• Title/Summary/Keyword: 재질 표현

Search Result 112, Processing Time 0.022 seconds

A Constitutive Equation with Impulse-Momentum Theory for the Expanded Polypropylene (충격량-운동량 이론을 접목시킨 발포 폴리프로필렌의 구성방정식)

  • Kim, Byeong Kil;Cho, Jae Ung;Jeong, Kwang Young;Kim, Nam Hoon;Oh, Bum S.;Hahn, Youngwon;Cheon, Seong S.
    • Composites Research
    • /
    • v.29 no.3
    • /
    • pp.91-97
    • /
    • 2016
  • In this paper, impulse-momentum theory was coupled to a constitutive equation both for implementing quasi-static and impact characteristics of EPP (Expanded polypropylene). Also, parameters which have physical meanings were expressed as functions of relative density. Simultaneous nonlinear Newton-Raphson method was applied to find the proper values for parameters in the constitutive equation along with quasi-static test data. Results from the impulse-momentum theory coupled constitutive equation showed good agreement with experimental data and the potential to be applied to different material type polymeric foam.

Development of A Haptic Interactive Virtual Exhibition Space (햅틱 상호작용을 제공하는 가상 전시공간 개발)

  • You, Yong-Hee;Cho, Yun-Hye;Choi, Geon-Suk;Sung, Mee-Young
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.13 no.6
    • /
    • pp.412-416
    • /
    • 2007
  • In this paper, we present a haptic virtual exhibition space that allows users to interact with 3D graphic objects not only through the sense of sight but also through the sense of touch. The haptic virtual exhibition space offers users in different places some efficient ways to experience the exhibitions of a virtual musical museum using the basic human senses of perception, such as vision, audition, and touch. Depending on 3D graphic objects, we apply different properties to let those feel realistic. We also provide haptic device based navigation which prevents users from rushing between various interfaces: keyboard and mouse. The haptic virtual museum is based on Client-Server architecture and clients are represented in the 3D space in the form of avatars. In this paper, we mainly discuss the design of the haptic virtual exhibition space in detail and in the end, we provide performance analysis in comparison to other similar applications such as QTVR and VRML).

Development of Loop Filter Design of Plucked String Instruments (개선된 발현악기의 루프 필터 설계 방법)

  • Cho, Sang-Jin
    • The Journal of the Acoustical Society of Korea
    • /
    • v.30 no.2
    • /
    • pp.107-113
    • /
    • 2011
  • This paper describes a development of a loop filter design in a physical modeling of the plucked string instrument. The conventional method proposed by V$\"{a}$lim$\"{a}$ki cannot estimate right parameters if a sound has either very short sustain or no sustain. In order to overcome this drawback, we propose the use of the decay region and 5 to 20 harmonics of the sound in the estimation of loop filter parameters. The most appropriate filter coefficient is chosen by frequency signal to noise ratio. To verify the performance of the proposed method, the guitar, gayageum and geomungo were selected as the target because they have different shape, structure, and material of strings. Regardless of the duration of harmonics, the proposed method was able to estimate the loop filter parameters representing frequency-dependent damping of harmonics.

Historical Significance of Industrial Materials in Fiber Art (섬유미술에 사용된 산업용 재료의 미술사적 의의)

  • 박남성
    • Archives of design research
    • /
    • no.16
    • /
    • pp.237-252
    • /
    • 1996
  • Study of new materials, which has been going on in many fields of modem art since the beginning of this century, has cintributed much to the development of modem art. In this regard, it is noteworthy that many in the field of fiber art have experimented with non-traditional, indusrial materials with some notable success. Industrial materials represent the world of thechnology we live in and help us form the kind of view on art that is reflective of the present age and its social milieu. Industrial materials, when used as media for art, also present us with new concepts and possibilities for artistic expression. In fiber art, the use of industrial materials has greatly expanded the very idea of 'fiber', effectively ferring the imagination of fiber aetists to experiment with diverse materials and new mathodology. Overcoming the traditional constraints of technique-orienthd their discipline, fiber artists began to pay more attention to matiere or the material jtself and the infinite variety of surface, color and texture that it promises. And informed by this newly discovered aesthetice of the material. fiber artists began in eamest to expand the area of their artistic expression, producing multi-dimensional works, conquering space and experimentiong with hugc environmantal works.

  • PDF

A Realistic Modeling and Rendering of Cloth Textures by Photometry (사진 측정에 의한 옷감의 질감 모델링 및 사실적 렌더링)

  • Kim, Min-Soo;Kim, Dae-Hyun;Kim, Myoung-Jun
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.35 no.2
    • /
    • pp.84-93
    • /
    • 2008
  • Modeling and rendering of cloth texture have been regarded as one of the most important factors to enhance reality of the contents in the digital contents industry. So far, however, two major approaches to realistically describe the cloth texture were developed: building analytical reflectance model for target cloth and sometimes thread itself and obtaining overall reflectance model using optical equipments. However, yielding a plausible analytic reflection model satisfying many subtle characteristics of a cloth is not an easy task; moreover, fine-detailed modeling of the cloth pattern across the target clothes should also be accompanied by huge amount of computation. The method to obtain overall reflectance model needs expensive measurement equipments and data size becomes huge. Since it applies in the end the reflectance model obtained at one point of a cloth to across whole the visible area of the target clothes, it cannot properly reproduce the pattern of the clothes nor the texture. To address the aforementioned problems, this paper proposes a simple low cost camera rig and a novel method for realistic modeling and rendering of the cloth texture by analyzing photos taken by the proposed camera rig, which can reproduce even the texture pattern applied to the whole clothes, overcoming the one-point reflectance model.

Detection of Similar Answers to Avoid Duplicate Question in Retrieval-based Automatic Question Generation (검색 기반의 질문생성에서 중복 방지를 위한 유사 응답 검출)

  • Choi, Yong-Seok;Lee, Kong Joo
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.8 no.1
    • /
    • pp.27-36
    • /
    • 2019
  • In this paper, we propose a method to find the most similar answer to the user's response from the question-answer database in order to avoid generating a redundant question in retrieval-based automatic question generation system. As a question of the most similar answer to user's response may already be known to the user, the question should be removed from a set of question candidates. A similarity detector calculates a similarity between two answers by utilizing the same words, paraphrases, and sentential meanings. Paraphrases can be acquired by building a phrase table used in a statistical machine translation. A sentential meaning's similarity of two answers is calculated by an attention-based convolutional neural network. We evaluate the accuracy of the similarity detector on an evaluation set with 100 answers, and can get the 71% Mean Reciprocal Rank (MRR) score.

Stylized Specular Reflections Using Projective Textures based on Principal Curvature Analysis (주곡률 해석 기반의 투영 텍스처를 이용한 스타일 반사 효과)

  • Lee, Hwan-Jik;Choi, Jung-Ju
    • Journal of the HCI Society of Korea
    • /
    • v.1 no.1
    • /
    • pp.37-44
    • /
    • 2006
  • Specular reflections provide the visual feedback that describes the material type of an object, its local shape, and lighting environment. In photorealistic rendering, there have been a number of research available to render specular reflections effectively based on a local reflection model. In traditional cel animations and cartoons, specular reflections plays important role in representing artistic intentions for an object and its related environment reflections, so the shapes of highlights are quite stylistic. In this paper, we present a method to render and control stylized specular reflections using projective textures based on principal curvature analysis. Specifying a texture as a pattern of a highlight and projecting the texture on the specular region of a given 3D model, we can obtain a stylized representation of specular reflections. For a given polygonal model, a view point, and a light source, we first find the maximum specular intensity point, and then locate the texture projector along the line parallel to the normal vector and passing through the point. The orientation of the projector is determined by the principal directions at the point. Finally, the size of the projection frustum is determined by the principal curvatures corresponding to the principal directions. The proposed method can control the position, orientation, and size of the specular reflection efficiently by translating the projector along the principal directions, rotating the projector about the normal vector, and scaling the principal curvatures, respectively. The method is be applicable to real-time applications such as cartoon style 3D games. We implement the method by Microsoft DirectX 9.0c SDK and programmable vertex/pixel shaders on Nvidia GeForce FX 7800 graphics subsystems. According to our experimental results, we can render and control the stylized specular reflections for a 3D model of several ten thousands of triangles in real-time.

  • PDF

The Development of PC based Ink-and-wash Drawing System Using Wiimote (위모트를 이용한 PC 기반 수묵화적 드로잉 시스템 개발)

  • Oh, Eun-Byol;Ryoo, Seung-Taek
    • Journal of the Korea Computer Graphics Society
    • /
    • v.17 no.4
    • /
    • pp.1-10
    • /
    • 2011
  • The general technique of ink-and-wash drawing consists of brush, ink and paper modeling and brush movement, ink diffusion and paper material simulation. In this paper, we suggest the simplified Qing's tank model that can decrease the computational time of ink diffusion and absorption on korean paper. The suggested drawing system is classified the characteristics of ink-and-wash into ink-shade, diffusion, line and paper. Also, the user's movement using motion sensor and IR sensor in wiimote is transmitted to brush position and direction.

3D Contents Based Work Process Simulation Development (3D 콘텐츠 기반 작업 프로세스 시뮬레이션 개발)

  • Kim, Gui-Jung;Han, Jung-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.7
    • /
    • pp.30-37
    • /
    • 2011
  • In this paper we implemented 3D contents based work process simulation for 3D view contents. For this the method of 3D view technique is explained. The automobiles and PC assembly processes according to the virtual scenario showed the technique which assists workers through 3D view. Also for 3D information visualization, max script of contents modeling functions using 3D MAX was developed. The functions are designed to customize coordinate, material edit on modeling, rendering, and 3D object files with max script.

Light Contribution Based Importance Sampling for the Many-Light Problem (다광원 문제를 위한 광원 기여도 기반의 중요도 샘플링)

  • Kim, Hyo-Won;Ki, Hyun-Woo;Oh, Kyoung-Su
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2008.06b
    • /
    • pp.240-245
    • /
    • 2008
  • 컴퓨터 그래픽스에서 많은 광원들을 포함하는 장면을 사실적으로 렌더링하기 위해서는, 많은 양의 조명 계산을 수행해야 한다. 다수의 광원들로부터 빠르게 조명 계산을 하기 위해 많이 사용되는 기법 중에 몬테 카를로(Monte Carlo) 기법이 있다. 본 논문은 이러한 몬테 카를로(Monte Carlo) 기법을 기반으로, 다수의 광원들을 효과적으로 샘플링 할 수 있는 새로운 중요도 샘플링 기법을 제안한다. 제안된 기법의 두 가지 핵심 아이디어는 첫째, 장면 내에 다수의 광원이 존재하여도 어떤 특정 지역에 많은 영향을 주는 광원은 일부인 경우가 많다는 점이고 두 번째는 공간 일관성(spatial coherence)이 낮거나 그림자 경계 지역에 위치한 픽셀들은 영향을 받는 주요 광원이 서로 다르다는 점이다. 제안된 기법은 이러한 관찰에 착안하여 특정 지역에 광원이 기여하는 정도를 평가하고 이에 비례하게 확률 밀도 함수(PDF: Probability Density Function)를 결정하는 방법을 제안한다. 이를 위하여 이미지 공간상에서 픽셀들을 클러스터링(clustering)하고 클러스터 구조를 기반으로 대표 샘플을 선정한다. 선정된 대표 샘플들로부터 광원들의 기여도를 평가하고 이를 바탕으로 클러스터 단위의 확률 밀도 함수를 결정하여 최종 렌더링을 수행한다. 본 논문이 제안하는 샘플링 기법을 적용했을 때 전통적인 샘플링 방식과 비교하여 같은 샘플링 개수에서 노이즈(noise)가 적게 발생하는 좋은 화질을 얻을 수 있었다. 제안된 기법은 다수의 조명과 다양한 재질, 복잡한 가려짐이 존재하는 장면을 효과적으로 표현할 수 있다.

  • PDF