• Title/Summary/Keyword: 법선 벡터

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Particle-Based Extended Marching Cubes with Efficient Quadratic Error Function (효율적인 2차 오차 함수를 이용한 입자 기반 Extended Marching Cubes)

  • Yu-Bin Kwon;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.387-390
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    • 2024
  • 본 논문에서는 효율적인 2차 오차 함수를 이용하여 입자 기반에서 EMC(Extended Marching Cubes) 알고리즘을 구현할 수 있는 새로운 알고리즘을 제안한다. Smoothing 커널(Kernels)을 통해 계산한 입자 평균 위치에서 레벨셋(Level-set)을 계산해 스칼라장을 구축한다. 그리고 난 뒤 SPH(Smoothed particle hydrodynamics)기반의 커널을 통해 밀도, 입자 평균 위치를 계산한다. 스칼라장을 이용해 등가 곡면(Isosurface)을 찾고 음함수로 표현된 표면을 구성한다. SPH 커널을 공간에서 미분하면 공간상의 어느 위치에서나 기울기를 계산할 수 있고, 이를 통해 얻어진 법선벡터를 이용하여 일반적인 EMC나 DC(Dual contouring)에서 사용하는 2차 오차 함수를 효율적으로 설계한다. 결과적으로 제안하는 방법은 메쉬와 같이 연결정보다 없는 입자 기반 데이터에서도 EMC 알고리즘을 구현하여 볼륨(Volume) 손실을 줄이고, 복잡한 음함수 표면을 표현할 수 있게 한다.

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Gaze Detection System by IR-LED based Camera (적외선 조명 카메라를 이용한 시선 위치 추적 시스템)

  • 박강령
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.4C
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    • pp.494-504
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    • 2004
  • The researches about gaze detection have been much developed with many applications. Most previous researches only rely on image processing algorithm, so they take much processing time and have many constraints. In our work, we implement it with a computer vision system setting a IR-LED based single camera. To detect the gaze position, we locate facial features, which is effectively performed with IR-LED based camera and SVM(Support Vector Machine). When a user gazes at a position of monitor, we can compute the 3D positions of those features based on 3D rotation and translation estimation and affine transform. Finally, the gaze position by the facial movements is computed from the normal vector of the plane determined by those computed 3D positions of features. In addition, we use a trained neural network to detect the gaze position by eye's movement. As experimental results, we can obtain the facial and eye gaze position on a monitor and the gaze position accuracy between the computed positions and the real ones is about 4.2 cm of RMS error.

Isogeometric Analysis of Electrostatic Adhesive Forces in Two-Dimensional Curved Electrodes (2차원 곡면형 전극에서 정전기 흡착력의 아이소-지오메트릭 해석)

  • Oh, Myung-Hoon;Kim, Jae-Hyun;Kim, Hyun-Seok;Cho, Seonho
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.34 no.4
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    • pp.199-204
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    • 2021
  • In this study, an isogoemetric analysis (IGA) method that uses NURBS (Non-Uniform Rational B-Spline) basis functions in computer-aided design (CAD) systems is employed to account for the geometric exactness of curved electrodes constituting an electro-adhesive pad in electrostatic problems. The IGA is advantageous for obtaining precise normal vectors when computing the electro-adhesive forces on curved surfaces. By performing parametric studies using numerical examples, we demonstrate the superior performance of the curved electrodes, which is attributed to the increase in the normal component of the electro-adhesive forces. In addition, concave curved electrodes exhibit better performance than their convex counterparts.

Development of Physics Simulation for Augmented Reality Billiards Content (증강현실 당구 콘텐츠를 위한 물리 시뮬레이션 개발)

  • Kim, Hong-Jik;Lee, Seung-Ho
    • Journal of IKEEE
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    • v.26 no.2
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    • pp.150-159
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    • 2022
  • In this paper, we propose a physics simulation for augmented reality (AR) billiards content. The characteristics of the physics simulation for the proposed AR billiards content are as follows. First, physical equations are derived by calculating the force and moment of inertia applied to the billiards ball to realize the motion of the billiards ball similar to the real one in the AR environment. Then, we determine the velocity and angular velocity of the virtual billiards ball associated with the rotation of the virtual billiards ball with respect to the impact point. Second, using some vectors such as incidnet vector, normal vector, reflection vector, the trajectory of the virtual billiards ball would be implement. these equations are applied to AR environment so that AR billiards content could be implement. This physics simulation allows users to feel like the real world using a virtual pool table and induce them to interact with the real environment. As a result of the experiment, the accuracy range between the path of the real billiards ball and the path of the virtual billiards ball was calculated to be 97.75% to 99.11%. Therefore, it was determined that the performance of the physics simulation for the AR billiards content proposed in this paper performs similarly to the path of the real billiards ball.

Gaze Detection by Computing Facial and Eye Movement (얼굴 및 눈동자 움직임에 의한 시선 위치 추적)

  • 박강령
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.2
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    • pp.79-88
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    • 2004
  • Gaze detection is to locate the position on a monitor screen where a user is looking by computer vision. Gaze detection systems have numerous fields of application. They are applicable to the man-machine interface for helping the handicapped to use computers and the view control in three dimensional simulation programs. In our work, we implement it with a computer vision system setting a IR-LED based single camera. To detect the gaze position, we locate facial features, which is effectively performed with IR-LED based camera and SVM(Support Vector Machine). When a user gazes at a position of monitor, we can compute the 3D positions of those features based on 3D rotation and translation estimation and affine transform. Finally, the gaze position by the facial movements is computed from the normal vector of the plane determined by those computed 3D positions of features. In addition, we use a trained neural network to detect the gaze position by eye's movement. As experimental results, we can obtain the facial and eye gaze position on a monitor and the gaze position accuracy between the computed positions and the real ones is about 4.8 cm of RMS error.

TLS (Total Least-Squares) within Gauss-Helmert Model: 3D Planar Fitting and Helmert Transformation of Geodetic Reference Frames (가우스-헬머트 모델 전최소제곱: 평면방정식과 측지좌표계 변환)

  • Bae, Tae-Suk;Hong, Chang-Ki;Lim, Soo-Hyeon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.40 no.4
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    • pp.315-324
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    • 2022
  • The conventional LESS (LEast-Squares Solution) is calculated under the assumption that there is no errors in independent variables. However, the coordinates of a point, either from traditional ground surveying such as slant distances, horizontal and/or vertical angles, or GNSS (Global Navigation Satellite System) positioning, cannot be determined independently (and the components are correlated each other). Therefore, the TLS (Total Least Squares) adjustment should be applied for all applications related to the coordinates. Many approaches were suggested in order to solve this problem, resulting in equivalent solutions except some restrictions. In this study, we calculated the normal vector of the 3D plane determined by the trace of the VLBI targets based on TLS within GHM (Gauss-Helmert Model). Another numerical test was conducted for the estimation of the Helmert transformation parameters. Since the errors in the horizontal components are very small compared to the radius of the circle, the final estimates are almost identical. However, the estimated variance components are significantly reduced as well as show a different characteristic depending on the target location. The Helmert transformation parameters are estimated more precisely compared to the conventional LESS case. Furthermore, the residuals can be predicted on both reference frames with much smaller magnitude (in absolute sense).

Deep Learning Approach for Automatic Discontinuity Mapping on 3D Model of Tunnel Face (터널 막장 3차원 지형모델 상에서의 불연속면 자동 매핑을 위한 딥러닝 기법 적용 방안)

  • Chuyen Pham;Hyu-Soung Shin
    • Tunnel and Underground Space
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    • v.33 no.6
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    • pp.508-518
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    • 2023
  • This paper presents a new approach for the automatic mapping of discontinuities in a tunnel face based on its 3D digital model reconstructed by LiDAR scan or photogrammetry techniques. The main idea revolves around the identification of discontinuity areas in the 3D digital model of a tunnel face by segmenting its 2D projected images using a deep-learning semantic segmentation model called U-Net. The proposed deep learning model integrates various features including the projected RGB image, depth map image, and local surface properties-based images i.e., normal vector and curvature images to effectively segment areas of discontinuity in the images. Subsequently, the segmentation results are projected back onto the 3D model using depth maps and projection matrices to obtain an accurate representation of the location and extent of discontinuities within the 3D space. The performance of the segmentation model is evaluated by comparing the segmented results with their corresponding ground truths, which demonstrates the high accuracy of segmentation results with the intersection-over-union metric of approximately 0.8. Despite still being limited in training data, this method exhibits promising potential to address the limitations of conventional approaches, which only rely on normal vectors and unsupervised machine learning algorithms for grouping points in the 3D model into distinct sets of discontinuities.

The Study of Fisheye Lens for the Causes of Rapid Illumination Drop and the Ways to Correct on an Image Sensor due to an Ultra Wide Angle of View (어안렌즈 시야각의 광각화에 따른 조도저하의 원인과 개선방안에 관한 연구)

  • Rim, Cheon-Seog
    • Korean Journal of Optics and Photonics
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    • v.23 no.5
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    • pp.179-188
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    • 2012
  • Lenses with an ultra wide angle of view are usually called fisheye lenses since a fish can see an ultra wide panoramic view under water. As the angle of view for these kinds of lenses reaches a wide angle, the illumination on an image sensor is reduced by a rapid drop. In this paper, we discuss the causes and the ways to correct for a rapid drop. First, it is treated for the sign convention of directional cosine vectors and normal vectors on the curved surface by means of analytic geometry. And, from the fundamental discussion for these vectors, the rapid illumination drop is numerically analyzed for various kinds of causes by utilizing geometrical optics and radiometry as well as Fresnel equations derived from electromagnetic boundary conditions. As a result, we are able to get the full understanding for the rapid illumination drop and to propose ways to correct effects due to an wide angle of view.

Rendering of Particle-Based Water Data Using Point Rendering Method (점 렌더링 기법을 사용한 입자 기반 물 데이터의 렌더링)

  • Lee, Jae-Hak;Cha, Deuk-Hyun;Chang, Byung-Joon;Ihm, In-Sung;Kim, Jang-Hee;Koo, Bon-Ki
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1262-1270
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    • 2006
  • 사실적인 물 애니메이션을 위한 격자 기반 시뮬레이션 기법은 자연스러운 물의 움직임뿐만 아니라 부드러운 물의 표면을 잘 표현해주는 장점이 있다. 이러한 격자 기반 방법과 함께 상대적으로 적은 계산으로 안정적인 결과를 산출해주는 입자 기반의 액체 시뮬레이션 기법이 최근 애니메이션 분야에 적용되기 시작했고, 그로 인하여 입자로 이루어진 시뮬레이션 데이터에 특화된 효과적인 렌더링 기술의 개발이 요구되고 있다. 본 논문에서는 주로 3차원 스캔 데이터와 같이 물체 표면을 샘플링 하여 얻어진 점 집합에 대한 렌더링 기법을 확장하여, 위상 변화가 크고 점 집합에 의해 내부까지 표현되는 물 데이터의 특성에 적합한 렌더링 기법을 제안한다. 본 기법에서는 시뮬레이션을 통하여 얻은 입자 데이터로부터 물의 표면을 표현해주는 새로운 점 집합을 생성하고, 시뮬레이션 된 데이터의 특성을 잘 반영하도록 각 점에 대한 법선 벡터와 반지름을 결정한다. 특히 가공된 점 집합 데이터에 대하여 확장된 점 집합 렌더링 기법을 적용함으로써 입자 데이터가 표현해주는 세밀한 부분들을 보존하면서, 부드러운 물의 표면을 가시화할 수 있도록 하였다.

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Efficient Real-time 3D Sumi-e Painting (효율적인 실시간 3차원 수묵화 렌더링 기법)

  • Oh, Seung-Yeon;Yang, Hong-Taeg;Seo, Se-Wang;Kim, Sun-Min;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.807-811
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    • 2006
  • 본 논문에서는 기존의 연구에서 여러 단계를 거쳐 복잡한 연산을 한 후에 수묵화 표현이 가능했던 것과 달리 기존에 요구되었던 채색과정을 줄임으로써 렌더링의 효율을 높인 실시간 3차원 수묵화 기법을 제안한다. 본 논문에서 제안된 기법은 모델이 보여지는 방향에 따라 다른 조명 값과 법선 벡터 값을 계산한 후 연산 값에 따라서 여러장의 텍스처를 일정 비율에 맞춰서 모델에 적용함으로써 수묵화의 특징인 농담, 발묵 효과를 한 번에 적용할 수 있게 한다. 그리고 모델의 윤곽선을 표현하는데 사용자의 입력에 따라 붓의 굵기를 조절하게 하여 보다 사실적인 수묵화 느낌을 살렸다. 또한 텍스처 매핑 이후 에도 동양화적인 느낌을 살리기 위해서 두 가지의 종이질감효과를 추가하였다. 이 2 가지의 종이질감 효과는 일종의 안개 필터로서 기존의 안개 필터와 달리 모델이 그려지는 위치에 따라서 각각 가중치가 다른 필터가 적용되게 하였다. 이렇게 필터가 적용된 렌더링의 결과는 일반적으로 채색된 3차원 모델과 느낌이 다른 자연스러운 결과를 생성할 수 있다. 본 연구는 또한 간단한 구현에 장점을 두고 있기 때문에 간단한 애니메이션이나 일반 3차원 게임 등 여러 분야에서 기존에 적용하기 어려웠던 수묵화 기법을 다양하게 활용할 수 있는 가능성을 제시한다.

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