• Title/Summary/Keyword: 3D Patches

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A 3D Audio Codec Employing a Revised Noise Filling Method (수정된 잡음 채움 기법을 적용한 3D 오디오 부호기)

  • Kim, Rin Chul
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.327-330
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    • 2021
  • In this paper, a new noise filling method is proposed for improving the performance of the 3D audio codec. In the new method, the core band is limited up to MAX_SFB, not up to the IGF start frequency. And the noise filling is applied to all frequency range of the IGF source patches. We conduct the MUSHRA test and find that the proposed noise filling method demonstrates better performance than the conventional method.

Development of Quad-Band Printed Monopole Antenna Using Coupling Effect of Dual Rectangular Rings and L-Slots on the GND (이중 사각 링 패치 결합효과와 접지면 L-슬롯을 이용한 4중 대역 인쇄형 모노폴 안테나 개발)

  • Shin, Yong-Jin;Lee, Seungwoo;Kim, Nam
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.25 no.10
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    • pp.1040-1049
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    • 2014
  • In this paper, a quad-band antenna for DCS1800, PCS1900, WCDMA, WLAN and Mobile WiMAX application is proposed. The proposed antenna is a printed monopole structure, and consists of two rectangular ring-shaped radiating patches on the front side and two different size of L-shaped slots on the back side(ground plane). Two rectangular ring radiation patches are respectively resonant at 2 GHz and 3.5 GHz bands, and additional resonance is occurred at 5.3 GHz by the coupling effect between two ring patches. In addition, the optimized matching characteristic is obtained by controlling the gaps. Also, by adding two L-slots on the ground plane, additional resonant frequency band of 5.6 GHz is occurred. Finally the measured bandwidths of the proposed antenna below -10 dB return loss are 1,200 MHz(1.6~2.8 GHz), 800 MHz(3.2~4.0 GHz), 300 MHz(5.14~5.44 GHz), and 690 MHz(5.56~6.25 GHz). The radiation patterns have the omni-directional characteristic, and the measured antenna average gains at resonant bands are 0.86~4.07 dBi.

Image segmentation and line segment extraction for 3-d building reconstruction

  • Ye, Chul-Soo;Kim, Kyoung-Ok;Lee, Jong-Hun;Lee, Kwae-Hi
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.59-64
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    • 2002
  • This paper presents a method for line segment extraction for 3-d building reconstruction. Building roofs are described as a set of planar polygonal patches, each of which is extracted by watershed-based image segmentation, line segment matching and coplanar grouping. Coplanar grouping and polygonal patch formation are performed per region by selecting 3-d line segments that are matched using epipolar geometry and flight information. The algorithm has been applied to high resolution aerial images and the results show accurate 3-d building reconstruction.

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Three Dimensional Last Data Generation System Utilizing Cross Sectional Free Form Deformation (단면 분할 FFD를 이용한 3D 라스트 데이터 생성시스템 개발)

  • Kim, Si-Kyung;Park, In-Duck
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.9
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    • pp.768-773
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    • 2005
  • A new approach for human foot modelling and last design based on the cross sectional method is presented in this paper. The proposed last design method utilizes the dynamic trimmed parametric patches for the foot 3D data and last 3D data. The cross section a surface of 3D foot for the 3D last, design modeling of free form geometric last shapes. The proposed last design scheme wraps the 3D last data surrounding the measured 3D foot data with the effect of deforming the last design rule The last design rule of the FFD is constructed on the FFD lattice based on foot-last shape analysis. In addition, the control points of FFD lattice are constructed with cross sectional data interpolation methods from the a finite set of 3D foot data. The deformed 3D last result obtained from the proposed FFD is saved as a 3D dxf foot data. The experimental results demonstrate that the last designed with the proposed scheme has good performance.

Feedback control strategies for active control of noise inside a 3-D vibro-acoustic cavity

  • Bagha, Ashok K.;Modak, Subodh V.
    • Smart Structures and Systems
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    • v.20 no.3
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    • pp.273-283
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    • 2017
  • This paper presents and compares three feedback control strategies for active control of noise inside a 3-D vibro-acoustic cavity. These are a) control strategy based on direct output feedback (DOFB) b) control strategy based on linear quadratic regulator (LQR) to reduce structural vibrations and c) LQR control strategy with a weighting scheme based on structural-acoustic coupling coefficients. The first two strategies are indirect control strategies in which noise reduction is achieved through active vibration control (AVC), termed as AVC-DOFB and AVC-LQR respectively. The third direct strategy is based on active structural-acoustic control (ASAC). This strategy is an LQR based optimal control strategy in which the coupling between the various structural and the acoustic modes is used to design the controller. The strategy is termed as ASAC-LQR. A numerical model of a 3-D rectangular box cavity with a flexible plate (glued with piezoelectric patches) and with other five surfaces treated rigid is developed using finite element (FE) method. A single pair of collocated piezoelectric patches is used for sensing the vibrations and applying control forces on the structure. A comparison of frequency response function (FRF) of structural nodal acceleration, acoustic nodal pressure, and piezoelectric actuation voltage is carried out. It is found that the AVC-DOFB control strategy gives equal importance to all the modes. The AVC-LQR control strategy tries to consume the control effort to damp all the structural modes. It is seen that the ASAC-LQR control strategy utilizes the control effort more intelligently by adding higher damping to those structural modes that matter more for reducing the interior noise.

Design and Fabrication of Wideband Antenna Using E-shaped Stacked Patches for IMT-Advanced AccessPoint. (E형 적층패치를 이용한 4세대 이동통신 AccessPoint용 광대역 안테나의 설계 및 제작)

  • Yoon, Hyun-Soo;Choi, Byoung-Ha
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.223-228
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    • 2007
  • In this paper, Wideband antenna using E-shaped stacked patches has been designed and fabricated for 4th generation mobile communication(IMT-Advanced) AccessPoint application. E-shaped patch was miniature and brodband by made the movement route of current long. And inductive of coaxial probe compensates capacitive by slot. Therefore we fabricated to improve the bandwidth of proposed antenna. The E-shaped single patch antenna has an impedance bandwidth of about 13%(510[MHz]), By adding a second patch at the top of the first patch a bandwidth of 56%(2060[MHz]). The final fabricated antenna could have a good return loss(Return loss ${\leq}-10dB$) and a high gain(over 9.6dBi) at the range of 3.23 ${\sim}$ 5.29 [GHz].

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City-Scale Modeling for Street Navigation

  • Huang, Fay;Klette, Reinhard
    • Journal of information and communication convergence engineering
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    • v.10 no.4
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    • pp.411-419
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    • 2012
  • This paper proposes a semi-automatic image-based approach for 3-dimensional (3D) modeling of buildings along streets. Image-based urban 3D modeling techniques are typically based on the use of aerial and ground-level images. The aerial image of the relevant area is extracted from publically available sources in Google Maps by stitching together different patches of the map. Panoramic images are common for ground-level recording because they have advantages for 3D modeling. A panoramic video recorder is used in the proposed approach for recording sequences of ground-level spherical panoramic images. The proposed approach has two advantages. First, detected camera trajectories are more accurate and stable (compared to methods using multi-view planar images only) due to the use of spherical panoramic images. Second, we extract the texture of a facade of a building from a single panoramic image. Thus, there is no need to deal with color blending problems that typically occur when using overlapping textures.

Semiautomatic 3D Virtual Fish Modeling based on 2D Texture

  • Nakajima, Masayuki;Hagiwara, Hisaya;Kong, Wai-Ming;Takahashi, Hiroki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.18-21
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    • 1996
  • In the field of Virtual Reality, many studies have been reported. Especially, there are many studies on generating virtual creatures on computer systems. In this paper we propose an algorithm to automatically generate 3D fish models from 2D images which are printed in illustrated books, pictures or handwritings. At first, 2D fish images are captured by means of image scanner. Next, the fish image is separated from background and segmented to several parts such as body, anal fin, dorsal fin, ectoral fin and ventral fin using the proposed method“Active Balloon model”. After that, users choose front view model and top view model among six samples, respectively. 3D model is automatically generated from separated body, fins and the above two view models. The number of patches is decreased without any influence on the accuracy of the generated 3D model to reduce the time cost when texture mapping is applied. Finally, we can get any kinds of 3D fish models.

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The 3D Geometric Information Acquisition Algorithm using Virtual Plane Method (가상 평면 기법을 이용한 3차원 기하 정보 획득 알고리즘)

  • Park, Sang-Bum;Lee, Chan-Ho;Oh, Jong-Kyu;Lee, Sang-Hun;Han, Young-Joon;Hahn, Hern-Soo
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.11
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    • pp.1080-1087
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    • 2009
  • This paper presents an algorithm to acquire 3D geometric information using a virtual plane method. The method to measure 3D information on the plane is easy, because it's not concerning value on the z-axis. A plane can be made by arbitrary three points in the 3D space, so the algorithm is able to make a number of virtual planes from feature points on the target object. In this case, these geometric relations between the origin of each virtual plane and the origin of the target object coordinates should be expressed as known homogeneous matrices. To include this idea, the algorithm could induce simple matrix formula which is only concerning unknown geometric relation between the origin of target object and the origin of camera coordinates. Therefore, it's more fast and simple than other methods. For achieving the proposed method, a regular pin-hole camera model and a perspective projection matrix which is defined by a geometric relation between each coordinate system is used. In the final part of this paper, we demonstrate the techniques for a variety of applications, including measurements in industrial parts and known patches images.

A Watermarking of 3D Mesh Model using EGI Distributions of Each Patch (패치별 EGI 분포를 이용한 3D 메쉬 모델 워터마킹)

  • 이석환;김태수;김병주;김지홍;권기룡;이건일
    • Journal of Korea Multimedia Society
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    • v.7 no.1
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    • pp.80-90
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    • 2004
  • Watermarking algorithm for 3D mesh model using EGI distribution of each patch is proposed. The proposed algorithm divides a 3D mesh model into 6 patches to have the robustness against the partial geometric deformation. Plus, it uses EGI distributions as the consistent factor that has the robustness against the topological deformation. To satisfy both geometric and topological deformation, the same watermark bits for each subdivided patch are embedded by changing the mesh normal vectors. Moreover, the proposed algorithm does not need not only the original mesh model but also the resampling process to extract the watermark. Experimental results verify that the proposed algorithm is imperceptible and robust against geometrical and topological attacks.

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