• Title/Summary/Keyword: 2-D shape

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Optimization of Process Variables of Shape Drawing for Steering Spline Shaft (조향장치용 스플라인 샤프트 이형인발 공정변수 최적화)

  • Lee, S.K.;Kim, S.M.;Lee, S.B.;Kim, B.M.
    • Transactions of Materials Processing
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    • v.19 no.2
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    • pp.132-137
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    • 2010
  • In the multi-pass shape drawing process, the appropriate process design is very important to produce sound products. The reduction ratio, die angle, and the intermediate die shape are very important process variable of the multi-pass shape drawing. The aim of this study is the determination of the reduction ratio, die angle, and the intermediate die shape of the 2 pass shape drawing process for producing steering spline shaft. In this study, FE analysis, Taguchi method, and ANN(artificial neural network) were applied to determine the appropriate reduction ratio, die angle, and intermediate die shape. After the determination of the process variables, FE analysis and drawing experiment were performed to evaluate the effectiveness of the determined process variables. The dimensional accuracy of the final drawn spline shaft was evaluated by using 3D surface profiler and 3D laser digitizing system.

2D Sketch Based Query Interface with Coarse Filter for 3D Shape Matching

  • Lee, Jae-Ho;Park, Joon-Young
    • International Journal of CAD/CAM
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    • v.7 no.1
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    • pp.113-120
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    • 2007
  • Sketch based query plays an important role in shape matching for 3D shape retrieval system. Some researchers suggest the sketch based query interfaces. It is more effective to capture the needs of users rather than query by example. In this paper, we propose a new 2D sketch based query interface with coarse filters for shape matching. Coarse filtering enables to eliminate unfavorable shapes from shapes in DB. For the purpose of coarse filtering, we use two filters with the topological and geometric patterns. For the validity of our method, we show the experimental results.

Customization using Anthropometric Data Deep Learning Model-Based Beauty Service System

  • Wu, Zhenzhen;Lim, Byeongyeon;Jung, Hoekyung
    • Journal of information and communication convergence engineering
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    • v.19 no.2
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    • pp.73-78
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    • 2021
  • As interest in beauty has increased, various studies have been conducted, and related companies have considered the anthropometric data handled between humans and interfaces as an important factor. However, owing to the nature of 3D human body scanners used to extract anthropometric data, it is difficult to accurately analyze a user's body shape until a service is provided because the user only scans and extracts data. To solve this problem, the body shape of several users was analyzed, and the collected anthropometric data were obtained using a 3D human body scanner. After processing the extracted data and the anthropometric data, a custom deep learning model was designed, the designed model was learned, and the user's body shape information was predicted to provide a service suitable for the body shape. Through this approach, it is expected that the user's body shape information can be predicted using a 3D human body scanner, based upon which a beauty service can be provide.

A Study on Foot Shape by 3D Data of Female High School Students (3차원 데이터에 의한 여고생의 발 형태에 관한 연구)

  • Lee, Jeong-Eun;Do, Wol-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.38 no.4
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    • pp.572-583
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    • 2014
  • This study analyzes the foot shape of female high school students using 3D foot scan data based on a comparison with adult women (20s'-30s'). Data were collected from the foot anthropometry of 199 female high school students in Gwangju and Jeollanam-do. The right foot was measured indirectly by 3D laser scanner. There are 16 items in the foot anthropometric measurements. The $6^{th}$ Size Korea (measured by 3D scan data) is used for women's foot data. The results of the 3D measurements data investigation show that the foot length and foot width became longer and wider as the age increased. It is classified by three types after analyzing foot shape. Type 1 (28.1%) represented the shortest foot length, the narrowest foot width as well as the thick foot and long ankle shape. Type 2 (4.3%) represented the wide foot width such as the wide lateral ball width and semi-thickness shape. Type 3 (67.7%) referred to the widest foot width, flat foot and short ankle shape.

Method for Applying Wavefront Parallel Processing on Cubemap Video (큐브맵 영상에 Wavefront 병렬 처리를 적용하는 방법)

  • Hong, Seok Jong;Park, Gwang Hoon
    • Journal of Broadcast Engineering
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    • v.22 no.3
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    • pp.401-404
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    • 2017
  • The 360 VR video has a format of a stereoscopic shape such as an isometric shape or a cubic shape or a cubic shape. Although these formats have different characteristics, they have in common that the resolution is higher than that of a normal 2D video. Therefore, it takes much longer time to perform coding/decoding on 360 VR video than 2D Video, so parallel processing techniques are essential when it comes to coding 360 VR video. HEVC, the state of art 2D video codec, uses Wavefront Parallel Processing (WPP) technology as a standard for parallelization. This technique is optimized for 2D videos and does not show optimal performance when used in 3D videos. Therefore, a suitable method for WPP is required for 3D video. In this paper, we propose WPP coding/decoding method which improves WPP performance on cube map format 3D video. The experiment was applied to the HEVC reference software HM 12.0. The experimental results show that there is no significant loss of PSNR compared with the existing WPP, and the coding complexity of 15% to 20% is further reduced. The proposed method is expected to be included in the future 3D VR video codecs.

Wire frame drive unit ofa SMA-based 3D shape display (SMA을 이용한 3차원 형상제시기의 와이어프레임 구동 유닛)

  • Chu Y.J.;Kim Y.M.;Song J.B.;Park S.S.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2006.05a
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    • pp.439-440
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    • 2006
  • This research proposes a novel method of shape display to present 3-dimensional objects. Shape displays allow us to feel the actual volume of the object, unlike conventional 2D visual displays of 3D objects. The proposed method employs a wire frame structure to present 3D objects. The wire frame is composed of small units driven by shape memory alloy(SMA) actuators. The drive unit is analogous to the agonist-antagonist system of animal musculoskeletal systems, where the SMA actuators serve as agonist and antagonist muscles. The force in the SMA actuator is controlled by electrical current. The drive unit is equipped with the locking mechanism so that it can sustain the external force exerted by the user as well as the own weight of the wire frame structure. By controlling the current into the SMA actuator and locking mechanism, we call control the angle of the drive unit. A chain of drive units enables presentation of 2 dimensional objects. 3 dimensional presentations are possible by collecting the chains of drive units.

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Three-dimensional Model Generation for Active Shape Model Algorithm (능동모양모델 알고리듬을 위한 삼차원 모델생성 기법)

  • Lim, Seong-Jae;Jeong, Yong-Yeon;Ho, Yo-Sung
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.6 s.312
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    • pp.28-35
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    • 2006
  • Statistical models of shape variability based on active shape models (ASMs) have been successfully utilized to perform segmentation and recognition tasks in two-dimensional (2D) images. Three-dimensional (3D) model-based approaches are more promising than 2D approaches since they can bring in more realistic shape constraints for recognizing and delineating the object boundary. For 3D model-based approaches, however, building the 3D shape model from a training set of segmented instances of an object is a major challenge and currently it remains an open problem in building the 3D shape model, one essential step is to generate a point distribution model (PDM). Corresponding landmarks must be selected in all1 training shapes for generating PDM, and manual determination of landmark correspondences is very time-consuming, tedious, and error-prone. In this paper, we propose a novel automatic method for generating 3D statistical shape models. Given a set of training 3D shapes, we generate a 3D model by 1) building the mean shape fro]n the distance transform of the training shapes, 2) utilizing a tetrahedron method for automatically selecting landmarks on the mean shape, and 3) subsequently propagating these landmarks to each training shape via a distance labeling method. In this paper, we investigate the accuracy and compactness of the 3D model for the human liver built from 50 segmented individual CT data sets. The proposed method is very general without such assumptions and can be applied to other data sets.

Classification of Men's Somatotype According to Body Shape and Size(Part II) -Classification of Side View and Compound of Front and Side View- (남성의 동체부 체형분류(제2보) -측면체형의 분류 및 정면과 측면 체형의 조합-)

  • 정재은;김구자
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.10
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    • pp.1443-1454
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    • 2002
  • The purposes of this study were to classify body type of adult males into several kind of shape and to provide the characteristics of size of each group which has same shape. As the sample, subjects were 1290 males of 20 to 54 year-old. The procedure and results were follows; 1. As the result of the previous reserch, the front line of body was classified in X, H, Y and A types. 2. The principal component analysis was used to obtain the shape factor of the side line of the trunk. 9 factors in the side were extracted. As the result of the cluster analysis of factor scores, the side line of body was classified in 5 types. It was named X, A, Y and H type in the front and S, D1, d, I and D2 type in the side. 3. In order to consider the shape of body as a whole, the body shape of the front and side were compounded. The whole body shapes of adult male were very various, and 6 body shapes, XS, YS, Yd, YI, AD2 and HD1 were selected as the basic types. In each type of body, several groups were classified by size factor, height and chest girth and master size was selected considering appearance frequency.

Classification of adult male torso shapes using 3D body scan data (3D 스캔 데이터에 의한 성인 남성의 체간부 형태 유형화)

  • Hong, Eun-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.4
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    • pp.165-179
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    • 2019
  • This study used 3D body scan data to classify body shapes according to the torso shape of adult males aged 20-75 years. This data will be provided so that the apparel industry can make apparel products corresponding to body characteristics by age. The study used 1,796 adult males between the ages of 20 and 75 and the 3D body shape data of the '5th Research on National Standard Anthropometry'. For data analysis, the program SPSSWIN Ver. 17.0 was used to calculate the mean and frequency allowing for a factor analysis, cluster analysis, analysis of variance, and Duncan test. To classify body shape according to the torso shape of adult males, this study considered nine factors: 'horizontal size of torso,' 'vertical size of body,' 'curve of torso and waist-abdomen flatness ratio,' 'length of torso,' 'shape of neck area,' 'degree of lateral curve,' 'difference between front and back interscye length,' 'shoulder armscye shape,' and 'chest flatness ratio.' Based on the results of the factor analysis, the torso shapes of adult males were classified into five types. Type 1 is "upright body with flat, curvy shape", Type 2 is "curve sway back body type", Type 3 is "flat, abdominally obese body", Type 4 is "obese, crooked body" and Type 5 is "thick sway front body type." named.

Game Sprite Generator Using a Multi Discriminator GAN

  • Hong, Seungjin;Kim, Sookyun;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.8
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    • pp.4255-4269
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    • 2019
  • This paper proposes an image generation method using a Multi Discriminator Generative Adversarial Net (MDGAN) as a next generation 2D game sprite creation technique. The proposed GAN is an Autoencoder-based model that receives three areas of information-color, shape, and animation, and combines them into new images. This model consists of two encoders that extract color and shape from each image, and a decoder that takes all the values of each encoder and generates an animated image. We also suggest an image processing technique during the learning process to remove the noise of the generated images. The resulting images show that 2D sprites in games can be generated by independently learning the three image attributes of shape, color, and animation. The proposed system can increase the productivity of massive 2D image modification work during the game development process. The experimental results demonstrate that our MDGAN can be used for 2D image sprite generation and modification work with little manual cost.