• Title/Summary/Keyword: 지오메트리

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Interactive Synthesizing of Sound in Virtual Environments with considering Shape and Elevation of the Terrain (가상환경에서 지형의 형태와 고도를 고려한 인터렉티브한 사운드 합성)

  • Park, Soyeon;Park, Seong-A;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.593-596
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    • 2021
  • 본 논문에서는 지형의 고도와 기울기를 고려하여 사운드의 확산과 회절을 인터렉티브하게 표현할 수 있는 사운드 합성 기법을 제안한다. 우리의 접근 방식은 광선 추적법(Raytracing)을 기반으로 소리의 크기를 보여줄 수 있는 사운드 강도 맵을 빠르게 계산한다. 지형의 고도와 기울기 값을 고려하여 소리의 강도 맵에 가중치를 적용하여, 결과적으로 지형의 지오메트리 분석인 큰 계산 과정을 피하고 지형을 고려한 소리의 크기를 인터렉티브하게 업데이트한다. 이 과정에서 소리의 근원지에 따른 고도 간의 격차를 계산하여 소리의 크기를 자동으로 감쇠시키며, 주변 지형의 공간 기울기를 기반으로 기울기의 차에 따라 소리의 크기를 자동으로 감쇠시킨다. 본 논문에서 제안하는 방법을 이용한 소리는 실제 높낮이가 있는 현실의 지형에서 듣는 소리의 전파 및 감쇠와 유사한 형태를 보여주며, 소리의 위치에 따라서 소리 감소 패턴이 변경되고, 또한, 지형에 따라서 소리의 크기가 제어되는 결과를 보여준다.

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Efficient Cloth Modeling Using Boundary CNN based Image Super-Resolution Method (효율적인 옷감 모델링을 위한 경계 합성곱 신경망 기반의 이미지 슈퍼 해상도 기법)

  • Kim, Jong-Hyun;Kim, Donghui
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.425-428
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    • 2020
  • 본 논문에서는 경계 합성곱 신경망(Convolutional neural network, CNN)기반의 슈퍼 해상도 기법을 이용하여 저해상도 옷감 메쉬를 슈퍼 해상도로 노이즈 없이 안정적으로 표현할 수 있는 기법을 제안한다. 저해상도와 고해상도 메쉬들 간의 쌍은 옷감 시뮬레이션을 통해 얻을 수 있으며, 이렇게 얻어진 데이터를 이용하여 고해상도-저해상도 데이터 쌍을 설정한다. 학습할 때 사용되는 데이터는 옷감 메쉬를 지오메트리 이미지로 변환하여 사용한다. 우리가 제안하는 경계 합성곱 신경망은 저해상도 이미지를 고해상도 이미지로 업스케일링 시키는 이미지 합성기를 학습시키기 위해 사용된다. 테스트 결과로 얻어진 고해상도 이미지가 고해상도 메쉬로 다시 변환되면, 저해상도 메쉬에 비해 주름이 잘 표현되며, 경계 부근에서 나타나는 노이즈 문제가 완화된다. 합성 결과에 대한 성능으로는 전통적인 물리 기반 시뮬레이션보다 약 10배 정도 빠른 성능을 보여준다.

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Simulation of Counting Efficiencies of Portable NaI Detector for Rapid Screening of Internal Exposure in Radiation Emergencies (방사선비상시 내부피폭 신속 분류를 위한 휴대용 NaI 검출기의 계측효율 전산모사)

  • Ha, Wi-Ho;Yoo, Jaeryong;Yoon, Seokwon;Pak, Min Jung;Kim, Jong Kyoung
    • Journal of Radiation Protection and Research
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    • v.40 no.4
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    • pp.211-215
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    • 2015
  • In case of radiation emergencies, radioactive materials released into environments can cause internal exposure of members of the public. Even though whole body counters are widely used for direct measurement of internally deposited radionuclides, those are not likely to be used at the field to rapidly screen internal exposure. In this study, we estimated the counting efficiencies of portable NaI detector for different size BOMAB phantoms using Monte Carlo transport code to apply handheld gamma spectrometers for rapid screening of internal exposure following radiological accidents. As a result of comparison for two counting geometries, counting efficiencies for sitting model were about 1.1 times higher than those for standing model. We found, however, that differences of counting efficiencies according to different size are higher than those according to counting geometry. Therefore, we concluded that when we assess internal exposure of small size people compared to the reference male, the body size should be considered to estimate more accurate radioactivity in the human body because counting efficiencies of 4-year old BOMAB phantom were about 2.4~3.1 times higher than those of reference male BOMAB phantom.

An Efficient k-D tree Traversal Algorithm for Ray Tracing on a GPU (GPU상에서 동작하는 Ray Tracing을 위한 효과적인 k-D tree 탐색 알고리즘)

  • Kang, Yoon-Sig;Park, Woo-Chan;Seo, Choong-Won;Yang, Sung-Bong
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.3
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    • pp.133-140
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    • 2008
  • This paper proposes an effective k-D tree traversal algorithm for ray tracing on a GPU. The previous k-D tree traverse algorithm based on GPU uses bottom-up searching from a leaf to the root after failing to find the ray intersected primitive in the leaf node. During the bottom-up search the algorithm decides the current node is visited or not from the parent node. In such a way, we need to visit the parent node which was already visited and the duplicated bounding box intersection tests. The new k-D tree traverse algorithm reduces the brother and parent duplicated visit by using an efficient method which decides whether the brother node is already visited or not during the bottom-up search. Also the algorithm take place bounding box intersection tests only for the nodes which is not yet done. As a result our experiment shows the new algorithm is about 30% faster than the previous.

A design of Floating Point Arithmetic Unit for Geometry Operation of Mobile 3D Graphic Processor (모바일 3D 그래픽 프로세서의 지오메트리 연산을 위한 부동 소수점 연산기 구현)

  • Lee, Jee-Myong;Lee, Chan-Ho
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.711-714
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    • 2005
  • We propose floating point arithmetic units for geometry operation of mobile 3D graphic processor. The proposed arithmetic units conform to the single precision format of IEEE standard 754-1985 that is a standard of floating point arithmetic. The rounding algorithm applies the nearest toward zero form. The proposed adder/subtraction unit and multiplier have one clock cycle latency, and the inversion unit has three clock cycle latency. We estimate the required numbers of arithmetic operation for Viewing transformation. The first stage of geometry operation is composed with translation, rotation and scaling operation. The translation operation requires three addition and the rotation operation needs three addition and six multiplication. The scaling operation requires three multiplication. The viewing transformation is performed in 15 clock cycles. If the adder and the multiplier have their own in/out ports, the viewing transformation can be done in 9 clock cycles. The error margin of proposed arithmetic units is smaller than $10^{-5}$ that is the request in the OpenGL standard. The proposed arithmetic units carry out operations in 100MHz clock frequency.

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Sidelobe Distortion Analysis of Offset Parabolic Antenna by Scatterer (산란체에 의한 오프셋 파라볼라 안테나 부엽 왜곡 분석)

  • Kim, Seungho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.3
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    • pp.43-48
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    • 2018
  • Offset parabolic antenna have been widely used for satellite communication system. To locate feedhorn on antenna system, it requires arbitrary structure which forces to fix on system. However, arbitrary scatterer increases sidelobe level of elevation axis. To solve this problem, we need to predict which angle level is increased by arbitrary scatterer simply. Because conventional simulation method takes a long time to simulate parabolic antenna system and needs exclusive software. In this paper we can calculate sidelobe angle simply by using raytracing method, check coincidence between calculated and simulated result and show how arbitrary scatterer affects sidelobe lavel of elevation axis of offset parabolic antenna depending on angle and location of arbitrary structure.

A Study on Knitted One-piece Design by DTP (DTP 기법을 활용한 니트 원피스 디자인)

  • Oh, Yun-Jeong;Cho, Kyu-Hwa
    • Journal of the Korean Society of Costume
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    • v.59 no.6
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    • pp.106-117
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    • 2009
  • The purpose of this study is to present a new vision for high value-added knit wear design by designing and producing knitted one-piece dress by digital textile printing which based on digital making a new industry, culture, and lifestyle in a new millenium. According as casual fashion is more and more popular, preferring knit wear, a key item of casual fashion, continues to increases. Therefore it is important to study knit wear design practically, try a new technique, and represent creative designs. As a method of the study, visual and textural data were investigated for theory of knit and DTP and a variety of knit design samples were illustrated Especially, to perform a study based on the industry, this researcher worked and experienced at J fashion Ltd., knit wear promotion company. Firstly, the theory of DTP was investigated and then 3 knitted one-pieces were designed and produced. The concept of design was digital geometry which represented chic and modern image in digital age. Target was city adult group from the late teens to the late twenties and keeping open mind and active lifestyle and enjoying the activity and unique characteristics of knit wear. This study has developed knitted one-piece design by DTP technique which has been generally applied to woven fabric. This is of great significant in opening a new way of high value-added knit wear design.

Mesh-based Marching Cubes on the GPU (메시 기반 GPU 마칭큐브)

  • Kim, Hyunjun;Kim, Dohoon;Kim, Minho
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.1
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    • pp.1-8
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    • 2018
  • We propose a modified real-time marching cubes technique that extracts isosurfaces in the form of connected meshes instead of triangle soup. In this way, a various mesh-based isosurface rendering techniques can be implemented and additional information of the isosurfaces such as its topology can be extracted in real-time. In addition, we propose a real-time technique to extract adjacency-triangle structure for geometry shaders that can be used for various shading effects such as silhouette rendering. Compared with the previous technique that welds the output triangles of classical marching cubes, our technique shows up to 300% performance improvement.

Optimization and Analysis of Output Pinion Design for Worm Gear Reducer (워엄기어 감속기의 출력피니언 최적설계와 해석)

  • Cho, Seonghyun;Kim, Hyeonkyeong;Kim, Dongseon;Zhen, Qin;Lyu, Sung-Ki
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.19 no.1
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    • pp.108-113
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    • 2020
  • Pinions are generally heavy and integrated with a shaft. Thus, fabricating a pinion is a material- and machining-intensive task characterized by low productivity. Contact of the output pinion with a sliding surface or a cloud contact causes loss of power because of friction. Consequently, the output pinion undergoes considerable wear and tear at its ends, which adversely affects the overall transmission efficiency of decelerators. To improve transmission efficiency and extend gear life, an optimum output pinion design is required. To this end, in this study, an output pinion for worm gear decelerators was designed and optimized by means of product verification through prototyping and performance evaluation to improve gear life and productivity. The optimized design was validated and subjected to structural analysis.

Rack Force Estimation Method using a Tire Mesh Model (TIRE MESH 모델을 활용한 랙추력 추정법 개발)

  • Kim, Minjun;Chang, Sehyun;Lee, Byungrim;Park, Youngdae;Cho, Hyunseok
    • Transactions of the Korean Society of Automotive Engineers
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    • v.22 no.3
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    • pp.130-135
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    • 2014
  • In this paper, a new estimation method is proposed to calculate steering rack axial force using a 3 dimensional tire mesh model when a car is standing on the road. This model is established by considering changes of camber angle and contact patch between the tires and the ground according to steering angle. The steering rack bar axial force is estimated based on the static equilibrium equations of forces and moments. A tire friction force is supposed to act on the center point of the contact patch, and the proportional coefficient of friction depending on contact patch is suggested. Using the proposed estimation method, rack axial force sensitivity analysis is evaluated according to changes of suspension geometry. Then optimal motor power of Motor Driven Power Steering(MDPS) is evaluated using suggested rack forces.