• Title/Summary/Keyword: 쿼드-모델

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Real-Time Rendering of a Displacement Map using an Image Pyramid (이미지 피라미드를 이용한 변위 맵의 실시간 렌더링)

  • Oh, Kyoung-Su;Ki, Hyun-Woo
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.5_6
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    • pp.228-237
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    • 2007
  • displacement mapping enables us to add realistic details to polygonal meshes without changing geometry. We present a real-time artifacts-free inverse displacement mapping method. In each pixel, we construct a ray and trace the ray through the displacement map to find an intersection. To skip empty regions safely, we traverse the image pyramid of displacement map in top-down order. Furthermore, when the displacement map is enlarged, intersection with bilinear interpolated displacement map can be found. When the displacement map is at distance, our method supports mipmap-like prefiltering to enhance image quality and speed. Experimental results show that our method can produce correct images even at grazing view angles. Rendering speed of a test scene is over hundreds of frames per second and the influence of resolution of displacement map to rendering speed is little. Our method is simple enough to be added to existing virtual reality systems easily.

Spline FEM for Trimmed NURBS Surfaces (트림영역이 있는 NURBS 평면의 스플라인 유한요소해석)

  • Kim, Hyun-Jung;Seo, Yu-Deok;Youn, Sung-Kie
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2009.04a
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    • pp.63-66
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    • 2009
  • 본 논문에서는 트림영역이 있는 NURBS 평면을 등기하 해석할 수 있는 방법을 제시한다. 기존 등기하 해석법으로 트림 NURBS 곡면을 해석하기 위해서는 해석 도메인이 여러 개의 사각형 패치로 분할되어있어야 한다. 그러나 본 연구에서 제안한 방법은 CAD에서 제공하는 트림곡선의 정보를 해석에 직접 사용할 수 있기 때문에 CAD 모델을 별도로 재구성해야하는 번거로움이 없다. NURBS 곡선 투영법을 이용하여 트림되는 요소를 찾고, 트림된 요소는 쿼드트리 분할법과 NEFEM에서 사용된 적분방법을 동시에 고려하면 어떤 경우의 트림 요소라도 적분이 가능하다. 다양한 수치 예제를 통하여 제안한 해석 방법을 검증하고, 기존의 등기하해석법으로 해석하기 어려운 다수의 트림영역이 존재하는 NURBS 평면을 해석하여 본 방법의 유용성을 검토한다.

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시각 주목 정보에 기반한 자율 가상 캐릭터의 인지 메모리 설계

  • Cha, Myeong-Hui
    • 한국게임학회지
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    • v.6 no.1
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    • pp.52-54
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    • 2009
  • 프로그램된 정보를 사용하는 자율 가상 캐릭터는 항상 반복된 패턴 행동을 하기 때문에 사용자가 흥미를 잃는 경우가 많고 현실성도 떨어진다. 본 논문에서는 이러한 문제점을 해결하기 위해, 자율 가상캐릭터가 자율적으로 인지한 정보를 저장하고 저장한 정보를 활용하여 상황에 맞는 행동을 수행할 수 있는 메모리 체계를 제안한다. 본 논문은 자율 가상 캐릭터가 시각 주목으로 인지한 정보를 저장하고 관리하는 메모리 체계의 모델을 제시한다. 메모리 용량을 효율적으로 사용할 수 있도록 게임 환경에 적합한 빠른 시각 주목 알고리즘을 연구하여 중요하고 눈에 띄는 정보만 저장한다. 자율 가상 캐릭터의 인지 메모리를 크게 시각 기억와 공간 관계 기억 구조로 구성한다. 시각 기억은 쿼드그래프로 구현된 저장 구조에 인지한 정보를 저장한다. 공간 관계 기억은 공간 관계 그래프 이론을 기반으로 객체들간의 방향과 거리 정보를 저장한다. 본 논문의 제안 방법을 가상 환경에서 실험한 결과, 자율 가상 캐릭터는 시각 주목 기능으로 3차원 가상 환경의 동적 객체까지 감지하여 자율적으로 정보를 주목하여 저장하고 있음을 확인했다. 자율 가상캐릭터는 메모리 정보를 활용하여 목표 객체를 빠르게 탐색하며 길찾기에 필요한 경로 계획을 수립한다. 성능면에서는 주목맵만들기 위한 특징맵으로 가장 주목할 수 있는 특징들로 구성하여 처리속도가 1.6배 이상 향상됨을 확인했다.

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Development of a Work Information Model and a Work Path Simulator for an Intelligent Excavation (지능형 굴삭을 위한 작업정보모델 및 작업경로 시뮬레이터 개발)

  • Kim, Sung-Keun;Min, Sung-Gyu
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.32 no.3D
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    • pp.259-267
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    • 2012
  • The development of construction automation systems is proposed as a potent solution to the difficulties encountered by the construction industry and the preparation for the rapidly changing construction environment. A research concerning an intelligent excavation system has taken place since 2006. The intelligent excavation system has several functions for environment sensing, 3D site modeling, work planning, work path generation, unmaned control, and information management. This paper presents a space information model and a work path simulator for work planning and work path generation which is one of key technologies required to apply the earthwork system to the real world. A data structure for an earthwork site is suggested. It overcomes the limitations of previous data structures such as Quadtree and Octree. The work path simulator can generate an effective work path with considering information on work environment, equipment and operator's heuristic. The work path generated by the simulator is compared with that suggested by human operators.

Study on the Method to Create a Pedestrian Path Using Space Decomposition based on Quadtree (쿼드트리 기반의 공간분할 기법을 활용한 경로 생성 방안에 관한 연구)

  • Ga, Chill-O;Woo, Ho-Seok;Yu, Ki-Yun
    • Spatial Information Research
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    • v.18 no.4
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    • pp.89-98
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    • 2010
  • Recently, the target of navigation system is moving from the cars to pedestrians. Many researches are in progress regarding pedestrian navigation, However, in most cases, the path-finding is based on the existing node/link network model. which is widely used for the car navigation, and thus showing its limitation. The reasons arc that a) unlike with a car, the paths that pedestrians take arc not limited to the roads, b) pedestrians an~ not restricted in rotation or direction, and c) they can freely move within the walkable space. No alternatives have been offered yet, especially for openspaces such as a park or square. Therefore, in this research, we suggested appropriate methods to create paths that can be used in pedestrian navigation service, by using motion-planning technology, which is used in the field of robotics for planning the motion of an object, and conducted tests for their applicability.

The YIQ Model of Computed Tomography Color Image Variable Block with Fractal Image Coding (전산화단층촬영 칼라영상의 YIQ모델을 가변블록 이용한 프랙탈 영상 부호화)

  • Park, Jae-Hong;Park, Cheol-Woo
    • Journal of the Korean Society of Radiology
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    • v.10 no.4
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    • pp.263-270
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    • 2016
  • This paper suggests techniques to enhance coding time which is a problem in traditional fractal compression and to improve fidelity of reconstructed images by determining fractal coefficient through adaptive selection of block approximation formula. First, to reduce coding time, we construct a linear list of domain blocks of which characteristics is given by their luminance and variance and then we control block searching time according to the first permissible threshold value. Next, when employing three-level block partition, if a range block of minimum partition level cannot find a domain block which has a satisfying approximation error, There applied to 24-bpp color image compression and image techniques. The result did not occur a loss in the image quality of the image when using the encoding method, such as almost to the color in the YIQ image compression rate and image quality, such as RGB images and showed good.

Dubins Path Generation and Tracking of UAVs With Angular Velocity Constraints (각속도 제한을 고려한 무인기의 Dubins 경로 생성 및 추적)

  • Yang, You-young;Jang, Seok-ho;Leeghim, Henzeh
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.49 no.2
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    • pp.121-128
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    • 2021
  • In this paper, we propose a path generation and tracking algorithm of an unmanned air vehicle in a two-dimensional plane given the initial and final points. The path generation algorithm using the Dubins curve proposed in this work has the advantage that it can be applied in real time to an unmanned air vehicle. The path tracking algorithm is an algorithm similar to the line-of-sight induction algorithm. In order to efficiently control the direction angle, a gain related to the look ahead distance concept is introduced. Most of UAVs have the limited maximum curvature due to the structural constraints. A numerical simulation is conducted to follow the path generated by the sliding mode controller considering the angular velocity limit. The path generation and tracking performance is verified by comparing the suggested controller with conventional control techniques.

Efficient GPU Framework for Adaptive and Continuous Signed Distance Field Construction, and Its Applications

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.63-69
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    • 2022
  • In this paper, we propose a new GPU-based framework for quickly calculating adaptive and continuous SDF(Signed distance fields), and examine cases related to rendering/collision processing using them. The quadtree constructed from the triangle mesh is transferred to the GPU memory, and the Euclidean distance to the triangle is processed in parallel for each thread by using it to find the shortest continuous distance without discontinuity in the adaptive grid space. In this process, it is shown through experiments that the cut-off view of the adaptive distance field, the distance value inquiry at a specific location, real-time raytracing, and collision handling can be performed quickly and efficiently. Using the proposed method, the adaptive sign distance field can be calculated quickly in about 1 second even on a high polygon mesh, so it is a method that can be fully utilized not only for rigid bodies but also for deformable bodies. It shows the stability of the algorithm through various experimental results whether it can accurately sample and represent distance values in various models.