• Title/Summary/Keyword: 평행투영모델

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A Study On Project ivy image General ion And Dominant Points (투영영상 생성과 특징점에 관한 연구)

  • 이영재;박영태
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.406-408
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    • 2001
  • 기본적인 투영기법인 평행투영, 원근투영 기법과 Octree 모델을 사용하여 임의의 시각방향에서 모델의 2차원 투영영상을 생성하고 노드표면을 시각방향으로 평행 투영하여 이들 벡터의 곱의 절대값을 사용하여 2차원 투영영상을 Pseudo gray로 표현해 본다. 또한 평행투영과 원근투영 하에서 2차원상의 모델에서 3차원 모델의 특징점을 찾을 수 있는 기법을 제안하고 두 개의 모델 영상에 적용해 증명해 보았다. 이 기법은 3차원 물체 인식에 중요한 정보로 유용하게 사용 될 수 있다.

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Epipolar Resampling for High Resolution Satellite Imagery Based on Parallel Projection (평행투영 기반의 고해상도 위성영상 에피폴라 재배열)

  • Noh, Myoung-Jong;Cho, Woo-Sug;Chang, Hwi-Jeong;Jeong, Ji-Yeon
    • Journal of Korean Society for Geospatial Information Science
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    • v.15 no.4
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    • pp.81-88
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    • 2007
  • The geometry of satellite image captured by linear CCD sensor is different from that of frame camera image. The fact that the exterior orientation parameters for satellite image with linear CCD sensor varies from scan line by scan line, causes the difference of image geometry between frame and linear CCD sensor. Therefore, we need the epipolar geometry for linear CCD image which differs from that of frame camera image. In this paper, we proposed a method of resampling linear CCD satellite image in epipolar geometry under the assumption that image is not formed in perspective projection but in parallel projection, and the sensor model is a 2D affine sensor model based on parallel projection. For the experiment, IKONOS stereo images, which are high resolution linear CCD images, were used and tested. As results, the spatial accuracy of 2D affine sensor model is investigated and the accuracy of epipolar resampled image with RFM was presented.

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Methodology to Develop the Technology of Web-based Satellite Photogrammetry (웹기반 위성사진측량 기술개발 방안)

  • Kim, Eui-Myoung
    • Journal of Korean Society for Geospatial Information Science
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    • v.20 no.1
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    • pp.117-123
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    • 2012
  • Many nations have been launched their own earth observation satellites due to much interest in space exploration. Because of this, the number of high resolution satellite are increasing day by day. With the development of web environment, general users have easy access to satellite images. The research conducted a basic study about web-based satellite photogrammetry in order to determine three dimensional coordinates easily without having profound knowledge of satellite sensor modeling. Various element technologies were analyzed to decide three dimensional coordinates by using high resolution satellite images in web environment, and case studies were conducted by using IKONOS satellite images. By applying parallel projection model, which is one of sensor modeling methods, epipolar image was created and prototype form of program that can decide three dimensional location in web environment was implemented. Through this, general users could decide three dimensional location easily in web environment and knew that already existed spatial information can be renewed and used in service area.

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
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    • v.1 no.1
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    • pp.37-44
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    • 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.

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Development of a Solid Modeler for Web-based Collaborative CAD System (웹 기반 협동CAD시스템의 솔리드 모델러 개발)

  • 김응곤;윤보열
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.5
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    • pp.747-754
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    • 2002
  • We propose a Web-based collaborative CAD system which is independent from any platforms, and develop a 3D solid modeler in the system. We developed a new prototype of 3D solid modeler based on the web using Java 3D API, which could be executed without any 3D graphics software and worked collaboratively interacting with each user. The modeler can create primitive objects and get various 3D objects by using loader. The interactive control is available to manipulate-objects such as picking, translating, rotating, zooming. Users connect to this solid modeler and they can create 3D objects and modify them as they want. When this solid modeler is imported to collaborative design system, it will be proved its real worth in today's CAD system. Moreover, if we improve this solid modeler adding to the 3D graphic features such as rendering and animation, it will be able to support more detail design and effect view.

Robust 2D Texture Map and 3D Model Based 2.5D Object Tracking and Camara Calibration (2D 텍스쳐맵과 3D 모델을 이용한 2.5D 물체 추적 및 카메라 캘리브레이션 알고리즘)

  • Hong, Hyun-Seok;Chung, Myung-Jin
    • Proceedings of the KIEE Conference
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    • 2006.07d
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    • pp.1999-2000
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    • 2006
  • 기존 2D 추적기들은 영상에서 특정 평면 영역을 원근 투영하에서 만족할 만한 추적결과를 보여주었다. 하지만 2D 추적기는 2D 영역들로 이루어진 3D물체를 영상에서 추적하는 경우, 물체자신의 회전에 의해 가려지거나 새로 나타나는 영역에 대해 대응하지 못하여 추적에 실패하게 되지만, 3D 정보를 이용한다면 이러한 사라짐과 나타나는 영역을 예측하고 완벽하게 추적할 수 있게 된다. 본 연구에서는 일련의 영상으로부터 3D 모델과 2D 텍스쳐맵을 추출하고, 이를 이용하여 3D 물체의 회전과 평행이동 움직임을 추적한다. 또한 카메라의 줌 파라미터를 모델링하고 추적기 알고리즘에 추가하여, 물체의 3차원 파라미터의 추적과 동시에 카메라 줌 파라미터를 추적하였다.

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Member Sizing Method in IsoTruss® Grid High-rise Building Structures Based on Stiffness Criteria (강성도 기준에 따른 IsoTruss® 그리드 고층건물의 부재선정 방법)

  • Kim, Tae-Heon;Kim, Young-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.12
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    • pp.50-56
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    • 2017
  • The perimeter structure in high-rise buildings, which plays a major role in resisting lateral forces, is generally formed by the orthogonal placement of the beam and column, but currently various grid patterns are implemented. In a previous study, the adaptability of the $IsoTruss^{(R)}$ grid (ITG) as a perimeter structure was examined. In this study, a method of estimating the required cross sectional area of a member in a preliminary design is proposed. The members of the perimeter structure are placed in three planes, perpendicular (PPR), parallel (PPL) and oblique (POQ) to the lateral loading, and the stiffness of the members in the POQ was taken into account by projecting them onto the PPL or PPR. Three models are established for member size zoning through the height of the building, in order to investigate the effect of the shear and moment in the calculation of the required cross sectional area. To examine the effectiveness of this study, a 64-story building is designed and analyzed. The effect of the member size zoning was examined by comparing the maximum lateral displacement, required steel amount, and axial strength ratio of the columns. Judging from the maximum lateral displacement, which was 97.3% of the allowable limit, the proposed formula seems to be implemental in sizing the members of an ITG structure at the initial stage of member selection.

An Efficient Walkthrough from Two Images using Spidery Mesh Interface and View Morphing (Spidery 매쉬 인터페이스와 뷰 모핑을 이용한 두 이미지로부터의 효율적인 3차원 애니메이션)

  • Cho, Hang-Shin;Kim, Chang-Hun
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.2
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    • pp.132-140
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    • 2001
  • This paper proposes an efficient walktlu-ough animation from two images of the same scene. To make animation easily and fast, Tour Into the Picture(TIP) enables walkthrough animation from single image but lacks the reality of its foreground object when the viewpoint moves from side to side, and view morphing uses only 2D transition between two images but restricts its camera path on the line between two views. By combining advantages of these two image-based techniques, this paper suggests a new virtual navigation technique which enable natural scene transformation when the viewpoint changes in the side-to-side direction as well as in the depth direction. In our method, view morphing is employed only in foreground objects , and background scene which is perceived carelessly is mapped into cube-like 3D model as in TIP, so as to save laborious 3D reconstruction costs and improve visual realism simultaneously. To do this, we newly define a camera transformation between two images from the relationship of the spidery mesh transformation and its corresponding 3D view change. The result animation shows that our method creates a realistic 3D virtual navigation using a simple interface.

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