• Title/Summary/Keyword: 3D Paper Model

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3-D Reconstruction of Buildings using 3-D Line Grouping for Urban Modeling

  • Jung, Young-Kee
    • Journal of information and communication convergence engineering
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    • v.7 no.1
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    • pp.1-6
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    • 2009
  • In order to obtain a 3-D urban model, an abstraction of the surface model is required. This paper describes works on the 3D reconstruction and modeling by the grouping 3D line segments extracted from the stereo matching of edges, which is derived from multiple images. The grouping is achieved by conditions of degrees and distances between lines. Building objects are determined by the junction combinations of the grouped line segments. The proposed algorithm demonstrates effective results of 3D reconstruction of buildings with 2D aerial images.

Generation of 3D STEP Model from 2D Drawings Using Feature Definition of Ship Structure (선체구조 특징형상 정의에 의한 2D 도면에서 3D STEP 선체 모델의 생성)

  • 황호진;한순흥;김용대
    • Korean Journal of Computational Design and Engineering
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    • v.8 no.2
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    • pp.122-132
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    • 2003
  • STEP AP218 has a standard schema to represent the structural model of a midship section. While it helps to exchange ship structural models among heterogeneous automation systems, most shipyards and classification societies still exchange information using 2D paper drawings. We propose a feature parameter input method to generate a 3D STEP model of a ship structure from 2D drawings. We have analyzed the ship structure information contained in 2D drawings and have defined a data model to express the contents of the drawing. We also developed a QUI for the feature parameter input. To translate 2D information extracted from the drawing into a STEP AP2l8 model, we have developed a shape generation library, and generated the 3D ship model through this library. The generated 3D STEP model of a ship structure can be used to exchange information between design departments in a shipyard as well as between classification societies and shipyards.

Kinematic Template Generation Methodology for 3D JIG Models (3D JIG 모델의 Kinematic 템플릿 생성 방법론)

  • Ko, Min-Suk;Kwak, Jong-Geun;Wang, Gi-Nam;Park, Sang-Chul
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.3
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    • pp.212-221
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    • 2010
  • Proposed in the paper is a methodology to generate kinematic template for 3D JIG models. Recently, according to increase of the rate of automatic facility in manufacturing system, the 3D manufacturing and verification research and development have been issued. So, unlike in the past, moving 3D facilities are very various like JIGs, turn table, AS/RS worked in the automated manufacturing industry. Because 3D mesh models are used in these kinds of 3D simulation, users have to define the kinematic information manually. This 3D mesh data doesn't have parametric information and design history of the 3D model unlike the design level data. So, it is lighter than 3D design level data and more efficient to render on the 3D virtual manufacturing environment. But, when user wants to find a common axis located between the links, the parameter information of the model has to reconstruct for defining kinematic construction. It takes a long time and very repetitive to define an axis and makes a joint using 3D mesh data and it is non-intuitive task for user. This paper proposed template model that provides kinematic information of the JIG. This model is kinds of a state diagram to describe a relation between links. So, this model can be used for a kinematic template to the JIG which has a same mechanism. The template model has to be registered in the template library to use in the future, after user made the model of the specific type of the 3D JIG model.

Implementation of 3D Object Model considering Recycle-Design of PSC Box Girder (PSC 박스 거더의 Recycle-Design을 고려한 3차원 객체 모델 구현)

  • Cho, Sung-Hoon;Park, Jae-Guen;Lee, Heon-Min;Shin, Hyun-Mock
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.23 no.3
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    • pp.325-330
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    • 2010
  • In the fields of design within civil engineering, BIM based Utilization of 3D object model is still far from commercialization. In this paper, BIM based 3D object model is composed for PSC box girder, super structure of railway bridge. The basic unit of the model is part model. The part model is the minimum unit model. And it has hierarchy to reflect the characteristics of structures. Change orders of structural designer must be reflected quickly in the 3D object model. Repetitive change orders are occurred in actual construction process. To prepare that, we classified design variables to parameters. Change orders of structural designer can be reflected quickly in the 3D object model because those parameters are related with information of 3D object model. In this paper, we studied various benefits of BIM based design method with 3D object model in the fields of design within civil engineering, and proposed the efficient application method of 3D object model for PSC box girder.

A Geometrical Generation Method of the Skirt 3D Models (스커트 3D 모델의 기하학적 생성 방법)

  • 최우혁;최창석;김효숙;강인애
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.7
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    • pp.770-777
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    • 2003
  • This paper proposes a geometrical method for generating and draping the skirt 3D models. The method constructs a 3D basic skirt model using a truncated elliptical cone and generates the various skirt 3D models by controlling the elliptical cone. The B-Spline approximates the 3D drapes which change variously according to the angles and the textiles of the skirts. The mapping sources consist of the textile textures and the skirt 2D model. The 2D models are obtained by mapping the 3D skirt models to the 2D plane. The mapping sources allow us to map the textiles to the 3D skirts. We make the real skirts for the 6 kinds of angles and textiles. and investigate the data of their drape appearances. The investigated data are applied to the virtual skirts. Appearances of the virtual skirts are similar to those of the real.

Harmonization of IFC 3D Building Model Standards and ISO/STEP AP202 Drawing Standards for 2D Shape Data Representation (IFC 3차원 건축모델표준과 ISO/STEP AP202도면표준의 2차원 형상정보 연계방안)

  • Won, Ji-Sun;Lim, Kyoung-Il;Kim, Seong-Sig
    • Korean Journal of Computational Design and Engineering
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    • v.11 no.6
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    • pp.429-439
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    • 2006
  • The purpose of this study is to support the integration from current 2D drawing-based design to future 3D model-based design. In this paper, an important theme is the combination between the STEP-based 2D drawing standards (i.e., AP202) and the IFC-based 3D building model standards. To achieve the purpose, two methodologies are proposed as follows: the development of IFC extension model for the 2D shape data representation by harmonizing ISO/STEP AP202; and the development of mapping solution between IFC 2D extension model and KOSDIC by constructing the exchange scenario for 2D shape data representation. It is expected that the proposed IFC2X2 2D extension model and mapping solution will offer the basis of development of the integrated standards model in AEC industry.

A 3D Face Generation Method using Single Frontal Face Image for Game Users (단일 정면 얼굴 영상을 이용한 게임 사용자의 3차원 얼굴 생성 방법)

  • Jeong, Min-Yi;Lee, Sung-Joo;Park, Kang-Ryong;Kim, Jai-Hie
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.1013-1014
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    • 2008
  • In this paper, we propose a new method of generating 3D face by using single frontal face image and 3D generic face model. By using active appearance model (AAM), the control points among facial feature points were localized in the 2D input face image. Then, the transform parameters of 3D generic face model were found to minimize the error between the 2D control points and the corresponding 2D points projected from 3D facial model. Finally, by using the obtained model parameters, 3D face was generated. We applied this 3D face to 3D game framework and found that the proposed method could make a realistic 3D face of game user.

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Human Face Recognition and 3-D Human Face Modelling (얼굴 영상 인식 및 3차원 얼굴 모델 구현 알고리즘)

  • 이효종;이지항
    • Proceedings of the IEEK Conference
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    • 2000.11c
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    • pp.113-116
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    • 2000
  • Human face recognition and 3D human face reconstruction has been studied in this paper. To find the facial feature points, find edge from input image and analysis the accumulated histogram of edge information. This paper use a Generic Face Model to display the 3D human face model which was implement with OpenGL and generated with 500 polygons. For reality of 3D human face model, we propose Group matching mapping method between facial feature points and the one of Generic Face Model. The personalized 3D human face model which resembles real human face can be generated automatically in less than 5 seconds on Pentium PC.

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Evaluation of the Tribological Parameters of Three-dimensional Surface Topography with Various Property

  • Uchidate, M.;Shimizu, T.;Iwabuchi, A.
    • Proceedings of the Korean Society of Tribologists and Lubrication Engineers Conference
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    • 2002.10b
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    • pp.249-250
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    • 2002
  • In this paper, the relationship among the 3-D surface topography parameters are studied. Several surface topography parameters that are important in tribology are calculated against various surface topography data. 3-D surface data with desired properties are generated by using the non-causal 2-D auto-regressive (AR) model. The non-causal 2-D AR model is a random 3-D surface topography model that can generate 3-D surface topography data with specified parameters.

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Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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