• Title/Summary/Keyword: 음함수곡면

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MetaCube : A New Skeletal Element for Modeling Informal Objects (메타큐브 : 부정형 물체의 모델링을 위한 새로운 구조 요소)

  • Kim, Eun-Seok;Kim, Jay-Jeong
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.4
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    • pp.353-361
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    • 2000
  • In Computer Graphics, to select the element for modeling is very important in aspect of real-time processing of photorealistic images. Especially in modeling of informal objects, the criteria of choice are such as the minimum number of data, the easy rendering technique, and the expansibility. The metaball model which is one of the methods for modeling the implicit surface is excellent in modeling the complicated surface with a few data. However, a greater number of data are required for modeling objects that consist of planar surfaces with metaballs than with polygons. In this paper, we propose the new skeletal element, metacube which has the merits of metaball and improves the modeling ability of informal objects containing planar surfaces. A metacube has two parameters to change freely its shape from the cube to the sphere and can easily do the modeling of objects with curved surfaces and plane surfaces.

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A Survey on Deformation Techniques in Computer Graphics (그래픽스 분야의 물체 변형기법 연구 동향)

  • Park, K.R.;Choi, Y.C.;Lee, S.Y.
    • Electronics and Telecommunications Trends
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    • v.13 no.4 s.52
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    • pp.43-58
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    • 1998
  • 애니메이션이나 멀티미디어에서 사용될 물체들을 모두 처음부터 만들어 나간다는 것은 굉장히 시간이 많이 들고 힘든 일이다. 따라서, 물체를 처음부터 디자인하는 것이 아니라 단순한 모양의 물체로부터 복잡한 모양의 물체를 쉽게 만드는 방법에 대한 연구가 많이 진행되었다. 본 논문에서는 그래픽스 분야의 물체 변형기법에 대한 연구 결과들을 살펴본다. 대표적인 변형기법으로 Barr의 음함수 변형법, 자유형태 변형기법과 그 확장, skeleton warping 등을 살펴본다. 물체의 보다 사실적인 변형을 얻기 위해서 물리 법칙을 이용하는 방법과, 구조가 복잡한 물체를 여러 상세 단계로 나누어 처리하는 다중해상 방법도 살펴본다. 그리고, 매개변수 함수로 표현된 물체를 편집할 경우에 곡선/곡면의 제어점 대신 물체상의 임의의 위치를 직접 움직이는 직접제어 기법의 연구동향을 살펴본다.

Development of Modeling Tool for Implicit Surface using Parametric Curve (매개변수 곡선을 이용한 음함수 곡면의 모델링 도구 개발)

  • Park, Sangho;Jho, Cheung Woon
    • Journal of Korea Multimedia Society
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    • v.19 no.11
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    • pp.1900-1908
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    • 2016
  • Recent times have seen the introduction of modeling technologies using implicit surface and marching cubes algorithm in the field of computer graphics. Implicit surface modeling is used to express characters or fluid. This study presents a calculation method for the density of curve skeletal primitives using parametric curve and implements an implicit surface modeling tool by utilizing Maya API. Skeletal primitives can be assembled and utilized in character modeling using the implemented modeling tool. Results could be obtained more effectively compared to existing particle-based methods.

Multi-resolution Representation of 2D Point Data (2차원 점 데이터의 다중해상도 표현)

  • Yun, Seong-Min;Lee, Mun-Bae;Park, Sang-Hun
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.7
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    • pp.768-774
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    • 2010
  • Reconstruction of implicit surfaces from scattered point data sets have been developed in various engineering and scientific studies. In this paper, we represent a method to construct functions of 2D point data using multi-scale kernels and show it can be applied to graphics applications needed to access data in real-time. Our approach is similar to previous work in that a set of coefficients of the functions are calculated and stored in the preprocessing stage and function values at arbitrary positions are evaluated for real-time applications, however, it is different from others in that users can choose detail levels freely in real-time processing stage. The reason why the functions implicitly supports multi-resolution results from the mathematical properties of multi-scale kernels, and proposed method can be expanded to represent multi-resolution functions of n-dimensional data.

Extended Adaptively Sampled Distance Fields Method for Rendering Implicit Surfaces with Sharp Features (음함수 곡면의 날카로운 형상 가시화를 위한 확장 Adaptively Sampled Distance Fields 방법)

  • Cha J.H.;Lee K.Y.;Kim T.W.
    • Korean Journal of Computational Design and Engineering
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    • v.10 no.1
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    • pp.27-39
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    • 2005
  • Implicit surfaces are geometric shapes which are defined by implicit functions and exist in three-dimensional space. Recently, implicit surfaces have received much attention in solid modeling applications because they are easy to represent the location of points and to use boolean operations. However, it is difficult to chart points on implicit surfaces for rendering. As efficient rendering method of implicit surfaces, the original Adaptively Sampled Distance Fields (ADFs) $method^{[1]}$ is to use sampled distance fields which subdivide the three dimensional space of implicit surfaces into many cells with high sampling rates in regions where the distance field contains fine detail and low sampling rates where the field varies smoothly. In this paper, in order to maintain the sharp features efficiently with small number of cells, an extended ADFs method is proposed, applying the Dual/Primal mesh optimization $method^{[2]}$ to the original ADFs method. The Dual/Primal mesh optimization method maintains sharp features, moving the vertices to tangent plane of implicit surfaces and reconstructing the vertices by applying a curvature-weighted factor. The proposed extended ADFs method is applied to several examples of implicit surfaces to evaluate the efficiency of the rendering performance.