• 제목/요약/키워드: 3D Computer Graphics

Search Result 541, Processing Time 0.025 seconds

Design of an Effective Bump Mapping Hardware Architecture Using Angular Operation (각 연산을 이용한 효과적인 범프 매핑 하드웨어 구조 설계)

  • 이승기;박우찬;김상덕;한탁돈
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.30 no.11
    • /
    • pp.663-674
    • /
    • 2003
  • Bump mapping is a technique that represents the detailed parts of the object surface, such as a perturberance of the skin of a peanut, using the geometry mapping without complex modeling. However, the hardware implementation for bump mapping is considerable, because a large amount of per pixel computation, including the normal vector shading, is required. In this paper, we propose a new bump mapping algorithm using the polar coordinate system and its hardware architecture. Compared with other existing architectures, our approach performs bump mapping effectively by using a new vector rotation method for transformation into the reference space and minimizing illumination calculation. Consequently, our proposed architecture reduces a large amount of computation and hardware requirements.

Mesh Parameterization based on Mean Value Coordinates (중간값 좌표계에 기초한 메쉬 매개변수화)

  • Kim, Hyoung-Seok B.
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.12 no.8
    • /
    • pp.1377-1383
    • /
    • 2008
  • Parameterization of a 3D triangular mesh is a fundamental problem in various applications of geometric modeling and computer graphics. There are two major paradigms in mesh parameterization: energy functional minimization and the convex combination approach. In general, the convex combination approach is wifely used because of simple concept and one-to-one mapping. However, the approach has some problems such as high distortion near the boundary and time complexity. Moreover, the stability of the linear system may not be preserved according to the geometric information of the mesh. In this paper, we present an extension of the convex combination approach based on the mean value coordinates, which resolves the drawbacks of the convex combination approach. This may be a more practical solution because it is able to generate a stable linear system in a short time.

Research on Digital Restoration of Culture Archetype (문화원형의 디지털복원)

  • Lee, Chang-Soon
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.15 no.1
    • /
    • pp.25-36
    • /
    • 2010
  • Recently, digitizing technologies for conservation and restoration of tangible intangible cultural properties are coming into spotlight. Because cultural properties are easy to be lost and damaged over the years, After construction of cultural assets database we can reconstruct the cultural asset making use of the reverse engineering when needed, and implement digital contents such as computer graphics, 3D virtural realization, hologram, etc. So in this paper, we scrutinize visual and technical factors occurring in different types of digital restoration of cultural properties, and present problems and improvements, and try to research technological prowess and visual mechanism.

Interlaced Scanning Volume Raycasting (비월주사식 볼륨 광선 투사법)

  • Choi, Ei-Kyu;Shin, Byeong-Seok
    • Journal of Korea Game Society
    • /
    • v.9 no.4
    • /
    • pp.89-96
    • /
    • 2009
  • In general, the size of volume data is large since it has logical 3D structure so it takes long time to manipulate. Much work has been done to improve processing speed of volume data. In this paper, we propose a interlaced scanning volume rendering that reduce computation time by using temporal coherence with minimum loss of image quality. It renders a current frame by reusing information of previous frame. Conventional volume raycasting renders each frame by casting rays on every pixels. On the other hand, our methods divided an image into n-pixel blocks, then it casts a ray on a pixel of a block per each frames. Consequently, it generates an image by accumulating pixel values of previous n frames. The quality of rendered image of our method is better than that of simple screen space subsampling method since it uses afterimage effect of human cognitive system, and it is n-times faster that the previous one.

  • PDF

Individual customized insole model (개인 맞춤형 자동 변형 인솔 모델)

  • Song, Eungyeol;Kim, Kyoungtae;Kim, Sang-hoon;Lee, Sangyoun
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.9 no.4
    • /
    • pp.323-329
    • /
    • 2016
  • This paper describes an insole FFO(Functional Foot Orthosis) model for comfortable walking by considering weight distribution. There are many ways to make an insole FFO model such as using 3D computer graphics, or plaster manually. Thus, we proposed a standardized way to make an insole model, specifically called, robust and automatically personalized deformable insole model. Our proposed method showed 0.8cm average error compared between our proposed auto-deformable insole model and the other insole model manually deformed by experts. Therefore, our proposed method can be an efficient way to make a customized insole model with small error compared to the manually customized insole model.

CUDA-based Object Oriented Programming Techniques for Efficient Parallel Visualization of 3D Content (3차원 콘텐츠의 효율적인 병렬 시각화를 위한 CUDA 환경 기반 객체 지향 프로그래밍 기법)

  • Park, Tae-Jung
    • Journal of Digital Contents Society
    • /
    • v.13 no.2
    • /
    • pp.169-176
    • /
    • 2012
  • This paper presents a parallel object-oriented programming (OOP) platform for efficient visualization of three-dimensional content in CUDA environments. For this purpose, this paper discusses the features and limitations in implementing C++ object-oriented codes using CUDA and proposes the solutions. Also, it presents how to implement a 3D parallel visualization platform based on the MVC (Model/View/Controller) design pattern. Also, it provides sample implementations for integral MLS (iMLS) and signed distance fields (SDFs) based on the Marching Cubes and Raytracing. The proposed approach enables GPU parallel processing only by implementing simple interfaces. Based on this, developers can expect general benefits that are common in general OOP techniques including abstractization and inheritance. Though I implemented only two specific samples in this paper, I expect my approach can be widely applied to general computer graphics problems.

Development of VR Healing Content 'NORNIR' Using Color Therapy (컬러테라피를 활용한 VR 힐링 콘텐츠, '노르니르' 개발)

  • Choi, Seyoung;Kim, Sujin;Lee, Nayoung;Lee, Kihan;Ko, Hyeyoung
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.3
    • /
    • pp.143-153
    • /
    • 2020
  • This study embodies and proposes VR color therapy healing contents 'Nornir' that can manage stress in daily life. "Nornir" applies the CRR analysis method to provide a customized VR color therapy experience according to the three colors selected by the user. It is designed to enable users to understand themselves through their color journey, to rec eive various color interactions and stimuli to implement in the future, and to provide healing that lowers stress levels. Based on the results implemented, the Korean version of the mood condition test 'K-POMS' was conducted before an d after the demonstration to check the user's stress changes after the content demonstration. Experiments have shown that users clearly see a decrease in negative emotions and an increase in positive emotions. By using VR technology, color psychotherapy rules are combined to provide the possibility of relieving stress for users who are exposed to fre quent stress in daily life.

Improved Anatomical Landmark Detection Using Attention Modules and Geometric Data Augmentation in X-ray Images (어텐션 모듈과 기하학적 데이터 증강을 통한 X-ray 영상 내 해부학적 랜드마크 검출 성능 향상)

  • Lee, Hyo-Jeong;Ma, Se-Rie;Choi, Jang-Hwan
    • Journal of the Korea Computer Graphics Society
    • /
    • v.28 no.3
    • /
    • pp.55-65
    • /
    • 2022
  • Recently, deep learning-based automated systems for identifying and detecting landmarks have been proposed. In order to train such a deep learning-based model without overfitting, a large amount of image and labeling data is required. Conventionally, an experienced reader manually identifies and labels landmarks in a patient's image. However, such measurement is not only expensive, but also has poor reproducibility, so the need for an automated labeling method has been raised. In addition, in the X-ray image, since various human tissues on the path through which the photons pass are displayed, it is difficult to identify the landmark compared to a general natural image or a 3D image modality image. In this study, we propose a geometric data augmentation technique that enables the generation of a large amount of labeling data in X-ray images. In addition, the optimal attention mechanism for landmark detection was presented through the implementation and application of various attention techniques to improve the detection performance of 16 major landmarks in the skull. Finally, among the major cranial landmarks, markers that ensure stable detection are derived, and these markers are expected to have high clinical application potential.

A theoretical Study on the Motive of Movement in Animation (애니메이션의 Movement 동인(動因)에 대한 이론적 고찰)

  • Lee Sang-Won
    • Journal of Science of Art and Design
    • /
    • v.3
    • /
    • pp.62-86
    • /
    • 2001
  • This study is based on theoretical background about movements of visual communication highlighted in digital age. Such movements are variously expressed in animation with the advancement of media, and their expression has great effect on visual art. Artists' concern and endeavor about movement expression techniques have been continued by impressionism, expressionism, futurism, cubism closely related with the birth of movie from late 19th century to early 20th century. At that time, stationary 2D space in plane screen couldn't express movement or time directly. Later, artists and designers have attempted to approach illusions in pictures or 4 dimension and movements by 2D or 3D computer graphics. The visual image in present digital age is to see, to hear, to feel by timing, so it is necessary for the most efficient way of message communication. And then, it is the time to start new, scientific, and creative study about production techniques of animation and expression of movements, since domestic animation productions are rapidly changed from cell to digital. The aim of this study is to clarify the motive of movement by theoretical inquiry of animation. Various aspects of animation as synthetic art have been examined by mathematical, scientific, and philosophical viewpoint. The results will be useful to the expression of motions for maximization of emotional effect in animation production or basic data of virtual simulation about certain situation. Therefore, such study should be managed as multidisciplinary research in the rapidly changing visual culture paradigm. namely, animation includes much more imaginative & creative power than simple function or techniques, so it has to be recognized as special synthetic art(visual art) constructing an area, the formative art with philosophical viewpoint and scientific principles.

  • PDF

The Analysis and Implementation of Realistic Sound using Doppler Effect (도플러 효과를 이용한 실감 음향 분석 및 구현)

  • Yim, Yong-Min;Lim, Heung-Jun;Heo, Jun-Seok;Park, Jun-Young;Do, Yun-Hyung;Lee, Kangwhan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.523-526
    • /
    • 2017
  • In modern recently technology, 3D-Audio is used to enhance immersion in Virtual Reality. This includes interest of people about VR and AR, which related to the field of computer graphics. In fact, a lot of research has been carried out in recent years into a 3D sound field. However, the existing 3D generator device used for virtual reality does not contain Doppler effect occurred by the sound comes to or leave from a listener, while an angle from the listener and the altitude of the source sound are applied. Therefore, this paper present 3D real sound utilizing Doppler effect with spatial-rotation-speaker. We map the source sound in 3D-space into a real space where a user stays and present 3D real sound by manipulating with rotation angle, phase difference, sound output volume of the sound in 3D-space, according to the location of a virtual source sound. Utilizing both natural Doppler effect of rotating sound that is occurring by spatial-rotation-speaker and artificial Doppler effect generated by frequency-modulation of sound quality could improving the virtual reality for sound condition for perspective listening.

  • PDF