• Title/Summary/Keyword: 3D Graphic

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Intelligent NURBS Surface Interpolation System with Embedded Online Tool-Path Planning (온라인 방식의 공구경로 계획을 내장한 지능형 NURBS 곡면 보간 시스템)

  • Koo, Tae-Hoon;Jee, Sung-Chul
    • Journal of the Korean Society for Precision Engineering
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    • v.23 no.9 s.186
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    • pp.156-163
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    • 2006
  • The purpose of this study is to improve the machining of free-formed NURBS surfaces using newly defined G-codes which can directly deal with shapes defined from CAD/CAM programs on a surface basis and specialize in rough and finish cut. To this purpose, a NURBS surface interpolation system is proposed in this paper. The proposed interpolation system includes online tool-path planning, real-time interpolation and feedrate regulation considering an effective machining method and minimum machining time all suitable for unit NURBS surface machining. The corresponding algorithms are simultaneously executed in an online manner. The proposed NURBS surface interpolation system is integrated and implemented with a PC-based 3-axis CNC milling system. A graphic user interface (GUI) and a 3D tool-path viewer which interprets the G-codes for NURBS surfaces and displays whole tool-paths are also developed and included in our real-time control system. The proposed system is evaluated through actual machining in terms of size of NC data, machining time, regulation of feedrate and cutting force focused on finish cut in comparison with the existing method.

Performance Study of Multicore Digital Signal Processor Architectures (멀티코어 디지털 신호처리 프로세서의 성능 연구)

  • Lee, Jongbok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.171-177
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    • 2013
  • Due to the demand for high speed 3D graphic rendering, video file format conversion, compression, encryption and decryption technologies, the importance of digital signal processor system is growing rapidly. In order to satisfy the real-time constraints, high performance digital signal processor is required. Therefore, as in general purpose computer systems, digital signal processor should be designed as multicore architecture as well. Using UTDSP benchmarks as input, the trace-driven simulation has been performed and analyzed for the 2 to 16-core digital signal processor architectures with the cores from simple RISC to in-order and out-of-order superscalar processors for the various window sizes, extensively.

A Study on the Interactive Grain Stability Calculation (대화형 Grain Stability Calculation에 관한 연구)

  • Lee, S.S.;Lee, K.O.;Kang, W.S.;Yoon, M.T.;Sung, D.K.;Lee, J.C.
    • Journal of the Society of Naval Architects of Korea
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    • v.34 no.1
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    • pp.102-110
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    • 1997
  • In a shipyard, computer calculation is not frequently used for the grain stability calculation because of large difference between calculation values and real values. Therefore, the necessary calculation process for grain stability is done manually. GUI(Graphical User Interface) is adopted for the convenience of users and interactive data I/O. The hold shape (girder, hold, etc.)needed for calculation are visualized using GLBAX which is a 3 dimensional graphic library. The interface with the ship basic calculation package is also implemented. The aim of this paper is to develop a reliable interactive grain stability calculation program which reduces computational time, and is to computerize the grain stability calculation procedure.

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Study on Trajectory Prediction Accuracy Analysis Method for Performance Improvement of a Trajectory Prediction Module of Arrival Manager (도착관리시스템 궤적 예측 모듈의 성능 개선을 위한 궤적 예측 정확도 분석 방법 연구)

  • Oh, Eun-Mi;Kim, Hyounkyoung;Eun, Yeonju;Jeon, Daekeun
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.23 no.3
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    • pp.28-34
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    • 2015
  • An analysis method of trajectory prediction has been suggested and the developed trajectory prediction module, which is an important functional component of the Arrival Manager (AMAN) of Jeju airport, has been tested by applying the suggested method. The objective of this method is to improve prediction performance of the trajectory prediction module. The trajectory prediction module predicts the trajectories based on the real-time track data and flight plans. Therefore, the suggested analysis method includes the simulation framework which is based on real-time playback, recording, and graphic display systems for testing. Besides, the definition of time error, which is a important index for the time based scheduling system, such as AMAN, is included in the suggested analysis method. An example of arrival time prediction accuracy improvement through the suggested analysis method has also been presented.

The Study on Information Visualization Methods Using 3D interactive Animation (3차원 인터랙티브 애니메이션을 활용한 정보시각화 방법에 관한 연구)

  • 김성곤
    • Archives of design research
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    • v.17 no.1
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    • pp.299-308
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    • 2004
  • The methods of presenting information are more variable with advanced computer media technology. However, when we visualize information of database, it is more difficult to understand data meaning by complex date, which is not required by user. To compose new information, user needs to combine own his memory and new information presenting result. To be quickly explored new information and be exactly understood relationship of data structure, the data presenting of visualized information is more structured and presented with meaning form. It is possible to make information visualization system, which users can explore database by oneself, with supporting interaction to be able to control and combine relationship of three-dimensional scene graphic structure, presenting factors of animation and data structure of database. There are several diagrams, such as VR diagram, Form structure diagram and simulated diagram as the case study.

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High Precision Logarithm Converters for Binary Floating Point Approximation Operations (고속 부동소수점 근사연산용 로그변환 회로)

  • Moon, Sang-Ook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.809-811
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    • 2010
  • In most floating-point operations related with 3D graphic applications for mobile devices, properly approximated data calculations with reduced complexity and low power are preferable to exactly rounded floating-point operations with unnecessary preciseness with cost. Among all the sophisticated floating-point arithmetic operations, multiplication and division are the most complicated and time-consuming, and they can be transformed into addition and subtraction repectively by adopting the logarithmic conversion. In this process, the most important factor for performance is how high we can make an approximation of the logarithm conversion. In this paper, we cover the trends in studying the logarithm conversion circuit designs. We also discuss the important factor in design issues and the applicable fields in detail.

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TASK PLANNING AND VISUALIZATION SYSTEM FOR INTELLIGENT EXCAVATING SYSTEM

  • Jeong-Hwan Kim;Seung-Soo Lee;Jin-Woong Park;Ji-Hyeok Yoon;Jong-Won Seo
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.457-463
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    • 2009
  • The earthwork is essential procedure for all civil engineering projects. Because of its importance in terms of cost and time, it should be managed effectively. In light of this, The Intelligent Excavating System (IES) research consortium has established to improve the productivity, quality and safety of current excavating/earthwork system by the Ministry of Land, Transportation and Maritime Affairs (MLTM) of Korea. This paper summarizes ongoing research aimed at development knowledge and presents a framework of task planning and visualization system for IES. The task planning and visualization system consists of three functions. 1) Using digital terrain model which created by 3D laser scanner, the system can divide it and generates global/local work area so that the excavator can work through the area. 2) In order to operate and/or control the excavator, the system exports the location, paths of boom, arm and bucket data of the excavator to control center. 3) The task planning system is visualized on the computer programming aided-graphic interface which simulates the planned work processes and eventually assists the operator for the control of the excavator. The case study which we have performed, demonstrates the effectiveness of the proposed system.

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Study for applying the augmented reality onto postage stamps (우표의 증강현실 적용에 관한 연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.33
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    • pp.503-529
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    • 2013
  • The commemorative AR postage stamps which are the world first presented at The YEOSU EXPO 2012 has had meaning of communicating with future in this present from a convergence that the most analog medium is using now and that the AR is cutting edge of digital technology. The AR stamps printed 10 kind out of 33 commemorative stamps. These have great significance that is artistic value than that is world first. The applied AR images are not only expressed 3D real images but also artic represented and signifying each stamp images from visualized creativity process, and build 'new art space' that is new concept between on real(analog) and virtual(digital). This study analyzes meaning of images and then makes concept of AR contents design. The processing is designed and considered the meaning of architectures and environments, and the regional specific feature of the Yeosu with surrealistic graphic concept. The 10 of deducted images were expressed after AR coding such as visual arts. This study realized markerless 3D image tracking AR stamps and deducted research result are; the first, it was able to figure out how to realize AR in the process of registering the reference images, coordinating transformation, and hybriding AR on the stamps for the mobile devices. The second, it was able to be seeked a possibility of new virtual exhibition space. The third, it was able to know possibility of satisfaction of immersing with visual formativeness and usability with informativity.

Solutions for the Effective 3D Character Skin Weight by converting Lattice Weight (래티스 웨이트 변환을 통한 효과적인 3D 캐릭터 스킨 웨이트 솔루션 제안)

  • Song, Bal-gum;Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.44
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    • pp.33-56
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    • 2016
  • As the rapid extension of the game and film industry, studies on developing natural movements on a 3D characters are increasing. Rigging a character with joints is essential to create realistic movements on a 3D character. The rapid development of the CG industry, rigging technologies and workflow is becoming more sophisticated. Despite the progress and the growth of rigging operations, has shown the limitations of such repetitive tasks. For this study, analyzes the issues and inefficiency of the old method of skin weights and propose a better approach. First, need to understand the general process of an animation pipeline and learn the technology term of skin weights. Second, comparing the traditional ways of skinning a character and applying other deformers to work properly. Third, testing out new ways of weighting a character by applying deformers such as lattice and finally converting lattice weights back to skin weights. Forth, verifying effectiveness of the new method of skin weights by comparing with the traditional skin weighting process. The study shows that the new method of skin weights, reduced working hours and a better final weighting outcome. Expecting this study to enhance the method of skin weights and able to utilize this new skinning technology.

Hierarchical QoS Architecture for Virtual Dancing Environment (분산 가상현실을 위한 계층적 QoS 지원 기법)

  • 김진용;원유집;김범은;박종일;박용진
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.11
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    • pp.675-690
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    • 2003
  • In this paper, we present the virtual dancing studio for distributed virtual environment. In this system, geographically distributed user shares the virtual dancing hall and interacts with each other. The participating object can be a graphical avatar or a live video stream. It allows the coexistence of graphic objects and real images in the shared virtual space. One of the main technical challenges in developing the distributed virtual environment is to handle excessive network traffic. In an effort to effectively reduce the network traffic, we propose a scheme to adjust the QoS of each object with respect to the distance from the observer in the virtual space. The server maintains the QoS vector for each client's shared space and controls the packet traffic to individual clients based on its QoS vectors. We develop a proto-type virtual dancing environment. Java based development enables the client to be platform independent. The result of experiment shows that the adoption of hierarchical QoS management significantly reduces the overall network traffic.