• Title/Summary/Keyword: 메시

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3D Printing Orientation Optimization Based on Upright Orientation and Overhang (수직 방향과 오버행을 고려한 3D 프린팅 방향 최적화)

  • Park, Jiyoung;Shin, Hwa Seon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1776-1777
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    • 2015
  • 본 연구에서는 3D 객체의 수직 방향(upright orientation)과 오버행(overhang) 면적을 고려하는 3D 프린팅 방향 최적화 방법을 제안한다. 모든 메시 법선들을 세 그룹으로 분류함으로써 객체의 수직방향을 계산한 후, 객체의 무게 중심과 3D convex hull을 사용하여 세 개의 후보 방향을 결정한다. 각 후보 방향에 대하여 오버행 메시 면적을 계산하고 최소 면적을 갖는 후보를 최종 프린팅 방향으로 결정한다. 후보 방향들을 적용하여 회전시킨 모델을 Cura에서 로드하여 프린팅 시간을 가측정한 결과, 제안 방법에 의해 최적화된 방향이 가장 짧은 시간이 소모되는 것으로 나타났다.

Graph Implicit Neural Representations Using Spatial Graph Embeddings (공간적 그래프 임베딩을 활용한 그래프 암시적 신경 표현)

  • Jinho Park;Dongwoo Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.23-26
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    • 2024
  • 본 논문에서는 그래프 구조의 데이터에서 각 노드의 신호를 예측하는 연구를 진행하였다. 이를 위해 분석하고자 하는 그래프에 대해 연결 관계를 기반으로 각 노드에 비-유클리드 공간 상에서의 좌표를 부여하여 그래프의 공간적 임베딩을 얻은 뒤, 각 노드의 공간적 임베딩을 입력으로 받고 해당 노드의 신호를 예측하는 그래프 암시적 신경 표현 모델을 제안 하였다. 제안된 모델의 검증을 위해 네트워크형 데이터와 3차원 메시 데이터 두 종류의 그래프 데이터에 대하여 신호 학습, 신호 예측 및 메시 데이터의 초해상도 과정 실험들을 진행하였다. 전반적으로 기존의 그래프 암시적 신경 표현 모델과 비교하였을 때 비슷하거나 더 우수한 성능을 보였으며, 특히 네트워크형 그래프 데이터 신호 예측 실험에서 큰 성능 향상을 보였다.

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Real-Time GPU Technique for Extracting Mesh Isosurfaces from BCC Volume Datasets (BCC 볼륨 데이터로부터 실시간으로 메시 형태의 등가면을 추출하는 GPU 기법)

  • Kim, Hyunjun;Kim, Minho
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.4
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    • pp.17-26
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    • 2020
  • We present a real-time GPU(Graphic Processing Unit) marching tetrahedra technique that extracts isosurfaces in the indexed mesh format from BCC(Body Centered Cubic) volume datasets. Compared to classical marching tetrahedra, our method shows better performance with little memory overhead. Our technique is composed of five stages. In the first stage, which needs to be done only once, we build min/max blocks that is to be used for empty space skipping to boost the performance. Next, we extract active blocks that contain the current isovalue. In the next two stages, we extract the edges and cells that contain the isosurface and then the final triangular mesh is generated in the last stage. When applied 5123 or higher resolution volume dataset, our technique shows up to 5 times speed improvement compared to the classical marching tetrahedra algorithm.

Analysis of Applicability of Orthophoto Using 3D Mesh on Aerial Image with Large File Size (대용량 항공영상에 3차원 메시를 이용한 정사영상의 적용성 분석)

  • Kim, Eui Myoung;Choi, Han Seung;Park, Jeong Hun
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.35 no.3
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    • pp.155-166
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    • 2017
  • As the utilization of aerial images increases, a variety of software using unmanned aerial photogrammetric procedures as well as traditional aerial photogrammetric procedures are being provided. Previously, software that used the unmanned aerial photogrammetric procedure was used for images captured in small areas. Recently, however, software that uses unmanned aerial photogrammetric procedures for large-scale images taken by using aerial photogrammetric cameras has appeared. Therefore, this study generated ortho-images using aerial photogrammetry and unmanned aerial photogrammetry for large aerial images, and compared the features of both procedures through qualitative and quantitative comparisons. Experiments in the study area show that using the 3D mesh effectively removes the relief displacement of the building rather than using the digital surface model to generate ortho-images.

3-dimensional Mesh Model Coding Using Predictive Residual Vector Quantization (예측 잉여신호 벡터 양자화를 이용한 3차원 메시 모델 부호화)

  • 최진수;이명호;안치득
    • Journal of Broadcast Engineering
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    • v.2 no.2
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    • pp.136-145
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    • 1997
  • As a 3D mesh model consists of a lot of vertices and polygons and each vertex position is represented by three 32 bit floating-point numbers in a 3D coordinate, the amount of data needed for representing the model is very excessive. Thus, in order to store and/or transmit the 3D model efficiently, a 3D model compression is necessarily required. In this paper, a 3D model compression method using PRVQ (predictive residual vector quantization) is proposed. Its underlying idea is based on the characteristics such as high correlation between the neighboring vertex positions and the vectorial property inherent to a vertex position. Experimental results show that the proposed method obtains higher compression ratio than that of the existing methods and has the advantage of being capable of transmitting the vertex position data progressively.

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An Efficient Skinned-Mesh Process For Mobile 3D Game Engine (모바일 3D 게임 엔진을 위한 효율적인 스킨드 메시 처리)

  • Cho, Jong-Keun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.87-93
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    • 2008
  • The game engine has executed an application after making a mobile 3D game engine which is based on mobile 3D standard graphic API using openGL-ES so far. But, We could not do it satisfactorily that contents compatibility of various types as a various low-level's function is supported. At this point, This study introduce a mobile 3D game engine which is based on mobile 3D standard graphic API using JSR-184 that supporting a high-level's API more than openGL-ES and optimizing to Java environment on J2ME in the center of GSM phone. Also, We shows that the proposed skinned-mesh scheme for enhancing the process speed of a 3D object on JSR-184 engine. The experimental results are shown.

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Incomplete 2-manifold Mesh Based Tool Path Generation (불완전한 2차원다양체 메시기반 공추경로생성)

  • Lee Sung-gun;Kim Su-jin;Yang Min-yang;Lee Dong-yoon
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.29 no.3 s.234
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    • pp.447-454
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    • 2005
  • This paper presents a new paradigm for 3-axis tool path generation based on an incomplete 2-manifold mesh model, namely, an inexact polyhedron. When geometric data is transferred from one system to another system and tessellated for tool path generation, the model does not have any topological data between meshes and facets. In contrast to the existing polyhedral machining approach, the proposed method generates tool paths from an incomplete 2-manifold mesh model. In order to generate gouge-free tool paths, CL-meshes are generated by offsetting boundary edges, boundary vertices, and facets. The CL-meshes are sliced by machining planes and the calculated intersections are sorted, trimmed, and linked. The grid method is used to reduce the computing time when range searching problems arise. The method is fully implemented and verified by machining an incomplete 2-manifold mesh model.

A Shader Technique that applies Noise Texture to Vertex Movement and Surface Texture Mapping of Polygon Mesh (폴리곤 메시의 정점 이동과 표면 텍스처 매핑에 노이즈 텍스처를 적용하는 쉐이더 기법)

  • Hong, Minseok;Park, Jinho
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.79-88
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    • 2021
  • Particle and noise are effectively used to implement unspecific VFX like an explosion, magic. Particle can create freely but, The more usage, the higher CPU/GPU usage. This paper using polygon mesh that is hard to change but consumes fixed resources to overcome the demerit of particle and reduce CPU/GPU usage. Also, using shader, apply noise texture that is suitable unspecific pattern to vertex and surface texture mapping of polygon mesh for implement VFX in unity. As a result of experiment, shader applied sphere polygon mesh show 2~4ms CPU, 1~2ms GPU usage in profiler. Also It has been shown that shader can be used to implement unspecific VFX.

Protection and restoration path calculation method in T-SDN (Transport SDN) based on multiple ring-mesh topology (다중링-메시 토폴로지 기반 T-SDN(Transport SDN)에서 보호·복구 경로 계산 방식)

  • Hyuncheol Kim
    • Convergence Security Journal
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    • v.23 no.1
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    • pp.3-8
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    • 2023
  • Multi-domain optical transport networks are not fundamentally interoperable and require an integrated orchestration mechanism and path provision mechanism at the entire network level. In addition, ensuring network survivability is one of the important issues. MPLS-TP (Multi-Protocol Label Switching-Transport Profile) defines various protection/recovery methods as standards, but does not mention how to calculate and select protection/recovery paths. Therefore, an algorithm that minimizes protection/recovery collisions at the optical circuit packet integrated network level and calculates and sets a path that can be rapidly protected/recovered over the entire integrated network area is required. In this paper, we proposed an algorithm that calculates and sets up a path that can be rapidly protected and restored in a T-SDN network composed of multiple ring-mesh topology.