric features representing the boundary of the distinctive parts appearing on 3D meshes. The geometric features have been used as basic primitives in several applications such as mesh simplification, mesh deformation, and mesh editing. In this paper, we propose geometric livewire and geometric livelane for extracting geometric features in a 3D mesh, which are the extentions of livewire and livelane methods in images. In these methods, approximate curvatures are adopted to represent the geometric features in a 3D mesh and the 3D mesh itself is represented as a weighted directed graph in which cost functions are defined for the weights of edges. Using a well-known shortest path finding algorithm in the weighted directed graph, we extracted geometric features in the 3D mesh among points selected by a user. In this paper, we also visualize the results obtained from applying the techniques to extracting geometric features in the general meshes modeled after human faces, cows, shoes, and single teeth.

A Virtual Sculpting System using Haptic Interface (햅틱 인터페이스를 이용한 가상 조각 시스템)

  • Kim Laehyun;Park Sehyung
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.12
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    • pp.682-691
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    • 2004
  • We present a novel haptic sculpting system where the user intuitively adds to and carves out material from a volumetric model using new sculpting tools in the similar way to handling real clay Haptic rendering and model deformation are implemented based on volumetric implicit surface. We enhance previous volume-based haptic sculpting systems by presenting fast and stable force computation on 3D models to be deformed. In order to bridge the gap between fast haptic process (1 KHz) and much slower visual update frequency(~30Hz), the system generates intermediate implicit surfaces between two consecutive physical models being deformed. It performs collision detection and force computation on the intermediate surface in haptic process. The volumetric model being sculpted is visualized as a geometric model which is adaptively polygonized according to the surface complexity. We also introduce various visual effects for the real-time sculpting system including mesh-based solid texturing, painting, and embossing/engraving techniques.

A Mesh Router Placement Scheme for Minimizing Interference in Indoor Wireless Mesh Networks (실내 무선 메쉬 네트워크에서의 간섭 최소화를 위한 메쉬 라우터 배치 기법)

  • Lee, Sang-Hwan
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.4
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    • pp.421-426
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    • 2010
  • Due to the ease of deployment and the extended coverage, wireless mesh networks (WMNs) are gaining popularity and research focus. For example, the routing protocols that enhance the throughput on the WMNs and the link quality measurement schemes are among the popular research topics. However, most of these works assume that the locations of the mesh routers are predetermined. Since the operators in an Indoor mesh network can determine the locations of the mesh routers by themselves, it is essential to the WMN performance for the mesh routers to be initially placed by considering the performance issues. In this paper, we propose a mesh router placement scheme based on genetic algorithms by considering the characteristics of WMNs such as interference and topology. There have been many related works that solve similar problems such as base station placement in cellular networks and gateway node selection in WMNs. However, none of them actually considers the interference to the mesh clients from non-associated mesh routers in determining the locations of the mesh routers. By simulations, we show that the proposed scheme improves the performance by 30-40% compared to the random selection scheme.

The Improvement of Meshwarp Algorithm for Rotational Pose Transformation of a Front Facial Image (정면 얼굴 영상의 회전 포즈 변형을 위한 메쉬워프 알고리즘의 개선)

  • Kim, Young-Won;Phan, Hung The;Oh, Seung-Taek;Jun, Byung-Hwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.425-428
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    • 2002
  • 본 논문에서는 한 장의 정면 얼굴 영상만으로 회전 변형을 수행할 수 있는 새로운 영상기반렌더링(Image Based Rendering, IBR) 기법을 제안한다. 3차원 기하학적 모델을 대신하면서 수평 회전 변형을 연출하기 위해, 특정 인물의 정면, 좌우 반측면, 좌우 측면의 얼굴 영상에 대한 표준 메쉬 집합을 작성한다. 변형하고자 하는 임의의 인물에 대해서는 정면 영상에 대한 메쉬만을 작성하고, 나머지 측면 참조 메쉬들은 표준 메쉬 집합에 의해 자동으로 생성된다. 입체적인 회전 효과를 연출하기 위해, 회전 변형시 발생할 수 있는 제어점들간의 중첩 및 역전을 허용하도록 기존의 두 단계 메쉬워프 알고리즘을 개선한 역전가능 메쉬워프 알고리즘(invertible meshwarp algorithm)을 제안한다. 이 알고리즘을 이용하여 다양한 남녀노소의 정면 얼굴 영상에 대해 회전에 따른 포즈 변형을 수행하여 비교적 자연스러운 포즈 변형 결과를 얻었다.

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An Adaptive Watermarking Scheme for Three-Dimensional Mesh Models (3차원 메쉬 모델의 적응형 워터마킹 방법)

  • 전정희;호요성
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.40 no.6
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    • pp.41-50
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    • 2003
  • For copyright protection of digital contents, we employ watermarking techniques to embed watermark signals into digital host data. In this paper we propose an adaptive watermarking algorithm for three-dimensional (3-D) mesh models. Watermark signals are inserted into vertex coordinates adaptively according to changes of their position values. While we embed strong watermarks in the areas of large variations, watermarks are weakly inserted in other areas. After we generate triangle strips by traversing the 3-D model and convert the Cartesian coordinates to the spherical coordinate system, we calculate variations of vertex positions along the traversed strips. Then, we insert watermark signals into the vertex coordinates adaptively according to the calculated variations. We demonstrate that imperceptibility of the inserted watermark is significantly improved and show the bit error rate (BER) for robustness.

Face and Its Components Extraction of Animation Characters Based on Dominant Colors (주색상 기반의 애니메이션 캐릭터 얼굴과 구성요소 검출)

  • Jang, Seok-Woo;Shin, Hyun-Min;Kim, Gye-Young
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.10
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    • pp.93-100
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    • 2011
  • The necessity of research on extracting information of face and facial components in animation characters have been increasing since they can effectively express the emotion and personality of characters. In this paper, we introduce a method to extract face and facial components of animation characters by defining a mesh model adequate for characters and by using dominant colors. The suggested algorithm first generates a mesh model for animation characters, and extracts dominant colors for face and facial components by adapting the mesh model to the face of a model character. Then, using the dominant colors, we extract candidate areas of the face and facial components from input images and verify if the extracted areas are real face or facial components by means of color similarity measure. The experimental results show that our method can reliably detect face and facial components of animation characters.

Sequential 3D Mesh Coding using Wave Partitioning (파동분할 방식의 순차적 삼차원 메쉬 압축 부호화)

  • 김태완;안정환;임동근;호요성
    • Proceedings of the IEEK Conference
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    • 2001.09a
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    • pp.125-128
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    • 2001
  • 본 논문은 파동분할(Wave partitioning) 방식을 이용한 순차적(Sequential) 메쉬 부호화 방식을 제안한다. 파동분할 방식은 호수에 물방울이 퍼져 나가는 자연 원리를 이용하여 초기 삼각형의 주위에 삼각형을 덧붙여 가면서 하나의 SPB(Small Processing Block)을 만들어내는 방식이다. 이 방식을 이용하여 하나의 모델을 서로 독립적인 SPB로 분할하고, 각각의 SPB 내에서 초기 삼각형을 중심으로 그것에 덧붙여진 삼각형에 의해 만들어진 원 또는 반원을 찾는다. 또한 그 원주를 따라 순차적으로 꼭지점을 구하면 각각의 꼭지점들은 일정한 패턴으로 늘어서게 되고, 이를 이용하여 연결성 정보 없이 부가 정보만 이용하여 모델을 순차적으로 무손실 부호화한다.

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High-quality Texture Extraction for Point Clouds Reconstructed from RGB-D Images (RGB-D 영상으로 복원한 점 집합을 위한 고화질 텍스쳐 추출)

  • Seo, Woong;Park, Sang Uk;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.61-71
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    • 2018
  • When triangular meshes are generated from the point clouds in global space reconstructed through camera pose estimation against captured RGB-D streams, the quality of the resulting meshes improves as more triangles are hired. However, for 3D reconstructed models beyond some size threshold, they become to suffer from the ugly-looking artefacts due to the insufficient precision of RGB-D sensors as well as significant burdens in memory requirement and rendering cost. In this paper, for the generation of 3D models appropriate for real-time applications, we propose an effective technique that extracts high-quality textures for moderate-sized meshes from the captured colors associated with the reconstructed point sets. In particular, we show that via a simple method based on the mapping between the 3D global space resulting from the camera pose estimation and the 2D texture space, textures can be generated effectively for the 3D models reconstructed from captured RGB-D image streams.