• Title/Summary/Keyword: 3차원 기하구조

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Evaluation of the Initial Rotational Stiffness of a Double Split Tee Connection (상·하부 T-stub 접합부의 초기회전강성 평가)

  • Kim, Hee Dong;Yang, Jae Guen;Lee, Jae Yun;Lee, Hyung Dong
    • Journal of Korean Society of Steel Construction
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    • v.26 no.2
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    • pp.133-142
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    • 2014
  • Double split tee connection is a full strength-partial restrained connection that suitable for ordinary moment frame and special moment frame which demonstrates behavior characteristics depending on the stiffness ratio of columns and beams, changes in the geometric shape of the T-stub, number of fasteners and effect of panel zone. For the double split tee connection to ensure structurally safe behavior, it needs to exhibit sufficient strength, stiffness and ductile capacity. This study sought to investigate the effects of the moment-rotation angle relationship of the double split tee connection and to evaluate the initial rotational stiffness of the double split tee connection depending on changes in the geometric shape of the T-stub. To this end, two different double split tee connection specimens are experimented which designed to change geometric parameter values (${\alpha}^{\prime}$) of the T-stub, and a three-dimensional finite element analysis was performed.

Elasto-plastic Loading-unloading Nonlinear Analysis of Frames by Local Parameter Control (국부변수 조절을 통한 프레임의 탄소성 하중-제하 비선헝 해석)

  • 박문식
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.14 no.4
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    • pp.435-444
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    • 2001
  • Even todays, accurate and efficient algorithms for the large deformation analysis of elastoplastic frame structures lack due to the complexities of kinematics, material nonlinearities and numerical methods to cater for. The author suggests appropriate beam element based upon the incremental formulation from the 3D rod theory where Cauchy stress and engineering strain are variables to incorporate plasticity equations so that objectivity may be satisfied. A rectum mapping methods which can integrate and satisfy yield criteria efficiently is suggested and a continuation method which has global convergency and quadratic speed is developed as well. leading-unloading example problems are tested and the ideas are proved to be valuable.

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Optimal Design for 3D Structures Using Artificial Intelligence : Its Application to Micro Accelerometer (인공지능을 이용한 3차원 구조물의 최적화 설계 : 마이크로 가속도계에 적용)

  • Lee, Joon-Seong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.4
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    • pp.445-450
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    • 2004
  • This paper describes an optimal design system for multi-disciplinary structural design. An automatic finite element (FE) mesh generation technique, which is based on the fuzzy knowledge processing and computational geometry technique, is incorporated into the system, together with a commercial FE analysis code and a commercial solid modelers. An optimum design solution or satisfactory solutions are then automatically searched using the genetic algorithms modified for real search space, together with the automated FE analysis system. With an aid of genetic algorithms, the present design system allows us to effectively obtain a multi-dimensional solutions. The developed system is successfully applied to the shape design of a micro accelerometer based on a tunnel current concept.

Articulated Body Editing System (다관절체 오브젝트 편집시스템)

  • 최혜욱
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.11a
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    • pp.23-32
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    • 1997
  • 사실감 있는 모델의 생성과 동작제어 기술은 컴퓨터 그래픽스와 가상 현실감 등의 다양한 응용 분야에서 이용되고 있다. 컴퓨터 애니메이션에 동작 제어의 대상이 되는 물체는 다관절체(articulated body)이며, 이 다관절체를 뼈대(link)와 관절(joint) 그리고 이를 둘러싸고 있는 피부로 모델링하고, 운동학(Kinematics), 동역학(Dynamics)를 적용하여 동작을 생성한다. 본 논문은 컴퓨터 애니메이션에서 사용할 수 있는 3차원 다관절체의 생성과 애니메이션을 위한 다관절체 오브젝트 편집 시스템에 관한 것이다. 다관절체를 관리하기 위한 다관절체의 데이터 구조를 설계하고, 사용자 인터페이스를 추가하여 대화식으로 다관절체의 골격을 정의한다. 정의된 다관절체의 골격과 물체의 모양을 나타내는 기하 데이터를 접합하여 애니메이션에 적합한 물체를 모델링하기 위한 스킨-스켈레턴 알고리즘을 제안한다. 모델링된 물체의 관절을 조작하여 키프레임 애니메이션으로 동작을 제어한다. SGI 워크스테이션에서 Open Inventor와 X/Motif를 이용하여 C++ 언어로 구현하였으며, 인체 모델을 대상으로 실험하였다.

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Indoor object detection method using a RGBD image (RGBD 카메라를 이용한 실내에서의 물체 검출 알고리즘)

  • Heo, Seon;Lee, Sang Hwa;Kim, Myung Sik;Han, Seung Beom;Cho, Nam Ik
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.11a
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    • pp.100-103
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    • 2015
  • 본 논문에서는 실내에서 RGBD 영상을 이용하여 물체를 검출하는 방법을 제안한다. 특정 물체가 아닌 일반적인 여러 가지 물체에 대한 특징을 규정하기 어려우므로 본 논문에서는 영상 정보에 의존하기 보다 물체와 픽셀의 기하학적 구조에 기반하여 물체를 검출한다. 우선 컬러 정보를 이용하여 대략적인 영상 영역분할을 하고 이를 같은 레이블로 분류하여 물체와 배경의 후보를 얻는다. 대체로 실내 환경에서 바닥은 평면이라 가정할 수 있으므로 바닥의 평면 모델을 만들어서 물체 후보에서 이를 제외시킨다. 또한, 물체에 대한 간단한 가정을 통해 바닥 이외의 배경 역시 물체와 구분하여서 물체 후보들을 가려낸다. 최종적으로 3 차원 공간에서 가까이 위치하는 레이블을 하나로 통합하는 과정을 통해 최종적인 물체 영역을 검출하고 이를 bounding box 로 표시한다. 직접 촬영한 몇몇 실내 RGBD 영상에서 실험한 결과, 제안하는 방법이 기존 방법들에 비해 물체 검출 성능이 좋은 것을 확인하였다.

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Depth Scaling Method of DirectX-based Stereoscopic Game Image (DirectX 기반 입체 게임 영상의 깊이감 조절 기법)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.135-146
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    • 2010
  • The development of image technologies in such area as broadcasting and movies has recently increased our attention to 3D stereoscopic images. In addition, the development of stereoscopic image representation technologies in 3D contents becomes more active over time due to the representational limitations of 2D images. Without limitation to the above-mentioned area, stereoscopic image technologies have been developed and studied so that they can be widely accessed in diverse areas including medical services and education. Due to the refined production, however, required to represent a three dimensional effects and the fatigue caused by the perception of a three dimensional effects, the stereoscopic image technologies are not combined into real time systems such as games where environments change unforeseeably. In this study we design a technique to adjust the depth scaling that will enable efficient management of a three dimensional effects and to relieve fatigue through automatic view point interval adjustment in accordance with situations based on the geometrical structure of the DirectX SDK graphic pipeline. Through this, we would like to suggest a new alternative idea to activate the production of games combined with stereoscopic image technologies.

Variation of Dose due to the Wound Electrode of Ionization Chamber (굴곡이 있는 전리함 집전극에 기인한 선량 변화)

  • Lee, Byung-Koo;Kim, Jung-Nam
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.203-209
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    • 2008
  • Nowadays the risk of radiation is getting more serious, so we must know the exact dose that was irradiated, Because very high radiation dose is used in radiation therapy field. We used the ionization chamber which measure the radiation dose in this study. We tried to know the incorrect result from the distortion of geometric structure of ionization chamber and we studied how to find the distortion of geometric structure of ionization chamber. We used a radio fluoroscopy to find the wound degree of electrode of ionization chamber and a reconstructed 3D CT image to analyze the wound degree of electrode quantitatively. we measured degree of distortion by comparing with absorbed dose of normal electrode and wound electrode. The comparative result is not absolute dosimetry at specific point but relative dosimetry between thats. We measured 4 MV, 10MV photon with same absorbed dose and dose rate. The degree of distortion of wound electrode was totally $5.5{\sim}7.2%$, and there was no difference between two energies. The variation induced from radiation dose to be irradiated and dose rate, and the degree of distortion from wound direction also was almost similar value. We could find that the geometric structure of ionization chamber that can influence a basic measurement of radiation dose can be changed by old usage and inattention of management in this study, especially winding of electrode can be happened, in radiation therapy field, It is very important to keep precise radiation dose quantitatively.

A Study on Numerical Simulation for Dynamic Analysis of Towed Low-Tension Cable with Nonuniform Characteristics (불균일 단면을 갖는 저장력 예인케이블의 동적해석을 위한 수치해석적 연구)

  • 정동호
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.16 no.1
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    • pp.69-76
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    • 2003
  • Low-tension cables have been increasingly used in recent years due to deep-sea developments and the advent of synthetic cables. In the case of low-tension cables, large displacements may happen due to relatively small restoring forces of tension and thus the effects of fluid and geometric non-linearities and bending stiffness. A Fortran program is developed by employing a finite difference method. In the algorithm, an implicit time integration and Newton-Raphson iteration are adopted. For the calculation of huge size of matrices, block tri-diagonal matrix method is applied, which is much faster than the well-known Gauss-Jordan method in two point boundary value problems. Some case studies are carried out and the results of numerical simulations are compared with a in-house program of WHOI Cable with good agreements.

Constant Time Algorithms for Region Expansion and Scaling of Linear Quadtrees on RMESH (RMESH 구조에서 선형 사진트리의 영역 확장과 스케일링을 위한 상수시간 알고리즘)

  • Woo, Jin-Woon
    • The KIPS Transactions:PartA
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    • v.11A no.3
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    • pp.173-180
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    • 2004
  • Quadtree, which 11 a hierarchical data structure, is a very important data structure to represent images. The linear quadtree representation as a way to store a quadtree is efficient to save space compared with other representations. Therefore, it has been widely studied to develop efficient algorithms to execute operations related to quadtrees. The region expansion is an operation to expand images by a given distance and the scaling If an operation to scale images by a given scale factor. In this paper, we present algorithms to perform the region expansion and scaling of images represented by quadtrees, using three-dimensional n${\times}$n${\times}$n processors on RMESH(Reconfigurable MESH). These algorithms have constant time complexities by using efficient basic operations to route the locational codes of quadtree on the hierarchical structure of n${\times}$n${\times}$n RMESH.

Sample-Adaptive Product Quantization and Design Algorithm (표본 적응 프러덕트 양자화와 설계 알고리즘)

  • 김동식;박섭형
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.12B
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    • pp.2391-2400
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    • 1999
  • Vector quantizer (VQ) is an efficient data compression technique for low bit rate applications. However, the major disadvantage of VQ is its encoding complexity which increases dramatically as the vector dimension and bit rate increase. Even though one can use a modified VQ to reduce the encoding complexity, it is nearly impossible to implement such a VQ at a high bit rate or for a large vector dimension because of the enormously large memory requirement for the codebook and the very large training sequence (TS) size. To overcome this difficulty, in this paper we propose a novel structurally constrained VQ for the high bit rate and the large vector dimension cases in order to obtain VQ-level performance. Furthermore, this VQ can be extended to the low bit rate applications. The proposed quantization scheme has a form of feed-forward adaptive quantizer with a short adaptation period. Hence, we call this quantization scheme sample-adaptive product quantizer (SAPQ). SAPQ can provide a 2 ~3dB improvement over the Lloyd-Max scalar quantizers.

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