• Title/Summary/Keyword: 3차원 건축표현 기법

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A Study on Display Technique of Sketch Annotation in 3D Virtual Space for Collaboration (3D 가상공간에서 의사표현을 위한 Sketch Annotation 제시기법에 관한 연구)

  • Sin, Eun-Joo;Choy, Yoon-Chul;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.12 no.10
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    • pp.1466-1477
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    • 2009
  • With development of 3D virtual space technology, diverse studies on 3D virtual space are being conducted because virtual space is being recognized as an appropriate technology for the field of urban and architectural design. However, while the process of urban and architectural design is done based on collaboration of various interested parties, there is lack of studies that support such collaboration. Communication within the virtual space must be provided for 3D virtual space to support collaboration, and a quick and direct technique of expressing one's intentions is required. sketch technique is effective. Ambiguous lines of sketch are extremely effective in that the range of thoughts in the idea stage can be broadened. However, such traditional sketch technique alone is difficult to support collaboration in 3D virtual space. That is because diverse shapes of 3D space require input of sketch. Accordingly in this study, sketch annotation that can effectively deliver intentions in 3D space was studied. Annotation technique using sketch-box was examined.

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Development of Room Acoustic Simulation Software Using Personal Computer (퍼스날 컴퓨터를 이용한 실내음향 해석 소프트웨어의 개발)

  • 이희원
    • Proceedings of the Acoustical Society of Korea Conference
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    • 1993.06a
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    • pp.3-5
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    • 1993
  • 실내 음향특성의 컴퓨터 씨뮬레이션 기법은 모형실험 기법과 더불어 건축물의 음향설계 분야에서 널리 사용되는 도구이다. 본 연구에서는 건축물의 음향특성을 설계단계에 예측하기 위해 영상법에 기초한 실내음향 해석 소프트웨어를 개발하였다. 개발된 소프트웨어는 건축물의 3차원 형상모델, 벽면등 반사체의 흡음특성, 음원과 수음점의 위치 등의 데이터를 입력하면, 음선의 전파경로, 수음위치에서의 반사음 패턴, 실내 음향 특성의 평가척 (음의 명료도, 잔향시간 등)을 산출하여 출력하는 기능을 지니고 있다. 기존의 씨뮬레이션 기법이 소요 장비나 비용, 시간적 제약으로 널리 실용화되기 어려웠던 점을 고려하여 PC급에서 간편하게 활용할 수 있도록 개발하였고 음선 전차경로의 그래픽 표현, 반사음 패턴의 분석등, 건축물의 음향 설계를 위한 기능을 부여하는데 중점을 두었다.

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A Survey on the BIM Education Status for Activating BIM Tool Instruction on School Building Construction (학교건축물 BIM 도입활성화를 위한 BIM 교육실태 조사연구)

  • Seo, Deok-Seok;Won, Ho-Sik
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.12 no.2
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    • pp.53-60
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    • 2013
  • BIM(Building Information Modeling) is an indispensable tool to secure global competitiveness in construction sector, as already adapted significantly in European countries and U.S. In particular, as considering School Buildings constructed by BTL Method, using BIM tools are required for the accurate estimation of construction cost in planning stage, exact design and construction, well-judged settlement and performance of maintenance schedule. Therefore, this study investigates the BIM education status and the problems on using BIM tools through a survey of 100 BIM trainees and suggests improvement method of BIM education.

Development of Geocoding and Reverse Geocoding Method Implemented for Street-based Addresses in Korea (우리나라 도로명주소를 활용한 지오코딩 및 역 지오코딩 기법 개발)

  • Seok, Sangmuk;Lee, Jiyeong
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.34 no.1
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    • pp.33-42
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    • 2016
  • In Korea, the address-point matching technique has been used to provide geocoding services. In fact, this technique brings the high positional accuracy. However, the quality of geocoding result can be limited, since it is significantly affected by data quality. Also, it cannot be used for the 3D address geocoding and the reverse geocoding. In order to alleviate issues, the paper has implemeted proposed geocoding methods, based on street-based addresses matching technique developed by US census bureau, for street-based addresses in Korea. Those proposed geocoding methods are illustrated in two ways; (1) street address-matching method, which of being used for not only 2D addresses representing a single building but also 3D addresses representing indoor space or underground building, and (2) reverse geocoding method, whichas converting a location point to a readable address. The result of street-based address geocoding shows 82.63% match rates, while the result of reverse geocoding shows 98.5% match rates within approximately 1.7(m) the average position error. According to the results, we could conclude that the proposed geocoding techniques enable to provide the LBS(Location Based Service). To develop the geocoding methods, the study has perfoermed by ignoring the parsing algorithms for address standardization as well as the several areas with unusual addresses, such as sub-urban areas or subordinate areas to the roads, etc. In the future, we are planning the improved geocoding methods for considering these cases.

3D Spatial Image City Models Generation and Applications for Ubiquitous-City (u-city를 위한 3차원 공간 영상 도시 모델 생성 및 적용 방안)

  • Yeon, Sang-Ho;Lee, Young-Dae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.1
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    • pp.47-52
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    • 2008
  • The visual implementation of 3-dimensional national environment is focused by the requirement and importance in the fields such as, urban planing, telecommunication facility deployment plan, railway construction, construction engineering, spatial city development, safety and disaster prevention engineering. The currently used DEM system based on the 2-D digital maps and contour lines has limitation in implementation in reproducing the 3-D spatial city. Currently, the LiDAR data which combines the laser and GPS skill has been introduced to obtain high resolution accuracy in the altitude measurement in the advanced country. In this paper, we first introduce the LiDAR based researches in advanced foreign countries, then we propose the data generation scheme and an solution algorithm for the optimal management of our 3-D spatial u-City construction. For this purpose, LiDAR based height data transformed to DEM, and the realtime unification of the vector via digital image mapping and raster via exactness evaluation is transformed to make it possible to trace the model of generated 3-dimensional model with long distance for 3D u-city model generation.

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Improved depth map generation method using Vanishing Point area (소실점 영역을 이용한 개선된 Depth-map 생성 기법)

  • Ban, Kyeong-Jin;Kim, Jong-Chan;Kim, Kyoung-Ok;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.357-359
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    • 2010
  • In monocular images that are used to determine the depth of the vanishing point, the buildings, roads and buildings, such as outdoor video or hallway with room inside for the interior structure, such as the vanishing point in the video is a very strong depth cue. Depth map using the vanishing point in the three-dimensional space, the two-dimensional imaging is used to restore the structure. But if there is a vanishing point vanishing point in the video also depends on the location of the relative depth of different ways to express that need. In this paper we present images of a vanishing point with respect to the improved depth-map was created. Proposed an area where the loss of seven points and areas defined as areas along the proposed direction of different depth.

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Comparative study of laminar and turbulent models for three-dimensional simulation of dam-break flow interacting with multiarray block obstacles (다층 블록 장애물과 상호작용하는 3차원 댐붕괴흐름 모의를 위한 층류 및 난류 모델 비교 연구)

  • Chrysanti, Asrini;Song, Yangheon;Son, Sangyoung
    • Journal of Korea Water Resources Association
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    • v.56 no.spc1
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    • pp.1059-1069
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    • 2023
  • Dam-break flow occurs when an elevated dam suddenly collapses, resulting in the catastrophic release of rapid and uncontrolled impounded water. This study compares laminar and turbulent closure models for simulating three-dimensional dam-break flows using OpenFOAM. The Reynolds-Averaged Navier-Stokes (RANS) model, specifically the k-ε model, is employed to capture turbulent dissipation. Two scenarios are evaluated based on a laboratory experiment and a modified multi-layered block obstacle scenario. Both models effectively represent dam-break flows, with the turbulent closure model reducing oscillations. However, excessive dissipation in turbulent models can underestimate water surface profiles. Improving numerical schemes and grid resolution enhances flow recreation, particularly near structures and during turbulence. Model stability is more significantly influenced by numerical schemes and grid refinement than the use of turbulence closure. The k-ε model's reliance on time-averaging processes poses challenges in representing dam-break profiles with pronounced discontinuities and unsteadiness. While simulating turbulence models requires extensive computational efforts, the performance improvement compared to laminar models is marginal. To achieve better representation, more advanced turbulence models like Large Eddy Simulation (LES) and Direct Numerical Simulation (DNS) are recommended, necessitating small spatial and time scales. This research provides insights into the applicability of different modeling approaches for simulating dam-break flows, emphasizing the importance of accurate representation near structures and during turbulence.

Realization Method for Landscape Architecture Design Using Virtual Reality Technology - Focused on the Residential Garden Design - (가상현실(VR)기법을 이용한 조경설계 구현방법 - 주택정원 설계 중심으로 -)

  • Deng, Bei-Jia;Kim, Young-Hun;Cao, Lin-Sen;Heo, Sang-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.3
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    • pp.71-80
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    • 2019
  • The Fourth Industrial Revolution, centered on intelligence and information, began to take hold in 2016. This study uses virtual reality technology, which is the most popular technology of the Fourth Industrial Revolution. The purpose of this study is to explore a Virtual Walk-through method, which can be easily applied to landscape architecture. At present, virtual reality technology is widely used in the fields of games, emergency training, and architectural design. However, in the field of landscape architecture, it is still in the development stage. In addition, most of the traditional ways to display virtual reality use 2D images, but such methods have some limitations. Therefore, this research addresses the three stages of "design-exhibition-experience" and puts forward a new simple method called 'Virtual Walk-through' that breaks from traditional landscape design exhibitions. The results show that compared with traditional methods, virtual reality has many advantages, such as the freedom of experience, a diversity of viewing angles, information supply, interaction, etc. It can show high quality images and effects, which are suitable for landscape design. It provides an evaluation method for garden design that can be utilized in the future. It is simple and has value as it can reflect the method and the expected effects. Virtual reality technology can bring an infinite number of prospects to the development of landscape architecture.