• Title/Summary/Keyword: 정점좌표

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Fast 2D Shape Deformation using Mean Value Coordinates (평균값 좌표를 이용한 빠른 2차원 형상 변형)

  • Yoo, Kwang-Seok;Choi, Jung-Ju;Shin, Hyun-Joon
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06b
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    • pp.188-193
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    • 2007
  • 본 논문에서는 평균값 좌표(mean value coordinates)를 이용하여 두 개의 메쉬 구조에 기반한 2차원 형상변형 기법을 제시한다. 먼저 입력으로 주어진 2차원 형상의 내부와 경계를 조밀하게 샘플링한 정점의 집합으로 구성된 형상 메쉬(shape mesh)와, 입력 형상을 근사적으로 둘러싸는 정점과 형상 메쉬의 일부 정점으로 구성된 제어 메쉬(control mesh)를 구성한다. 형상 메쉬 정점은 제어 메쉬의 정점에 대한 평균값 좌표로 표현한다. 사용자의 형상 변형 입력에 대하여 비선형 최소 자승 최적화 문제를 풀어 변형 될 제어 메쉬 정점의 위치를 구하고, 형상 메쉬는 변형된 제어 메쉬의 정점으로부터 평균값 좌표를 이용하여 최종적인 형상의 변형을 계산한다. 일반적으로 형상 변형 문제는 입력되는 형상의 정점의 개수가 증가함에 따라서 그 수행 속도가 급격히 느려지며, 정점의 개수를 줄이면 변형에 의한 시각적 품질이 급격히 감소한다. 실험적인 결과에 의하면 본 논문에서 제시한 방법은 비교적 적은 수의 정점을 사용하여 형상 변형의 수행속도가 빠르면서, 변형의 시각적인 품질은 부드럽게 유지된다. 본 논문의 결과는 핸드폰과 같이 계산속도가 느린 임베디드 시스템에서 형상 변형을 이용한 2차원 애니메이션 제작과 같은 응용문제에 효과적으로 사용될 수 있다.

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An Efficient Rendering Method of Object Representation Based on Spherical Coordinate System (물체의 구 좌표계 표현을 이용한 효율적인 렌더링 방법)

  • Han, Eun-Ho;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.69-76
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    • 2008
  • This paper presents a novel rendering algorithm based on sperical coordinate representation of the object. The vertices of the object are transformed into the sperical coordinate system, and we construct additional maps: the centroid and index of the triangle, the memory access table. While OpenGL rendering pipeline touches all vertices of an object, the proposed method takes account of the only visible vertices by examining the visible triangles of the object. Simulation results demonstrated that the proposed method achieve an efficient rendering performace.

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Vertex Normal Computation using Conformal Mapping and Mean Value Coordinates (등각사상과 평균값좌표계를 이용한 정점 법선벡터 계산법)

  • Kim, Hyoung-Seok B.;Kim, Ho-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.3
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    • pp.451-457
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    • 2009
  • Most of objects in computer graphics may be represented by a form of mesh. The exact computation of vertex normal vectors is essential for user to apply a variety of geometric operations to the mesh and get more realistic rendering results. Most of the previous algorithms used a weight which resembles a local geometric property of a vertex of a mesh such as the interior angle, the area, and so on. In this paper, we propose an efficient algorithm for computing the normal vector of a vertex in meshes. Our method uses the conformal mapping which resembles synthetically the local geometric properties, and the mean value coordinates which may smoothly represent a relationship with the adjacent vertices. It may be confirmed by experiment that the normal vector of our algorithm is more exact than that of the previous methods.

Measurement of Primary-mirror Vertex Coordinates for a Space Camera by Using a Computer-generated Hologram and a Theodolite (컴퓨터 제작 홀로그램과 데오도라이트를 이용한 인공위성 카메라 주 반사경의 정점 좌표 측정)

  • Kang, Hye-Eun;Song, Jae-Bong;Yang, Ho-soon;Kihm, Hagyong
    • Korean Journal of Optics and Photonics
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    • v.28 no.4
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    • pp.146-152
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    • 2017
  • Alignment of the mirrors composing a space telescope is an important process for obtaining high optical resolution and performance of the camera system. The alignment of mirrors using cube mirrors requires a relative coordinate mapping between the mirror and the cube mirror before optical-system integration. Therefore, to align the spacecraft camera mirrors, the relative coordinates of the vertex of each mirror and the corresponding cube mirror must be accurately measured. This paper proposes a new method for finding the vertex position of a primary mirror, by using an optical fiber and alignment segments of a computer-generated hologram (CGH). The measurement system is composed of an optical testing interferometer and a multimode optical fiber. We used two theodolites to measure the relative coordinates of the optical fiber located at the mirror vertex with respect to the cube mirror, and achieved a measurement precision of better than $25{\mu}m$.

Improved Rendering on Spherical Coordinate System using Convex Hull (컨벡스 헐을 이용한 개선된 구 좌표계 기반 렌더링 방법)

  • Kim, Nam-Jung;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.157-165
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    • 2010
  • This paper presents a novel real-time rendering algorithm based on spherical coordinate system of the object using convex hull. While OpenGL rendering pipeline touches all vertices of an object, the proposed method takes account the only visible vertices by examining the visible triangles of the object. In order to determine the visible areas of the object in its spherical coordinate representation, the proposed method uses 3D geometric relation of 6 plane equations of the camera frustum and the bounding sphere of the object. In addition, we compute the convex hull of the object and its maximum side factors for hidden surface removal. Simulation results showed that the quality of result image is almost same compared to original image and rendering performance is greatly improved.

Fast Planar Shape Deformation using a Layered Mesh (계층 메쉬를 이용한 빠른 평면 형상 변형)

  • Yoo, Kwang-Seok;Choi, Jung-Ju
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.3
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    • pp.43-50
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    • 2011
  • We present a trade-off technique for fast but qualitative planar shape deformation using a layered mesh. We construct a layered mesh that is embedding a planar input shape; the upper-layer is denoted as a control mesh and the other lower-layer as a shape mesh that is defined by mean value coordinates relative to the control mesh. First, we try to preserve some shape properties including user constraints for the control mesh by means of a known existing nonlinear least square optimization technique, which produces deformed positions of the control mesh vertices. Then, we compute the deformed positions of the shape mesh vertices indirectly from the deformed control mesh by means of simple coordinates computation. The control mesh consists of a small number of vertices while the shape layer contains relatively a large number of vertices in order to embed the input shape as tightly as possible. Since the time-consuming optimization technique is applied only to the control mesh, the overall execution is extremely fast; however, the quality of deformation is sacrificed due to the sacrificed quality of the control mesh and its relativity to the shape mesh. In order to change the deformation behavior and consequently to compensate the quality sacrifice, we present a method to control the deformation stiffness by incorporating the orientation into the user constraints. According to our experiments, the proposed technique produces a planar shape deformation fast enough for real-time applications on limited embedded systems such as cell phones and tablet PCs.

3-dimensional Mesh Model Coding Using Predictive Residual Vector Quantization (예측 잉여신호 벡터 양자화를 이용한 3차원 메시 모델 부호화)

  • 최진수;이명호;안치득
    • Journal of Broadcast Engineering
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    • v.2 no.2
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    • pp.136-145
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    • 1997
  • As a 3D mesh model consists of a lot of vertices and polygons and each vertex position is represented by three 32 bit floating-point numbers in a 3D coordinate, the amount of data needed for representing the model is very excessive. Thus, in order to store and/or transmit the 3D model efficiently, a 3D model compression is necessarily required. In this paper, a 3D model compression method using PRVQ (predictive residual vector quantization) is proposed. Its underlying idea is based on the characteristics such as high correlation between the neighboring vertex positions and the vectorial property inherent to a vertex position. Experimental results show that the proposed method obtains higher compression ratio than that of the existing methods and has the advantage of being capable of transmitting the vertex position data progressively.

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Projective Reconstruction from Multiple Images using Matrix Decomposition Constraints (행렬 분해 제약을 사용한 다중 영상에서의 투영 복원)

  • Ahn, Ho-Young;Park, Jong-Seung
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.770-783
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    • 2012
  • In this paper, we propose a novel structure recovery algorithm in the projective space using image feature points. We use normalized image feature coordinates for the numerical stability. To acquire an initial value of the structure and motion, we decompose the scaled measurement matrix using the singular value decomposition. When recovering structure and motion in projective space, we introduce matrix decomposition constraints. In the reconstruction procedure, a nonlinear iterative optimization technique is used. Experimental results showed that the proposed method provides proper accuracy and the error deviation is small.

Mathematical Expression of Eye Movement Using Rotation Matrix (Rotation Matrix를 이용한 안구운동의 수학적 표현)

  • Kim, YongGeun
    • Journal of Korean Ophthalmic Optics Society
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    • v.4 no.2
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    • pp.51-55
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    • 1999
  • The eye movement of the eyeball's center of a rotation can represent with the rotation matrix $R_x$, $R_y$, $R_z$ due to a coordinate axis rotation transformation of Cartesian coordinate, and describes of an abduction, an adduction, an elevation, a depression, an intorsion, an extorsion in principle rotation six forms of the eye. The eye movement from primary eye position to tertiary eye position could be composed with the rotation matrix combination, and by the primary rotation of six and the secondary rotation of eight, could be represented with the extrocular muscle of six. The position of the cornea vertex point or pupil point due to the eye movement can describe to transform the rotation matrix of the cartesian coordinate to spherical coordinate$(r,{\theta},{\phi})$.

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Rendering of Sweep Surfaces using Programmable Graphics Hardware (그래픽스 하드웨어를 이용한 스윕 곡면의 렌더링)

  • Ko, Dae-Hyun;Yoon, Seung-Hyun;Lee, Ji-Eun
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.4
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    • pp.11-16
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    • 2010
  • We present an efficient algorithm for rendering sweep surfaces using programmable graphics hardware. A sweep surface can be represented by a cross-section curve undergoing a spline motion. This representation has a simple matrix-vector multiplication structure that can easily be adapted to programmable graphics hardware. The data for the motion and cross-section curves are stored in texture memory. The vertex processor considers a pair of surface parameters as a vertex and evaluates its coordinates and normal vector with a single matrix multiplication. Using the GPU in this way is between 10 and 40 times as fast as CPU-based rendering.