• Title/Summary/Keyword: 스플라인 커브

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Interactive G$^1$ Splines with Tangent Specification Method (접선 지정법을 이용한 대화형 G$^1$스플라인)

  • Ju, U-Seok;Park, Gyeong-Hui;Lee, Hui-Seung
    • The Transactions of the Korea Information Processing Society
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    • v.1 no.4
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    • pp.531-540
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    • 1994
  • Spline curve scheme is the most valuable tool for the CAD of industrial products. Hence, the development of a new, effective curve scheme can have immediate impact on the current design industries. This paper develops and implements a new methodology for the implementation of the visually continuous class of splines which can produce a more flexible and diverse curve shapes. This class of splines has advantaged over existing splines in that it can accommodate wider range of shapes while maintaining the interpolators property of the ordinary cardinal splines. Most importantly, we avoid using the previous method of implementing G$^1$ curves, where users must specify scalar values for the control of curve shapes. We derive and implement an easy-to -use transformation between the user-specified graphical tangent vectors and the actual parameters for the resulting curve. Since the resulting curve shape reflects original tangential direction faithfully, CAD users can simply represent approximate curve shapes with proper tangents. Consequently, a simple user interface device such as a mouse can effectively produce a various spline curves using the proposed spline tool.

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Curve Reconstruction from Oriented Points Using Hierarchical ZP-Splines (계층적 ZP-스플라인을 이용한 곡선 복구 기법)

  • Kim, Hyunjun;Kim, Minho
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.5
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    • pp.1-16
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    • 2016
  • In this paper, we propose and efficient curve reconstruction method based on the classical least-square fitting scheme. Specifically, given planar sample points equipped with normals, we reconstruct the objective curve as the zero set of a hierarchical implicit ZP(Zwart-Powell)-spline that can recover large holes of dataset without loosing the fine details. As regularizers, we adopted two: a Tikhonov regularizer to reduce the singularity of the linear system and a discrete Laplacian operator to smooth out the isocurves. Benchmark tests with quantitative measurements are done and our method shows much better quality than polynomial methods. Compared with the hierarchical bi-quadratic spline for datasets with holes, our method results in compatible quality but with less than 90% computational overhead.

A Study of Painterly Stroke Rendering Techniques Using Histogram Matching (히스토그램 매칭을 이용한 회화적 스트로크 렌더링 기법 연구)

  • 용한순;이수연;윤경현
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.694-696
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    • 2003
  • 본 논문은 회화적 렌더링(painterly rendering)을 위한 다양한 크기를 갖는 곡선 브러시 스트로크(brush stroke)의 생성에 관한 알고리즘과 그 구현 방법을 다루고 있다. 논문에서 제시하는 알고리즘은 한 장의 영상을 입력으로 하여. 화가가 손으로 그린 듯한 느낌을 주는 결과 영상을 만들어 낸다. 결과 영상은 브러시의 크기에 따라 몇 개의 계층(layer)으로 구성되며 각 계층들은 일련의 스플라인 커브(spline curve)로 모델링된 곡선 브러시 스트로크들로 이루어진다. 또한 결과 영상의 회화적 느낌을 강조하기 위하여 입력 영상의 색상을 변환하는 과정을 포함하고 있다.

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A Study of Tour Path Setting Techniques in 3D Virtual Environment Considering 3D Objects (3차원 객체를 고려한 3차원 가상환경 투어 패스 설정 기법에 대한 연구)

  • Song, Teuk-seob;Kwak, Nae Joung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.835-836
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    • 2009
  • 본 연구는 스케치기반의 인터페이슬 통해 큐빅스플라인 곡선을 자동으로 생성하는 방법을 제시한다. 또한 탐색항해에서 많이 발생하는 이동중 관심영역으로의 뷰포인트를 자동으로 변환하기 위한 방법을 제시한다. 스케치기반 인터페이스는 일반인에게 친숙한 종이환경과 유사한 인터페이스를 통해 가상환경의 탐색항해를 위한 투어패스를 설정하고 관심영역을 중심으로 뷰포인트가 자동적으로 변환하는 기법을 제시함으로써 가상환경에 전문적인 지식이 없거나 전문개발자에게도 시간과 노력을 절약할 수 있는 방법을 제시한다.

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Motion Adjustment for Dynamic Balance (동적 균형을 위한 동작 변환)

  • Tak, Se-Yun;Song, O-Yeong;Go, Hyeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.2
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    • pp.33-41
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    • 1999
  • This paper presents a new algorithm about motion adjustment for dynamic balance. It adjusts an unbalanced motion to an balanced motion while preserving the nuance of original motion. We solve dynamic balancing problem using the zero moment point (ZMP) which is often used for controlling the balance of biped robot. Our algorithm is consists of four steps. First, it fits joint angle data to spline curves for reducing noise. Second, the algorithm analyzes the ZMP trajectory so that it can detects the dynamically-unbalanced duration. Third, the algorithm project the ZMP trajectory into the supporting area if the trajectory deviates from the area. Finally, the algorithm produces the balanced motion that satisfies the new ZMP trajectory. In this step, the constrained optimization method is used so that the new motion keeps the original motion characteristics as much as possible. We make several experiments in order to prove that our algorithm is useful to add physical realism to a kinematically edited motion.

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