• Title/Summary/Keyword: 3차원 기반 소프트웨어

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SDN/NFV/Cloud를 통합한 소프트웨어-정의 인프라

  • Kim, Jong-Won
    • Information and Communications Magazine
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    • v.32 no.7
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    • pp.3-8
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    • 2015
  • 인터넷의 폭발적인 팽창에 따른 부작용들을 근본적으로 해소하고자 2000년대 후반부터 시작된 미래인터넷(Future Internet)에 관한 연구들이 최근까지 지속적으로 진행 중이다. 또한 새롭게 대두된 융합형(convergent) ICT 자원구성에 맞춘 지속적인 사용자 주도의 인프라 혁신 전략에 기반하여, SDN/NFV/Cloud 통합으로 형성하는 소프트웨어-정의 인프라(Software-Defined Infrastructure: SDI)를 개방형으로 구축하는 흐름이 있다. 즉 구축/운용의 중심이 하드웨어에서 소프트웨어 중심으로 최근 급속하게 전환되는 큰 변화가 ICT 인프라차원에서 본격화하고 있다. 즉 지금까지 논의되었던 여러 미래 인터넷 이슈들을 스마트한 초연결과 사용자 중심 서비스의 관점에서 바라보면서 미래형 ICT 인프라의 바람직한 구축을 서서히 가시화하고 있다. 따라서 본 논문에서는 초연결에 기반하여 값싸고 신속하게 서비스를 실증하기 위해 DevOps(Developers & Operators: 개발/운영 병행체제) 방법론으로 소프트웨어-정의 인프라로 체질을 바꿔가는 개방형 혁신을 살펴본다.

Maintainability Testing Evaluation Method for Service Oriented Architecture based Software (서비스지향구조 기반 소프트웨어의 유지보수성 시험 평가 방법)

  • Kim, Jin-Sik;Jeon, In-Oh
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.81-90
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    • 2009
  • Service oriented architecture software quality estimation is using Service oriented architecture techniques by method can improve objectivity and practical use degree through strategy technology development that accommodate international standard as technology that can motive quality sophistication and many software corporations embody business requirement and solution to associate. Also, setting an example business of government dimension is propeled and common use anger of Service oriented architecture base software according to technical development of related business circles is spreading. Therefore, proposed examination Metrik and measure quality and achieve research about method to decide the result according to suitable standard and present estimation example and present definitely estimation method to estimate Maintainability quality of Service oriented architecture base software in this research. Motive Maintainability quality sophistication of Service oriented architecture base software through this research and about Service oriented architecture base software quantitative / that can fulfill qualitative demand see.

An Artificial Neural Network for Efficiently Learning Representation of Screened Foam Generation (스크린드 거품 생성을 효율적으로 학습 표현하는 인공신경망)

  • Kim, Donghui;Yun, Ju-Young;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.557-558
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    • 2022
  • 본 논문에서는 인공신경망을 통해 화면에 투영된 거품입자를 효율적으로 생성할 수 있는 기법에 대해 소개한다. 유체 시뮬레이션 기반으로 바다거품을 계산하기 위해서는 유체역학과 수치해석학에 대한 이해가 필요하며, 유속의 유기물, 풍속 등 다양한 물리적 요소를 고려해야하기 때문에 복잡하고 계산양이 커진다. 오일러리안(Eulerian)접근법에서는 격자의 해상도가 커지게 되고, 라그랑지안(Lagrangian)접근법에서는 입자의 개수가 많아지기 때문에 이 문제를 다루기 쉽지 않은 문제이다. 이러한 문제를 완화하기 위해 본 논문에서는 인공신경망을 이용한 분류 모델 학습을 통해 3차원 유체 시뮬레이션으로부터 투영된 2차원 스크린 이미지로부터 거품이 생성될 위치를 예측한다. 결과적으로 물의 스크린에 투영된 물 입자의 깊이와 가속도로부터 거품의 생성 위치를 예측함으로서 복잡한 수치해석학 없이 학습을 통해 효율적으로 거품을 표현하는 결과를 보여준다.

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On the development of S/W tools for industrial 3D X-ray computed tomography employing general software (범용 소프트웨어를 사용한 산업용 3차원 X-ray Computed Tomography의 툴 개발)

  • Choi, Hyeong-Seok;Yang, Yoon-Gi
    • Journal of IKEEE
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    • v.23 no.3
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    • pp.768-776
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    • 2019
  • With the deployment of 4-th generation industrial revolution, the computer based manufacturing technologies employing advanced IT technology are much more popular than any other past years. In this research, some novel S/W technologies related to the industrial X-ray CT (computed tomography) for the inspection of the industrial parts are introduced. First, newly constructed industrial X-ray CT is presented in this paper, where some basic principles and functions of the CT are described. Then some research platforms are developed to generate more advanced functionalities of the industrial CT. Especially, the data transform from CT to general S/W such as Matlab is conducted. And based on this techniques, some supplementary S/W platform such as GUI (graphical user interface) of the CT S/W and some 3D voxel based image processing technologies can be developed in this paper. The industrial CT is one of the rare research items and it's values can be much more enhanced when it is used with advanced IT technologies.

A Study of Matchmoving on Digital Compositing (디지털 합성에서 매치무빙에 관한 연구)

  • Lee, Hyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.231-232
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    • 2022
  • 본 논문에서는 비디오 시퀀스 내에서 카메라의 움직임을 추적하고, 추적 데이터를 기반으로 2D 영상에 3D CG 객체를 추가하는 방법을 소개한다. 해당 객체가 시점을 고려한 장면 내의 피사체로써 간주되기 위해서는 3차원 가상공간 내에서 피사체의 위치를 기반으로 장면 내 기준 평면을 구성하는 점들과 카메라의 기저 축 좌표를 조정한다. 영상제작 현장에서 활용되는 소프트웨어에서 수작업으로 진행되는 과정을 살펴봄으로써 매치 무빙기법이 증강현실과 광학기반의 SLAM 등과 같은 다양한 응용분야에서의 활용을 고려할 수 있겠다.

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Fast Marker-based Registration of 3D CT and 2D X-ray Fluoroscopy Images (3차원 전산화 단층촬영영상과 2차원 X-선 투시영상간 표식기 기반 고속 정합)

  • Kim Gye-Hyun;Park Seong-Jin;Hong He-Len;Shin Yeong-Gil
    • Journal of KIISE:Software and Applications
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    • v.33 no.3
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    • pp.335-343
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    • 2006
  • This paper proposes a novel technique of marker-based 2D-3D registration to combine 3D information obtained from preoperative CT images into 2D image obtained from intraoperative x-ray fluoroscopy image. Our method is divided into preoperative and intraoperative procedures. In preoperative procedure, we generate CT-derived DRRs using graphics hardware and detect markers automatically. In intraoperative procedure, we propose a hierarchical two- step registration to reduce a degree of freedom from 6-DOP to 2-DOF which is composed of in-plane registration using principal axis method and out-plane registration using minimal error searching method in spherical coordinate. For experimentation, we use cardiac phantom datasets with confirmation markers and evaluate our method in the aspects of visual inspection, accuracy and processing time. As experimental results, our method keeps accuracy and aligns very fast by reducing real-time computations.

Development Process Algorithm using 4-DAT on Mobile Game Development (모바일 게임 개발에서 4-DAT를 이용한 개발 프로세스 알고리즘)

  • Lee, Ji-won;Park, Sung-jun
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.76-78
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    • 2010
  • 본 논문에서는 소프트웨어 개발 프로세스 분석 도구인 4-DAT를 이용하여 XP와 스크럼을 비교분석하여 모바일 게임 개발에 최적화된 개발 방법을 제안한다. 새로운 개발 방법은 기존의 4-DAT가 포함하고 있는 4차원의 고려사항을 3차원으로 재정의하여 통합한 것으로 모바일 환경에서 기존의 XP와 스크럼이 가지는 제약성을 보완할 수 있다. 실험의 방법으로서 4-DAT가 가지는 변수를 적용하여 기초 자료를 도출하였고, 재구성한 3-DAT를 기반으로 상황 변수를 적용하여 분석하였다.

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The Design of Parallel Processing S/W Using CUDA for Realtime 3D Laser Ladar Imaging System (실시간 3차원 레이저 레이더 영상 생성을 위한 CUDA 기반 병렬처리 소프트웨어 설계)

  • Cho, Yong Il;Ha, Choong Lim;Yang, Ji Hyeon;Kim, Jae Hyup
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.1-10
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    • 2013
  • In this paper, we propose a CUDA(Common Unified Device Architecture) based SW(software) design method for CPU(Central Processing Unit) and GPU(Graphic Processing Unit) parallel structure to implement real-time process in 3D Laser ladar(LADAR) imaging system. LADAR is a complex system to generate 3-dimensional image based on the laser ranging information, and requires massive process resources in each phase. Therefore, designing and implementing parallel structure are crucial to realize a real-time process within limited system resource. As a conclusion, we can meet the speed of required real-time process allocating separable work load to CUDA GPU by analyzing process algorithm in each phase and confirm the process speed increase by 46%.

3D Modeling of Self-Occluding Objects from 2D Drawings (자기폐색 물체의 2D 커브로부터의 3D모델링)

  • Cordier Frederic;Seo Hye-Won;Cho Young-Sang
    • Journal of KIISE:Software and Applications
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    • v.33 no.9
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    • pp.741-750
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    • 2006
  • In this paper, we propose a method for reconstructing a 3D object (or a set of objects) from a 2D drawing provided by a designer. The input 2D drawing consists of a set of contours that may partially overlap each other or be self-overlapping. Accordingly, the resulting 3D object(s) may occlude each other or be self-occluding. The proposed method is composed of three major steps: 2D contour analysis, 3D skeleton computation, and 3D object construction. Our main contribution is to compute the 3D skeleton from the self-intersecting 2D counterpart. We formulate the 3D skeleton construction problem as a sequence of optimization problems, to shape the skeleton and place it in the 3D space while satisfying C1-continuity and intersection-free conditions. Our method is mainly for a silhouette-based sketching interface for the design of 3D objects including self-intersecting objects.

Deep Neural Network-Based Scene Graph Generation for 3D Simulated Indoor Environments (3차원 가상 실내 환경을 위한 심층 신경망 기반의 장면 그래프 생성)

  • Shin, Donghyeop;Kim, Incheol
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.5
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    • pp.205-212
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    • 2019
  • Scene graph is a kind of knowledge graph that represents both objects and their relationships found in a image. This paper proposes a 3D scene graph generation model for three-dimensional indoor environments. An 3D scene graph includes not only object types, their positions and attributes, but also three-dimensional spatial relationships between them, An 3D scene graph can be viewed as a prior knowledge base describing the given environment within that the agent will be deployed later. Therefore, 3D scene graphs can be used in many useful applications, such as visual question answering (VQA) and service robots. This proposed 3D scene graph generation model consists of four sub-networks: object detection network (ObjNet), attribute prediction network (AttNet), transfer network (TransNet), relationship prediction network (RelNet). Conducting several experiments with 3D simulated indoor environments provided by AI2-THOR, we confirmed that the proposed model shows high performance.