• Title/Summary/Keyword: 박스-스플라인

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Surface Reconstruction from Oriented Point Cloud Using a Box-Spline on the BCC Lattice (BCC 격자의 박스-스플라인을 이용한 입체 표면 복구 기법)

  • Kim, Hyunjun;Kim, Minho
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.2
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    • pp.1-10
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    • 2015
  • In this paper, we propose an improved surface reconstruction method from an oriented point cloud. Our method is a classical least-square scheme, but is based on the 7-direction box-spline and the BCC (Body-Centered Cubic) lattice, which results in surfaces with superior quality and lower computational overhead, compared to other methods based on the B-splines on the Cartesian lattice. Specifically, when compared with two of the most popular techniques our method results in better surfaces but only takes ${\approx}53%$ computation time.

Real-time BCC Volume Isosurface Ray Casting on the GPU (GPU를 이용한 실시간 BCC 볼륨 등가면 레이 캐스팅)

  • Kim, Minho;Lee, Young-Joon
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.4
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    • pp.25-34
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    • 2012
  • This paper presents a real-time GPU (graphics processing unit) ray casting scheme for rendering isosurfaces of BCC (body-centered cubic) volume datasets. A quartic spline field is built using the 7-direction box-spline filter accompanied with a quasi-interpolation prefilter. To obtain an interactive rendering speed on the graphics hardware, the shader code was optimized to avoid lookup table and conditional branches and to minimize data fetch overhead. Compared to previous implementations, our work outperforms the comparable one by more than 20% and the rendering quality is superior than others.

Efficient GPU Isosurface Ray-casting of BCC Datasets (효율적인 BCC 볼륨 데이터의 GPU 등가면 광선투사법)

  • Kim, Minho;Kim, Hyunjun;Sarfaraz, Aaliya
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.2
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    • pp.19-27
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    • 2013
  • This paper presents a real-time GPU (Graphics Processing Unit) isosurface ray-caster that improves the performance by 4-7 folds from our previous method, while keeping the superior visual quality. Such an improvement is achieved by incorporating an efficient empty-space skipping scheme and an analytic normal computation. The empty-space skipping scheme is done by building an min/max octree computed from the BB(Bernslein-B$\acute{e}$zier)-form of spline pieces and the analytic normal Formula provides not only a nice visual quality but also an improved evaluation performance.

Generation of Subdivision Surface and First-order Shear Deformable Shell Element Based on Loop Subdivision Surface (서브디비전의 다중해상도 기능을 이용한 곡면의 모델링과 유한요소 해석)

  • 김형길;서홍석;조맹효
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.17 no.2
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    • pp.151-160
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    • 2004
  • In the present study, Loop scheme is applied to generate smooth surfaces. To be consistent with the limit points of target surface, the initial sampling points are properly rearranged. The pointwise errors of curvature and position in the sequence of subdivision process are evaluated in the Loop subdivision scheme. A first-order shear deformable Loop subdivision triangular element which can handle transverse shear deformation of moderately thick shell are developed. The developed element is more general than the previous one based on classical shell theory, since the new one includes the effect of transverse shear deformation and has standard six degrees of freedom per node. The quartic box spline function is used as interpolation basis function. Numerical examples for the benchmark static shell problems are analyzed to assess the performance of the developed subdivision shell element and locking trouble.