• Title/Summary/Keyword: 메쉬 수정

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TIN Compression for Partial Visualization and Modification (부분적 시각화와 수정을 위한 TIN 압축)

  • 박동규;조환규
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.601-603
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    • 1999
  • 대부분의 다면체 모델 데이터의 표면과 지리 정보 시스템을 위한 지형 데이터는 삼각 분할을 통하여 만들어진 불규칙 삼각형 네트웍(Triangulated Irregular Network:TIN) 구조를 가지고 있다. 대용량 TIN 데이터를 그래픽스 시스템에서 빠르게 시각화 하는데는 많은 어려움이 있으므로, 일반적으로 TIN 데이터의 특징을 이용하여 압축된 데이터를 이용한다. 그러나 압축한 TIN 데이터는 부분적인 수정과 같은 연산을 수행하기 위하여 전체 데이터를 디코딩하고 다시 인코딩하는 과정을 반복하여 수행하므로 이같은 연산이 자주 발생하는 응용분야에는 부적합하다. 본 논문은 이러한 문제의 해결방안으로 삼각형 메쉬를 삼각형 스트립으로 재구성 한 후에 이 삼각형 스트립을 정점 체인과 각 정점의 차수 정보를 이용하는 저장하는 압축 알고리즘과 함께 이 알고리즘이 부분적인 불규칙 삼각망 수정에 유용하게 적용될 수 있음을 제시한다. 제안된 알고리즘은 각각의 정점 체인이 독립적으로 인코딩 가능하므로 불규칙 삼각망 정보를 수정할 경우 최소한의 인코딩과 디코딩으로 불규칙 삼각망을 수정할 수 있다.

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A Buffer Management Scheme for Multi-hop Traffic in IEEE 802.11 based Mesh Networks (IEEE 802.11 기반 메쉬 네트워크에서 다중 홉 트래픽을 위한 버퍼 관리 방식)

  • Jang, Kil-Woong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.5B
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    • pp.455-462
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    • 2009
  • In this paper, we propose a buffer management scheme for decreasing the packet loss due to buffer overflow and improving the packet fairness between nodes in IEEE 802.11 based multi-hop mesh networks. In the proposed scheme, each mesh router that is an intermediate node receives fairly packet sent from neighboring mesh routers and mobile nodes, and it improves the reception ratio of multi-hop traffic of neighboring mesh routers. Therefore, the proposed scheme can reduce transmission delay and energy consumption. In order to improving the packet loss and the packet fairness, the proposed scheme uses the modified RTS/CTS under the IEEE 802.11 MAC protocol and reduces the packet loss by recognizing the packet size to send to the destination in advance. By using the simulation, we evaluated the proposed scheme in terms of the packet loss ratio and the number of received packet in each mesh router, and compare it to a traditional scheme.

facial Expression Animation Using 3D Face Modelling of Anatomy Base (해부학 기반의 3차원 얼굴 모델링을 이용한 얼굴 표정 애니메이션)

  • 김형균;오무송
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.2
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    • pp.328-333
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    • 2003
  • This paper did to do with 18 muscle pairs that do fetters in anatomy that influence in facial expression change and mix motion of muscle for face facial animation. After set and change mash and make standard model in individual's image, did mapping to mash using individual facial front side and side image to raise truth stuff. Muscle model who become motive power that can do animation used facial expression creation correcting Waters' muscle model. Created deformed face that texture is dressed using these method. Also, 6 facial expression that Ekman proposes did animation.

User-Steered Geometric Features Extraction for 3D Triangular Meshes (3차원 삼각형 메쉬에 대한 사용자 의도 기하학적 특정 추출)

  • Yoo, Kwan-Hee;Ha, Jong-Sung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.377-380
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    • 2003
  • 본 논문은 2차원 이미지상에서 사용자 의도에 따른 에지를 효과적으로 찾기 위한 다양한 알고리즘 (인공 가위 기법, 라이브 와이어 기법, 라이브 레인 기법, 인헨스드레인 기법)들을 3 차윈 삼각형 매쉬상에서 기하학적 특정을 추출하기 위해 적용할 때 주요하게 고려해야 할 사항을 논의하고 이들 사항을 고려한 수정된 알고리즘들을 제안한다. 제안된 이들 알고리즘들을 사용하여 주어진 3차원 삼각형 메쉬상의 기하학적 특정을 사용자 의도대로 찾은 결과를 가시적으로 보여준다.

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Generating Face Textures using Real Images (실사 영상을 사용한 얼굴 텍스쳐 생성)

  • Kim, Dong-Hee;Yoon, Jong-Hyun;Park, Jong-Seung
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10b
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    • pp.156-161
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    • 2007
  • 본 논문에서는 실사 영상을 사용하여 3차원 아바타의 얼굴 텍스쳐를 생성하는 기법을 제시한다. 먼저 UVW 맵을 기준으로 실사영상에서의 해당 영역을 수동으로 지정해 준다. 그 다음 지정된 영상 영역들을 사용하여 UVW 맵에 해당하는 텍스쳐 영상을 생성한다. 제안된 텍스쳐 생성 기법은 포토샵 등을 사용한 기존의 일반적인 방법에 비해서 수작업 시간을 단축할 수 있으며 실사 영상의 사실감을 높여 준다. 기존의 텍스쳐 생성 절차들은 3차원 모델의 메쉬 구조에 영향을 주었으나, 제안된 방법은 3차원 모델의 메쉬구조를 수정하지 않고도 원하는 형태의 텍스쳐를 생성할 수 있는 장점이 있다. 실제 사람의 모습을 여러각도에서 촬영하여 얻은 영상을 사용하여 주어진 UVW 맵에 적합한 얼굴 텍스쳐를 생성하였다. 생성된 텍스쳐를 사용하여 3차원 아바타를 렌더링한 결과 아바타 얼굴의 사실감이 증가되었음을 알 수 있었다.

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A Blind Watermarking for 3-D Mesh Sequence Using Temporal Wavelet Transform of Vertex Norms (꼭지점 좌표 벡터 크기값의 시간축 웨이블릿 변환을 이용한 3차원 메쉬 시퀀스의 블라인드 워터마킹)

  • Kim, Min-Su;Cho, Jae-Won;Prost, Remy;Jung, Ho-Youl
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.3C
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    • pp.256-268
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    • 2007
  • In this paper, we present a watermarking method for 3-D mesh sequences. The main idea is to transform vertex norm with the identical connectivity index along temporal axis using wavelet transform and modify the distribution of wavelet coefficients in temporally high (or middle) frequency frames according to watermark bit to be embedded. All vertices are divided into groups, namely bin, using the distribution of coefficients in low frequency frames. As the vertices with the identical connectivity index over whole frames belong to one bin, their wavelet coefficients are also assigned into the same bin. Then, the watermark is embedded into the wavelet coefficients of vertex norm. Due to the use of the distribution, our method can retrieve the hidden watermark without any information about original mesh sequences in the process of watermark detection. Through simulations, we show that the proposed is flirty robust against various attacks that are probably concerned in copyright protection of 3-D mesh sequences.

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.

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.

Construction of Open-source Program Platform for Efficient Numerical Analysis and Its Case Study (효율적 수치해석을 위한 오픈소스 프로그램 기반 해석 플랫폼 구축 및 사례 연구)

  • Park, Chan-Hee;Kim, Taehyun;Park, Eui-Seob;Jung, Yong-Bok;Bang, Eun-Seok
    • Tunnel and Underground Space
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    • v.30 no.6
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    • pp.509-518
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    • 2020
  • This study constructed a new simulation platform, including mesh generation process, numerical simulation, and post-processing for results analysis based on exploration data to perform real-scale numerical analysis considering the actual geological structure efficiently. To build the simulation platform, we applied for open-source programs. The source code is open to be available for code modification according to the researcher's needs and compatibility with various numerical simulation programs. First, a three-dimensional model(3D) is acquired based on the exploration data obtained using a drone. Then, the domain's mesh density was adjusted to an interpretable level using Blender, the free and open-source 3D creation suite. The next step is to create a 3D numerical model by creating a tetrahedral volume mesh inside the domain using Gmsh, a finite element mesh generation program. To use the mesh information obtained through Gmsh in a numerical simulation program, a converting process to conform to the program's mesh creation protocol is required. We applied a Python code for the procedure. After we completed the stability analysis, we have created various visualization of the study using ParaView, another open-source visualization and data analysis program. We successfully performed a preliminary stability analysis on the full-scale Dokdo model based on drone-acquired data to confirm the usefulness of the proposed platform. The proposed simulation platform in this study can be of various analysis processes in future research.

A Heuristic Load Balancing Algorithm by using Iterative Load Transfer (반복적인 부하 이동에 의한 휴리스틱 부하 평형 알고리즘)

  • Song Eui-Seok;Oh Ha-Ryung;Seong Yeong-Rak
    • The KIPS Transactions:PartA
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    • v.11A no.7 s.91
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    • pp.499-510
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    • 2004
  • This paper proposes a heuristic load balancing algorithm for multiprocessor systems. The algorithm minimizes the number of idle links to distribute load traffic and reduces its communication cost. Each processor iteratively tries to transfer unit load to/from every neighbor processors. However, real load transfer is collectively done after complete load traffic calculation to minimize useless traffic. The proposed algorithm can be employed in various interconnection topologies with slight modifications. In this paper, it is applied to both hypercube and mesh environments. For performance evaluation, simulation studies are performed. The performance of proposed algorithm is compared to those of two well-known algorithms. The results show that the proposed algorithm always balances the loads perfectly. Furthermore, it reduces the communication costs by $70{\%}{\~}90{\%}$ in the hypercube ; and it reduces the cost by $\75{\%}$ in the mesh, compared to existing algorithms.