• 제목/요약/키워드: 3D Manipulation

검색결과 170건 처리시간 0.027초

로봇의 3차원 작업을 위한 효율적 센서위치의 결정기법 : 스테레오 카메라를 중심으로 (A Technique to Efficiently Place Sensors for Three-Dimensional Robotic Manipulation : For the Case of Stereo Cameras)

  • 도용태
    • 센서학회지
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    • 제8권1호
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    • pp.80-88
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    • 1999
  • 본 논문에서는 로봇의 3차원 작업을 위한 센서로 사용된 스테레오 카메라의 위치 결정 문제를 다룬다. 공통의 기준선상에 평행한 시선을 가지도록 설치된 스테레오 카메라의 모델이 주어진 후, 보정에 사용된 제어점들의 불확실성에 둔감하고 로봇의 반복정밀도를 고려한 오차 조건을 만족시킬 수 있도록 센서의 계측거리가 결정된다. 두 카메라간의 간격은 3차원 위치 오차와 스테레오 영상좌표 오차와의 관계를 고려하여 이들이 최소화될 수 있도록 결정하였다. 본 논문에서 제안한 방법은 기존의 기법들과는 달리 3차원의 문제를 피계측체의 모델링 과정이나 복잡한 제한조건 없이 접근함으로써 일반적이며, 모의실험을 통하여 유용함을 확인할 수 있었다.

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카메라 기반 객체의 위치인식을 위한 왜곡제거 및 오검출 필터링 기법 (Distortion Removal and False Positive Filtering for Camera-based Object Position Estimation)

  • 진실;송지민;최지호;진용식;정재진;이상준
    • 대한임베디드공학회논문지
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    • 제19권1호
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    • pp.1-8
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    • 2024
  • Robotic arms have been widely utilized in various labor-intensive industries such as manufacturing, agriculture, and food services, contributing to increasing productivity. In the development of industrial robotic arms, camera sensors have many advantages due to their cost-effectiveness and small sizes. However, estimating object positions is a challenging problem, and it critically affects to the robustness of object manipulation functions. This paper proposes a method for estimating the 3D positions of objects, and it is applied to a pick-and-place task. A deep learning model is utilized to detect 2D bounding boxes in the image plane, and the pinhole camera model is employed to compute the object positions. To improve the robustness of measuring the 3D positions of objects, we analyze the effect of lens distortion and introduce a false positive filtering process. Experiments were conducted on a real-world scenario for moving medicine bottles by using a camera-based manipulator. Experimental results demonstrated that the distortion removal and false positive filtering are effective to improve the position estimation precision and the manipulation success rate.

CT 영상을 이용한 무릎관절 모의 치환 시술 환경 (Surgical Simulation Environment for Replacement of Artificial Knee Joint)

  • 김동민
    • 전기전자학회논문지
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    • 제7권1호
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    • pp.119-126
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    • 2003
  • CT 영상을 이용하여 인공 무릎관절 모의 치환 시술 환경 구축에 관한 방법을 제시한다. 관절의 3차원 형상의 재구성에 필요한 정보는 영상처리 기법을 이용하여 연속된 CT 영상으로부터 노이즈 제거와 포인트 데이터를 추출하며, 추출된 포인트 데이터는 영상의 해상도와 함께 생역학에서 제시한 역학적 축을 기준으로 실측의 3차원 형상으로 재구성된다. 재구성된 형상은 PC 기반에서 구현된 모의시술 프로그램을 통하여 관절 운동의 해석과 접촉면 해석을 지원하며, 조이스틱과 마우스등을 이용하여 인공관절의 치환과 절단을 가상으로 실행할 수 있도록 하였다. 또한 인공 관절의 접합부에 대한 접촉면 해석을 통하여 시술에 대한 정합성과 연골 부위의 마모성 예측을 시각화하였다.

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Manipulation of 3D Surface Data within Web-based 3D Geo-Processing

  • Choe, Seung-Keol;Kim, Kyong-Ho;Lee, Jong-Hun;Yang, Young-Kyu
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 1999년도 Proceedings of International Symposium on Remote Sensing
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    • pp.80-83
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    • 1999
  • An efficient modeling and management of a large amount of surface data for a wide rage of geographic information play an important role in determining the functionality of 3D geographic information system. It has been put many efforts to design and manage an effective way to enhence the manipulation of the data by considering geometry type and data structures. Recently, DEM(Data Elevation Model) and TIN(Triangulated Irregular Network) are used for representing surface data. In this paper, we propose a 3D data processing method. The method utilizes the major properties of DEM and TIN, respectively. Furthermore, by approximating DEM with a TIN of an appropriate resolution, we can support a fast and realistic surface modeling. We implement the structure with the following 4 level stages. The first is an optimal resolution of DEM which represent all of wide range of geographic data. The second is the full resolution DEM which is a subarea of original data generated by user's selection in our implemeatation. The third is the TIN approximation of this data with a proper resolution determined by the relative position with the camera. And the last step is multi-resolution TIN data whose resolution is dynamically decided by considering which direction user take notice currently. Specially, the TIN of the last step is designed for realtime camera navigation. By using the structure we implemented realtime surface clipping, efficient approximation of height field and the locally detailed surface LOD(Level of Detail). We used the initial 10-meter sampling DEM data of Seoul, KOREA and implement the structure to the 3D Virtual GIS based on the Internet.

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3D Surface Representation and Manipulation Scheme for Web-based 3D Geo-Processing

  • Choe, Seung-Keol;Kim, Kyong-Ho;Lee, Jong-Hun;Yang, Young-Kyu
    • 한국GIS학회:학술대회논문집
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    • 한국GIS학회 1999년도 추계학술대회 발표요약문
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    • pp.66-71
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    • 1999
  • For given 3D geographic data which is usually of DEM(Data Elevation Model) format, we have to represent and manipulate the data in various ways. For example, we have to draw a part of them in drawing canvas. To do this we give users a way of selecting area they want to visualize. And we have to give a base tool for users to select the local area which can be chosen for some geographic operation. In this paper, we propose a 3D data processing method for representation and manipulation. The method utilizes the major properties of DEM and TIN(Triangular Irregular Network), respectively. Furthermore, by approximating DEM with a TIN of an appropriate resolution, we can support a fast and realistic surface modeling. We implement the structure with the following 4 level stages. The first is an optimal resolution of DEM which represent all of wide range of geographic data. The second is the full resolution DEM which is a subarea of original data generated by user's selection in our implemeatation. The third is the TIN approximation of this data with a proper resolution determined by the relative position with the camera. And the last step is multi-resolution TIN data whose resolution is dynamically decided by considering which direction user take notice currently. Specialty, the TIN of the last step is designed for realtime camera navigation. By using the structure we implemented realtime surface clipping, efficient approximation of height field and the locally detailed surface LOD(Level of Detail). We used the initial 10-meter sampling DEM data of Seoul, KOREA and implement the structure to the 3D Virtual GIS based on the Internet.

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Scene Graph 순회를 이용한 3D 객체 조작 사용자 인터페이스 (3D User Interface for Object Manipulation using Scene Graph Traversal)

  • 한덕수;임윤호;최윤철;임순범
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2001년도 추계학술발표논문집
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    • pp.585-589
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    • 2001
  • 최근 그래픽 하드웨어의 성능향상과 인터넷의 발전으로 이를 기반으로 하는 인터렉티브 3D 그래픽스와 데스크탑 가상환경 분야에 대한 관심이 높아지고 있다. 그러나 데스크탑 가상환경에서 객체의 조작과 관련된 3D 사용자 인터페이스에 대한 성공적인 연구사례는 찾아보기 힘들다. 그 이유는 하드웨어적인 제약과 더불어 3D 공간상의 객체를 2D상에서 조작함으로써 발생하는 인지적인 문제해결이 어렵기 때문이다. 이의 해결을 위해 본 논문에서는 객체를 구성하는 장면 그래프를 내부적으로 분할하여 생성된 서브트리의 순회를 통해 객체의 세부 단위요소를 쉽게 선택하고 해제하는 일련의 객체조작 기법을 제안한다. 또한 각 조작단계에서 사용자의 의사결정을 돕는 다양한 시각 피드백 기능을 함께 지원한다. 제안된 기법은 정교한 객체의 조작을 필요로 하는 분야의 3D 사용자 인터페이스 구축에 매우 효과적으로 적용될 수 있음을 확인하였다.

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A Prototype Implementation for 3D Animated Anaglyph Rendering of Multi-typed Urban Features using Standard OpenGL API

  • Lee, Ki-Won
    • 대한원격탐사학회지
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    • 제23권5호
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    • pp.401-408
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    • 2007
  • Animated anaglyph is the most cost-effective method for 3D stereo visualization of virtual or actual 3D geo-based data model. Unlike 3D anaglyph scene generation using paired epipolar images, the main data sets of this study is the multi-typed 3D feature model containing 3D shaped objects, DEM and satellite imagery. For this purpose, a prototype implementation for 3D animated anaglyph using OpenGL API is carried out, and virtual 3D feature modeling is performed to demonstrate the applicability of this anaglyph approach. Although 3D features are not real objects in this stage, these can be substituted with actual 3D feature model with full texture images along all facades. Currently, it is regarded as the special viewing effect within 3D GIS application domains, because just stereo 3D viewing is a part of lots of GIS functionalities or remote sensing image processing modules. Animated anaglyph process can be linked with real-time manipulation process of 3D feature model and its database attributes in real world problem. As well, this approach of feature-based 3D animated anaglyph scheme is a bridging technology to further image-based 3D animated anaglyph rendering system, portable mobile 3D stereo viewing system or auto-stereo viewing system without glasses for multi-viewers.

DESIGN AND IMPLEMENTATION OF FEATURE-BASED 3D GEO-SPATIAL RENDERING SYSTEM USING OPENGL API

  • Kim Seung-Yeb;Lee Kiwon
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2005년도 Proceedings of ISRS 2005
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    • pp.321-324
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    • 2005
  • In these days, the management and visualization of 3D geo-spatial information is regarded as one of an important issue in GiS and remote sensing fields. 3D GIS is considered with the database issues such as handling and managing of 3D geometry/topology attributes, whereas 3D visualization is basically concerned with 3D computer graphics. This study focused on the design and implementation for the OpenGL API-based rendering system for the complex types of 3D geo-spatial features. In this approach 3D features can be separately processed with the functions of authoring and manipulation of terrain segments, building segments, road segments, and other geo-based things with texture mapping. Using this implementation, it is possible to the generation of an integrated scene with these complex types of 3D features. This integrated rendering system based on the feature-based 3D-GIS model can be extended and effectively applied to urban environment analysis, 3D virtual simulation and fly-by navigation in urban planning. Furthermore, we expect that 3D-GIS visualization application based on OpenGL API can be easily extended into a real-time mobile 3D-GIS system, soon after the release of OpenGLIES which stands for OpenGL for embedded system, though this topic is beyond the scope of this implementation.

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A Simplified Graphics System Based on Direct Rendering Manager System

  • Baek, Nakhoon
    • Journal of information and communication convergence engineering
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    • 제16권2호
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    • pp.125-129
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    • 2018
  • In the field of computer graphics, rendering speed is one of the most important factors. Contemporary rendering is performed using 3D graphics systems with windowing system support. Since typical graphics systems, including OpenGL and the DirectX library, focus on the variety of graphics rendering features, the rendering process itself consists of many complicated operations. In contrast, early computer systems used direct manipulation of computer graphics hardware, and achieved simple and efficient graphics handling operations. We suggest an alternative method of accelerated 2D and 3D graphics output, based on directly accessing modern GPU hardware using the direct rendering manager (DRM) system. On the basis of this DRM support, we exchange the graphics instructions and graphics data directly, and achieve better performance than full 3D graphics systems. We present a prototype system for providing a set of simple 2D and 3D graphics primitives. Experimental results and their screen shots are included.