• 제목/요약/키워드: 3D Graphic Simulation

검색결과 131건 처리시간 0.026초

VRML을 이용한 3차원 가공 시뮬레이션 개발에 관한 연구 (A Study on the Development of 3D Manufacturing Simulation Using VRML)

  • 이창우;이성수
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2003년도 춘계학술대회 논문집
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    • pp.1626-1629
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    • 2003
  • The study is expressed on the web browser using virtual reality of developer manufacturing process and method or manufactured goods conviction for designer and developer with visualized model. This study purpose of basic feature with VRML file and Java and VRML with AWT to get WC code was presented. The study process is equal to the real thing modeling on using Pro/Engineer and exports on the VRML1.0. The condition converts VRML1.0 to VRML2.0 on the CROSS ROADS. And then Cosmo World is coding and manufacturing simulation is expressed on the Cosmo Player.

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디지털 시대의 의상 디자인 개발에 관한 연구 (A Study of Clothing Design in the Digital Age)

  • 배리사;이인성
    • 복식
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    • 제54권4호
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    • pp.63-74
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    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.

Double Stereo Vision을 이용한 아래 턱 운동 측정 시스템 개발 (Development of jaw motion measuring system using double stereo-visions)

  • 박순용;김문상;조창현;김중한;유송민
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2002년도 합동 추계학술대회 논문집 정보 및 제어부문
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    • pp.395-398
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    • 2002
  • In this paper, we propose a system that is configured with double stereo-visions to measure jaw movement. This new system measures not only left and right hinge points of jaw motion but also floating paths of hinge points during lateral and protrusive movement. The resulting 3D position and path data can also be used for 3D graphic simulation technique for occlusion diagnosis and therapy. The system also considers the compatibility with conventional occlusion therapy devices.

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실감형 콘텐츠 제작을 위한 3D 자연환경 저작 소프트웨어 개발 (Authoring Software Development of 3D Natural Environment for Realistic Contents)

  • 이란희;이규남;강임철
    • 한국콘텐츠학회논문지
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    • 제7권9호
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    • pp.108-116
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    • 2007
  • 3D 콘텐츠의 등장인물과 실내 환경 구현에 집중하던 개발자들은 하드웨어 성능의 빠른 향상과 야외환경을 배경으로 제작되는 콘텐츠의 수요가 증가됨에 따라 사실적인 3D 야외환경을 표현하기 위한 자연현상 표현 기술 개발에 관심을 두고 있다. 특히, 야외를 배경으로 제작되는 e-sports 콘텐츠와 시뮬레이션 콘텐츠는 더욱 사실적인 자연환경 표현이 중요하다. 본 논문에서는 실외를 배경으로 하는 e-sports 콘텐츠 및 3D 시뮬레이션 콘텐츠에 적용할 수 있는 사실적인 3D 자연환경을 보다 쉽고 편리하게 제작하기 위한 소프트웨어 "EMtool(Environment Making Tool)"을 제안한다. EMtool은 자연현상들의 유대관계 및 상호작용을 사실적으로 표현하기 위한 기술에 중점을 두고 개발되었으며, 3D가상공간 내에서 자연환경을 표현하기 위한 기술들과 자연물을 표현하기 위한 기술들을 포함한다. 제안된 방법은 쉽고 빠르게 3D 야외 환경 구성이 가능함에 따라 사실적인 자연환경을 배경으로 제작되는 게임이나 가상 시뮬레이션 등 실시간 3D 콘텐츠에 활용이 가능할 것이다. 또한 사실적인 3D 자연환경 제작 기술을 제공함으로서 콘텐츠의 품질 향상은 물론 콘텐츠 맞춤형 3D 자연환경을 실시간에 제작할 수 있음으로 생산성을 증대시킬 수 있을 것이다.

운전자와 현장조업자의 협동훈련을 위한 플랜트 훈련시스템 플랫폼 연구 (A Study on Plant Training System Platform for the Collaboration Training between Operator and Field Workers)

  • 이경창;정교일;문두환;윤청
    • 한국CDE학회논문집
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    • 제20권4호
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    • pp.420-430
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    • 2015
  • Operator Training Simulators (OTSs) provide macroscopic training environment for plant operation. They are equipped with simulation systems for the emulation of remote monitoring and controlling operations. OTSs typically provide 2D block diagram-based graphic user interface (GUI) and connect to process simulation tools. However, process modeling for OTSs is a difficult task. Furthermore, conventional OTSs do not provide real plant field information since they are based on 2D human machine interface (HMI). In order to overcome the limitation of OTSs, we propose a new type of plant training system. This system has the capability required for collaborative training between operators and field workers. In addition, the system provides 3D virtual training environment such that field workers feel like they are in real plant site. For this, we designed system architecture and developed essential functions for the system. For the verification of the proposed system design, we implemented a prototype training system and performed experiments of collaborative training between one operator and two field workers with the prototype system.

에어컨 실내기 사출 조립품의 열 변형 3D측정과 유한요소해석 (Study on the Thermal Deformation of the Air-conditioner Indoor Unit Assembly Using 3D Measurement and Finite Element Analysis)

  • 홍석무;황지훈;김철곤;엄성욱
    • 한국생산제조학회지
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    • 제24권2호
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    • pp.251-255
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    • 2015
  • Thermal deformation, such as bending and twisting, occurs among the polymer parts of air-conditioner indoor units because of repetitive temperature change during heating operation. In this study, a numerical method employing finite-element analysis to efficiently simulate the thermal deformation of an assembly is proposed. Firstly, the displacement of an actual assembly produced by thermal deformation was measured using a 3D optical measurement system. The measurement results indicated a general downward sag of the assembly, and the maximum displacement value was approximately 1 mm. The temperature distribution was measured using a thermographic camera, and the results were used as initial-temperature boundary conditions to perform temperature-displacement analysis. The simulation results agreed well with the measured data. To reduce the thermal deformation, the stiffness increased 100%. As the results, the maximum displacement decreased by approximately 5.4% and the twisting deformation of the holder improved significantly.

4가지 솔루션을 통한 사실적인 폭발효과 제작 (Production of Realistic Explosion Effects through Four Types of Solutions)

  • 김동식;황민식;이현석;김용희;윤태수
    • 스마트미디어저널
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    • 제4권4호
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    • pp.120-129
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    • 2015
  • CG(Computer Graphic)상의 폭발효과는 여러 가지 Effect Element(Fire, Smoke, Flame, Dust, Debris 등)가 집약된 고도의 기술적 난이도가 요구되는 비주얼이펙트이다. CG 소프트웨어 기술의 발전에 따라, 다양한 유체 시뮬레이션 기능을 탑재한 솔루션이 개발되었으며, 보다 사실적인 특수 효과가 가능하게 되었다. 하지만, 국내에서는 단순히 프로그램의 기능에만 의존하고 있으며, 또한, 관련 R&D가 미흡한 상황이다. 이에, 본 연구에서는 보다 사실적인 폭발현상을 효율적으로 구현해 낼 수 있는 제작 방식을 실험 연구를 통해 제시하고자 한다. 이를 위한 연구의 전개는 기존 폭발효과의 구현에 대해 선행 연구를 통해 문제점을 도출하고, 이를 해결하기 위해 4가지 솔루션을 중심으로 실험연구를 진행한다. 4가지 솔루션의 접근은 첫째, 유체 시뮬레이션 단계에서의 난기류 속성 부여 방법인 'Numerous Turbulent Flow', 둘째, 스크립트로 제작된 'Cache Retiming Solution', 셋째, Cache화된 데이터를 바탕으로 폭발의 모형을 구축하는 'Multiple Volume Container', 넷째, 합성단계에서 결과물의 완성도를 높이는 기법인 'RGB Lighting Pipeline' 이다. 각 단계 별 적용 효과의 특성과 이를 순차적으로 연계한 제작공정을 통해 보다 사실적인 폭발효과를 효율적으로 구현함을 증명하였다. 본 연구를 통해, 기존과 차별화된 효과적인 폭발효과 제작방법을 제시하며, 또한 관련 연구의 기초자료로 활용 가능하리라 사료된다.

천연 보석의 광학 현상적 digital patterning과 벽면 조형을 위한 interior modeling으로의 design 전개 (The digital patterning of optical phenomena in natural gemstones and, the design deployment of interior modeling for wall molding)

  • 김은주
    • 한국결정성장학회지
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    • 제22권1호
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    • pp.42-50
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    • 2012
  • Mural Art는 빛의 색채 반응과 몰입, 확산 작용을 통하여 다양한 이미지를 나타내게 할 수 있는 디자인 작업이다. 본 논문은 천연 보석의 광학 현상을 Mural Art에 적합한 Digital Pattern으로 형성하고, 보석 및 광물의 광채와 작품 디자인과의 연관성에 대하여 고찰하였다. 작품 디자인의 상호(관련) 작용에 나타난 새로운 가능성을 광채가 아름다운 울트라 마린(Ultramarine)과 스펙트럼(Spectrum)의 색채 예술로서 벽면에 기초하여, 고해상도 Image의 그래픽 디자인으로 표현하고, 지속가능한(3D) Simulation의 Interior(Presentation) Modeling으로 활용하여 보았다.

컴퓨터 시뮬레이션 기반 골절고정 및 기형교정수술 예비계획 (Computer Simulation based Pre-operative Planning of Fracture Fixation and Deformity Correction)

  • 김윤혁;권영하;허유
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2003년도 춘계학술대회 논문집
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    • pp.698-700
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    • 2003
  • This paper presents a model and analysis techniques for a unilateral external fixator to achieve fracture reduction and deformity correction in long bones precisely. through fixator joint adjustment. Combining the kinematic analysis with a graphic model of the tibia and the fixator allowed 3D simulation and visualization of the adjustments required to reduce fracture or correct bone deformity after osteotomy. The model and analysis technique can be used for fixator evaluation and clinical application planning.

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외고정법을 이용한 컴퓨터이용 및 로봇지원 골절수술 및 골변형교 정술에 대한 연구 (Research on Computer-aided and Robotic-assisted Surgery of Fracture Reduction and Bone Deformity Correction under External fixation)

  • 김윤혁
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2005년도 추계학술대회 논문집
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    • pp.131-134
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    • 2005
  • This paper presents a computer-aided simulation and robotic-assisted execution technology of external fixation method to achieve fracture reduction and deformity correction in long bones. Combining the kinematic analysis with a graphic model of the tibia and the fixator allowed 3D simulation and visualization of the adjustments required to reduce fracture or correct bone deformity as a pre-operative planning tool. The developed robot model provided accurate deformity correction with small residual deformity based on the results of the planning. By incorporating the robot model with image-guided system and computer-aided planning, the integrated system could be useful for computer-aided pre-operative planning and robotic-assisted execution in fracture treatment and bone deformity surgery.

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