• Title/Summary/Keyword: 메시 생성

Search Result 18, Processing Time 0.018 seconds

3D Mesh Creation using 2D Delaunay Triangulation of 3D Point Clouds (2차원 딜로니 삼각화를 이용한 3차원 메시 생성)

  • Choi, Ji-Hoon;Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of the Korea Computer Graphics Society
    • /
    • v.13 no.4
    • /
    • pp.21-27
    • /
    • 2007
  • The 3D Delaunay triangulation is the most widely used method for the mesh creation via the triangulation of a 3D point cloud. However, the method involves a heavy computational cost and, hence, in many interactive applications, it is not appropriate for surface triangulation. In this paper, we propose an efficient triangulation method to create a surface mesh from a 3D point cloud. We divide a set of object points into multiple subsets and apply the 2D Delaunay triangulation to each subset. A given 3D point cloud is cut into slices with respect to the OBB(Oriented Bounding Box) of the point set. The 2D Delaunay triangulation is applied to each subset producing a partial triangulation. The sum of the partial triangulations constitutes the global mesh. As a postprocessing process, we eliminate false edges introduced in the split steps of the triangulation and improve the results. The proposed method can be effectively applied to various image-based modeling applications.

  • PDF

Generating A Synthetic Multimodal Dataset for Vision Tasks Involving Hands (손을 다루는 컴퓨터 비전 작업들을 위한 멀티 모달 합성 데이터 생성 방법)

  • Lee, Changhwa;Lee, Seongyeong;Kim, Donguk;Jeong, Chanyang;Baek, Seungryul
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2020.11a
    • /
    • pp.1052-1055
    • /
    • 2020
  • 본 논문에서는 3D 메시 정보, RGB-D 손 자세 및 2D/3D 손/세그먼트 마스크를 포함하여 인간의 손과 관련된 다양한 컴퓨터 비전 작업에 사용할 수 있는 새로운 다중 모달 합성 벤치마크를 제안 하였다. 생성된 데이터셋은 기존의 대규모 데이터셋인 BigHand2.2M 데이터셋과 변형 가능한 3D 손 메시(mesh) MANO 모델을 활용하여 다양한 손 포즈 변형을 다룬다. 첫째, 중복되는 손자세를 줄이기 위해 전략적으로 샘플링하는 방법을 이용하고 3D 메시 모델을 샘플링된 손에 피팅한다. 3D 메시의 모양 및 시점 파라미터를 탐색하여 인간 손 이미지의 자연스러운 가변성을 처리한다. 마지막으로, 다중 모달리티 데이터를 생성한다. 손 관절, 모양 및 관점의 데이터 공간을 기존 벤치마크의 데이터 공간과 비교한다. 이 과정을 통해 제안된 벤치마크가 이전 작업의 차이를 메우고 있음을 보여주고, 또한 네트워크 훈련 과정에서 제안된 데이터를 사용하여 RGB 기반 손 포즈 추정 실험을 하여 생성된 데이터가 양질의 질과 양을 가짐을 보여준다. 제안된 데이터가 RGB 기반 3D 손 포즈 추정 및 시맨틱 손 세그멘테이션과 같은 품질 좋은 큰 데이터셋이 부족하여 방해되었던 작업에 대한 발전을 가속화할 것으로 기대된다.

Print-Scan Resilient Curve Watermarking using B-Spline Curve Model and its 2D Mesh-Spectral Transform (B-스프라인 곡선 모델링 및 메시-스펙트럼 변환을 이용한 프린트-스캔에 강인한 곡선 워터마킹)

  • Kim, Ji-Young;Lee, Hae-Yeoun;Im, Dong-Hyuck;Ryu, Seung-Jin;Choi, Jung-Ho;Lee, Heung-Kyu
    • The KIPS Transactions:PartB
    • /
    • v.15B no.4
    • /
    • pp.307-314
    • /
    • 2008
  • This paper presents a new robust watermarking method for curves that uses informed-detection. To embed watermarks, the presented algorithm parameterizes a curve using the B-spline model and acquires the control points of the B-spline model. For these control points, 2D mesh are created by applying Delaunay triangulation and then the mesh spectral analysis is performed to calculate the mesh spectral coefficients where watermark messages are embedded in a spread spectrum way. The watermarked coefficients are inversely transformed to the coordinates of the control points and the watermarked curve is reconstructed by calculating B-spline model with the control points. To detect the embedded watermark, we apply curve matching algorithm using inflection points of curve. After curve registration, we calculate the difference between the original and watermarked mesh spectral coefficients with the same process for embedding. By calculating correlation coefficients between the detected and candidate watermark, we decide which watermark was embedded. The experimental results prove the proposed scheme is more robust than previous watermarking schemes against print-scan process as well as geometrical distortions.

Mesh-based Marching Cubes on the GPU (메시 기반 GPU 마칭큐브)

  • Kim, Hyunjun;Kim, Dohoon;Kim, Minho
    • Journal of the Korea Computer Graphics Society
    • /
    • v.24 no.1
    • /
    • pp.1-8
    • /
    • 2018
  • We propose a modified real-time marching cubes technique that extracts isosurfaces in the form of connected meshes instead of triangle soup. In this way, a various mesh-based isosurface rendering techniques can be implemented and additional information of the isosurfaces such as its topology can be extracted in real-time. In addition, we propose a real-time technique to extract adjacency-triangle structure for geometry shaders that can be used for various shading effects such as silhouette rendering. Compared with the previous technique that welds the output triangles of classical marching cubes, our technique shows up to 300% performance improvement.

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
    • /
    • v.26 no.4
    • /
    • pp.17-26
    • /
    • 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
    • /
    • v.35 no.3
    • /
    • pp.155-166
    • /
    • 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.

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
    • /
    • v.29 no.3 s.234
    • /
    • pp.447-454
    • /
    • 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 Dynamic Path-Finding Method Avoiding Moving Obstacles in 3D Game Environment (3D게임에서 이동 장애물을 고려한 동적 경로 탐색 기법)

  • Kwon, Oh-Ik;WhangBo, Teag-Keun
    • Journal of Korea Game Society
    • /
    • v.6 no.3
    • /
    • pp.3-12
    • /
    • 2006
  • Path-finding, one of the traditional Game A.I. problems, becomes an important issue to make games more realistic. Due to the limited resources in the computer system, path-finding systems sometimes produce a simplified and unrealistic path. The most relent researches have been focused on the path-finding avoiding only static obstacles. Various moving obstacles are however deployed in real games, a method avoiding those obstacles and producing a smooth path is necessary. In this paper, navigation mesh is used to represent 3D space and its topological characteristics are used for path-finding. Intellectual repulser and attractor are also used to avoid moving obstacles and to find an optimal path. We have evaluated the path produced by the method proposed in this paper and verified its usability in real game.

  • PDF

Fast 3D mesh generation using projection for line laser-based 3D Scanners (라인 레이저 기반 3차원 스캐너에서 투영을 이용한 고속 3D 메쉬 생성)

  • Lee, Kyungme;Yoo, Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.3
    • /
    • pp.513-518
    • /
    • 2016
  • This paper presents a fast 3D mesh generation method using projection for line laser-based 3D scanners. The well-known method for 3D mesh generation utilizes convex hulls for 4D vertices that is converted from the input 3D vertices. This 3D mesh generation for a large set of vertices requires a lot of time. To overcome this problem, the proposed method takes (${\theta}-y$) 2D depth map into account. The 2D depth map is a projection version of 3D data with a form of (${\theta}$, y, z) which are intermediately acquired by line laser-based 3D scanners. Thus, our 2D-based method is a very fast 3D mesh generation method. To evaluate our method, we conduct experiments with intermediate 3D vertex data from line-laser scanners. Experimental results show that the proposed method is superior to the existing method in terms of mesh generation speed.

An Efficient Robot Path Generation Using Delaunay Mesh (딜레노이 메시를 이용한 효율적인 로봇 경로 생성방법)

  • Noh, Sung-Woo;Ko, Nak-Yong;Kim, Kwang-Jin
    • The Journal of Korea Robotics Society
    • /
    • v.5 no.1
    • /
    • pp.41-47
    • /
    • 2010
  • This paper proposes a path planning method of a mobile robot in two-dimensional work space. The path planning method is based on a cell decomposition approach. To create a path which consists of a number of line segments, the Delaunay Triangulation algorithm is used. Using the cells produced by the Delaunay Triangulation algorithm, a mesh generation algorithm connects the starting position to the goal position. Dijkstra algorithm is used to find the shortest distance path. Greedy algorithm optimizes the path by deleting the path segments which detours without collision with obstacles.