• Title/Summary/Keyword: 옥트리

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Continuous Quadtree Space Rendering using Serialized Octree with Preprocessing (전처리된 Serialized Octree를 이용한 연속적인 쿼드트리 공간 랜더링)

  • 염창근;박경환
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.549-552
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    • 2001
  • 실시간 랜더링은 가상 공간과 사용자가 상호작용이 가능함을 말한다. 이런 실시간 랜더링 기법 중에서 옥트리는 보이지 않는 면을 검출함(Back Face Culling)에 있어서 매우 유용하다. 그러나 지형처럼 데이터가 끊임없이 이어져서 연속적이라면 사용자의 시점이 가상 공간을 벗어나 새로운 영역을 참조하려고 할 때에 옥트리는 새로운 공관을 표현함에 있어서 실시간을 지원하지 못한다. 이러한 옥트리의 공간 분할 작업을 미리 계산해서 저장하고 실시간 랜더링시에는 창조하도록 하되 전처리된 옥트리가 하나의 셀이 되어 다수의 옥트리 셀을 묶어 쿼드트리를 구성하고 카메라에 보이는 옥트리들을 결정하기 위해서 삼각형의 포함 알고리즘을 적용하여 연속적인 공간 데이터의 실시간 랜더링을 구현하였다.

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Modeling Improvement Algorithm for 3D Volume Refinement Using Octree (옥트리를 이용한 3차원 물체 추출에서의 모델링 향상 기법)

  • Lim, Suk-Hyun;Han, Chang-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10a
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    • pp.231-234
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    • 2000
  • 옥트리(octree)는 3차원 물체를 복원함에 있어서 간편함으로 팥이 이용되어지는 방법이다. 하지만 물체의 형태가 복잡해지고 물체 내부에 구멍이 뚫어져 있는 경우 옥트리로 표현된 결과만으로는 형태를 파악하기 어려운 경우가 발생한다. 본 논문은 옥트리를 이용하여 3차원 물체의 형태를 복원하는데 있어서 나타나는 문제점을 옥트리의 계층적 구조를 증가시키지 않고 현실감이 떨어지는 부분에 대해서 CSG모델을 이용하여 해결하는 방안을 제시한다. 옥트리로 만들어진 결과물과 3차원 물체와의 차이가 나는 부분에 대하여 좀 더 현실감을 주기 위하여 CSG모델을 이용하여 기본도형을 만들고, 만들어진 도형을 다시 CSG모델을 이용하여 옥트리로 만들어진 물체에 결합시키는 형태로 문제를 해결한다. 본 논문에서는 실험을 위하여 3차원 물체를 만들고, 이를 옥트리를 이용하여 문제점을 확인하고, 이를 본 논문에서 주장한 방법을 이용하여 해결하는 방안을 제시한다.

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Enhancing Query Efficiency for Huge 3D Point Clouds Based on Isometric Spatial Partitioning and Independent Octree Generation (등축형 공간 분할과 독립적 옥트리 생성을 통한 대용량 3차원 포인트 클라우드의 탐색 효율 향상)

  • Han, Soohee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.32 no.5
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    • pp.481-486
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    • 2014
  • This study aims at enhancing the performance of file-referring octree, suggested by Han(2014), for efficiently querying huge 3D point clouds, acquired by the 3D terrestrial laser scanning. Han's method(2014) has revealed a problem of heavy declining in query speed, when if it was applied on a very long tunnel, which is the lengthy and narrow shaped anisometric structure. Hereupon, the shape of octree has been analyzed of its influence on the query efficiency with the testing method of generating an independent octree in each isometric subdivision of 3D object boundary. This method tested query speed and main memory usage against the conventional single octree method by capturing about 300 million points in a very long tunnel. Finally, the testing method resulted in which twice faster query speed is taking similar size of memory. It is also approved that the conclusive factor influencing the query speed is the destination level, but the query speed can still increase with more proximity to isometric bounding shape of octree. While an excessive unbalance of octree shape along each axis can heavily degrade the query speed, the improvement of octree shape can be more effectively enhancing the query speed than increasement of destination level.

Implementation of File-referring Octree for Huge 3D Point Clouds (대용량 3차원 포인트 클라우드를 위한 파일참조 옥트리의 구현)

  • Han, Soohee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.32 no.2
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    • pp.109-115
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    • 2014
  • The aim of the study is to present a method to build an octree and to query from it for huge 3D point clouds of which volumes correspond or surpass the main memory, based on the memory-efficient octree developed by Han(2013). To the end, the method directly refers to 3D point cloud stored in a file on a hard disk drive instead of referring to that duplicated in the main memory. In addition, the method can save time to rebuild octree by storing and restoring it from a file. The memory-referring method and the present file-referring one are analyzed using a dataset composed of 18 million points surveyed in a tunnel. In results, the memory-referring method enormously exceeded the speed of the file-referring one when generating octree and querying points. Meanwhile, it is remarkable that a still bigger dataset composed of over 300 million points could be queried by the file-referring method, which would not be possible by the memory-referring one, though an optimal octree destination level could not be reached. Furthermore, the octree rebuilding method proved itself to be very efficient by diminishing the restoration time to about 3% of the generation time.

Tetrahedral Meshing with an Octree-based Adaptive Signed Distance Field (옥트리 기반의 적응적 부호거리장을 이용한 사면체 요소망 생성)

  • Park, Seok-Hun;Choi, Min-Gyu
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.29-34
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    • 2012
  • High-quality tetrahedral meshes are crucial for FEM-based simulation of large elasto-plastic deformation and tetrahedral-mesh-based simulation of fluid flow. This paper proposes a volume meshing method that exploits an octree-based adaptive signed distance field to fill the inside of a polygonal object with tetrahedra, of which dihedral angles are good. The suggested method utilizes an octree structure to reduce the total number of tetrahedra by space-efficiently filling an object with graded tetrahedra. To obtain a high-quality mesh with good dihedral angles, we restrict the octree in such a way that any pair of neighboring cells only differs by one level. In octree-based tetrahedral meshing, the signed distance computation of a point to the surface of a given object is a very important and frequently-called operation. To accelerate this operation, we develop a method that computes a signed distance field directly on the vertices of the octree cells while constructing the octree using a top-down approach. This is the main focus of the paper. The suggested tetrahedral meshing method is fast, stable and easy to implement.

Implementation of CUDA-based Octree Algorithm for Efficient Search for LiDAR Point Cloud (라이다 점군의 효율적 검색을 위한 CUDA 기반 옥트리 알고리듬 구현)

  • Kim, Hyung-Woo;Lee, Yang-Won
    • Korean Journal of Remote Sensing
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    • v.34 no.6_1
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    • pp.1009-1024
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    • 2018
  • With the increased use of LiDAR (Light Detection and Ranging) that can obtain over millions of point dataset, methodologies for efficient search and dimensionality reduction for the point cloud became a crucial technique. The existing octree-based "parametric algorithm" has proved its efficiency and contributed as a part of PCL (Point Cloud Library). However, the implementation of the algorithm on GPU (Graphics Processing Unit) is considered very difficult because of structural constraints of the octree implemented in PCL. In this paper, we present a method for the parametric algorithm on GPU environment and implement a projection of the queried points on four directions with an improved noise reduction.

Improving Performance of File-referring Octree Based on Point Reallocation of Point Cloud File (포인트 클라우드 파일의 측점 재배치를 통한 파일 참조 옥트리의 성능 향상)

  • Han, Soohee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.33 no.5
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    • pp.437-442
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    • 2015
  • Recently, the size of point cloud is increasing rapidly with the high advancement of 3D terrestrial laser scanners. The study aimed for improving a file-referring octree, introduced in the preceding study, which had been intended to generate an octree and to query points from a large point cloud, gathered by 3D terrestrial laser scanners. To the end, every leaf node of the octree was designed to store only one file-pointer of its first point. Also, the point cloud file was re-constructed to store points sequentially, which belongs to a same leaf node. An octree was generated from a point cloud, composed of about 300 million points, while time was measured during querying proximate points within a given distance with series of points. Consequently, the present method performed better than the preceding one from every aspect of generating, storing and restoring octree, so as querying points and memorizing usage. In fact, the query speed increased by 2 times, and the memory efficiency by 4 times. Therefore, this method has explicitly improved from the preceding one. It also can be concluded in that an octree can be generated, as points can be queried from a huge point cloud, of which larger than the main memory.

Design of Memory-Efficient Octree to Query Large 3D Point Cloud (대용량 3차원 포인트 클라우드의 탐색을 위한 메모리 효율적인 옥트리의 설계)

  • Han, Soohee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.31 no.1
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    • pp.41-48
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    • 2013
  • The aim of the present study is to design a memory-efficient octree for querying large 3D point cloud. The aim has been fulfilled by omitting variables for minimum bounding hexahedral (MBH) of each octree node expressed in C++ language and by passing the re-estimated MBH from parent nodes to child nodes. More efficiency has been reported by two-fold processes of generating pseudo and regular trees to declare an array for all anticipated nodes, instead of using new operator to declare each child node. Experiments were conducted by constructing tree structures and querying neighbor points out of real point cloud composed of more than 18 million points. Compared with conventional methods using MBH information defined in each node, the suggested methods have proved themselves, in spite of existing trade-off between speed and memory efficiency, to be more memory-efficient than the comparative ones and to be practical alternatives applicable to large 3D point cloud.

Octree-Based Adaptive Tetrahedral Meshing (옥트리 기반의 적응적 사면체 요소망구성)

  • Kim, Chul-Won;Park, Suk-Hoon;Choi, Min-Gyu
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.2
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    • pp.45-53
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    • 2011
  • This paper proposes a volume meshing method that fills the inside of an object with tetrahedra, of which dihedral angles are good. The suggested method is fast, stable and easy to implement It can also utilize an octree structure to space-efficiently fill an object with graded tetrahedra by reducing the total number of tetrahedra. To obtain a high-quality mesh with good dihedral angles, we restrict the octree such that any pair of neighboring cells only differs by one level. To efficiently construct a restricted-octree and generate a volume mesh from the octree, we utilize a signed distance field of an object on its bounded workspace. The suggested method can be employed in FEM-based simulation of large elasto-plastic deformation and tetrahedral-mesh-based simulation of fluid flow.

A Partitioning Method of Octree for CLOD (CLOD를 위한 옥트리 분할 기법)

  • 이승욱;박경환
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.564-569
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    • 2001
  • 본 논문은 기존의 3D게임엔진에 실시간으로 상호작용이 가능하고 3D MMORPG(Massive Multi-play Outline Role Playing Game) 게임에 적합한 가상공간을 표현하기 위한 필요한 기술을 분석하고 이를 활용하려 한다. 기존의 머드 게임에 3차원 기술적용하고, 3차원 물체를 모델링하는데 있어서 메쉬나 버텍스, 혹은 폴리곤으로 사실적인 지형처리와 렌드링 속도향상을 위하여 3차원 개체의 폴리곤을 동적으로 생성시키기 위한 방법으로 Height field처리 기법과 거리에 따라 다르게 모델링된 데이터를 선택적으로 사용하는 LOD(Level of Detail)처리기법과 가시성 판단이나 충돌 검출을 위한 입체 컬링 방법으로 옥트리를 이용하여 가상공간을 분해 하기 위한 자료 구조로 사용한다. 본 논문은 기존의 3차원 공간을 표현하기 위하여 사용되고 있는 옥트리 구조를 이용하여 공간을 분할하고, 이를 세부수준으로 나누어 처리하기 위한 LOD 개념을 이용하여 외부지형을 폴리곤으로 표현하는 방법에 대한 처리 기법을 제시하려고 한다.

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