• Title/Summary/Keyword: 3D View Pipeline

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Implementation of an User Interface Developing Tool for 3D Simulator (3차원 시뮬레이터의 사용자 인터페이스 개발 도구 구현)

  • Yoon, Ga-Rim;Jeon, Jun-Young;Kim, Young-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.504-511
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    • 2016
  • 3D simulation programs or games on a smart phone and a personal computer have often employed 3D graphic processing techniques and 3D graphical views. However, the user interfaces in those 3D programs have sticked to take a typical 2D style user interface and thus the combination of a 2D user interface view and a 3D simulation view give us a mismatched sense. Since a 2D user interface has been based on the windows controls, it causes sometime DC conflicts between a simulation view and an interface view. Therefore, we will implement the UI developing tool which can be inserted into the pipeline structure for the development of a 3D simulation software and also follows the view-handler design pattern in Microsoft windows system. It will provide various graphical effects such as the deformation of UI depending on the view direction of simulation view and the sitting pose of user. This developing tool gives the natural user interface which heightens the sense of unity with a given 3D simulation view.

Implementation of Visualization System for Multi-sensor Data Analysis (다중 센서 데이터의 분석을 위한 가시화 시스템의 구현)

  • Kwon Hyuk-Don;Koo Sang-Ok;Jung Seung-Dae;Kim Bok-Dong;Jung Soon-Ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.415-418
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    • 2006
  • 다양한 데이터에 대해 정확한 분석이 요구되는 분야가 증가하면서, 데이터를 효율적으로 가시화하는 방법에 대한 요구도 증가하고 있다. 분석에 효율적인 가시화란 데이터의 특성을 잘 표현함으로써 분석가가 데이터를 직관적으로 이해할 수 있도록 도와주는 것을 말한다. 이를 통해 데이터를 분석하는 시간을 줄이고 정확한 결과를 얻는데 도움을 준다. 본 논문에서는 가스 배관을 검사하기 위한 Geometry 피그(PIG:Pipeline Inspection Gauge)와 MFL 피그로부터 얻어지는 데이터를 다양한 방법으로 가시화하고 분석에 효과적인 가시화와 시스템의 구현에 대해 다룬다. 각 피그의 다중 센서를 통해 얻어온 데이터를 Line graph, Pseudo Color Image, 3D Surface, Polar View, 3D Pipeline View와 같은 다양한 방법으로 가시화하고 view들 간의 동기화 및 사용자 지정 view 배치를 통해 빠르고 정확한 분석을 가능하게 하는 여러 가지 방법에 대해 설명한다.

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Design and Implementation of Multi-View 3D Video Player (다시점 3차원 비디오 재생 시스템 설계 및 구현)

  • Heo, Young-Su;Park, Gwang-Hoon
    • Journal of Broadcast Engineering
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    • v.16 no.2
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    • pp.258-273
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    • 2011
  • This paper designs and implements a multi-view 3D video player system which is operated faster than existing video player systems. The structure for obtaining the near optimum speed in a multi-processor environment by parallelizing the component modules is proposed to process large volumes of multi-view image data at high speed. In order to use the concurrency of bottleneck, we designed image decoding, synthesis and rendering modules in a pipeline structure. For load balancing, the decoder module is divided into the unit of viewpoint, and the image synthesis module is geometrically divided based on synthesized images. As a result of this experiment, multi-view images were correctly synthesized and the 3D sense could be felt when watching the images on the multi-view autostereoscopic display. The proposed application processing structure could be used to process large volumes of multi-view image data at high speed, using the multi-processors to their maximum capacity.

Development of an Extension Model based on Three Dimensional Wireframe Model for KOSDIC Format in the Construction Field (건설 분야 도면정보 교환 표준을 위한 3차원 와이어프레임 기반의 확장 모델 개발에 관한 연구)

  • Kim I.H.;Seo J.C.;Won J.S.
    • Korean Journal of Computational Design and Engineering
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    • v.10 no.3
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    • pp.179-187
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    • 2005
  • The usage of mixed 2D and 3D CAD data of commercial CAD systems is required in the construction practice. Sometimes 3D wireframe model is required by end-users when 2D CAD data is delivered. However, current KOSDIC can not represent 3D CAD data, because it has been developed as a 2D drawing delivery standard. Therefore, this study is to provide exchange and sharing of mixed 2D and 3D CAD data that add 3D wireframe model in the KOSDIC. To achieve this purpose, the authors have investigated the 3D CAD entities of commercial CAD systems, and have analyzed STEP standards providing 3D wireframe model. The result, the authors have extracted 3D CAD common entities based wireframe model which shall be added in the KOSDIC. This study can be beneficial by using the developed data model for heterogeneous CAD systems, and by providing the representation of mixed 2D and 3D CAD data in construction practice such as GIS, piping system, and so forth.

A Study on the Corrosion Inhibition Effects of Sodium Heptanoate for Carbon Steel in Aqueous Solution

  • Won, D.S.;Kho, Y.T.
    • Corrosion Science and Technology
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    • v.3 no.6
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    • pp.227-232
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    • 2004
  • The carboxylates as a corrosion inhibitor has been studied by many researchers because of its environmental safety and low depletion rate. However, conventional test methods of inhibitor such as weight loss measurements, linear polarization resistance and corrosion potential monitoring etc., evaluate uniform corrosion of metals. These methods are unable to evaluate crevice-related corrosions, which are encountered in most of heat exchanging facilities. In order to choose the optimum corrosion inhibitor, the appropriate test methods are required to evaluate their performances in service environment. From this point of view, polarization technique was used to evaluate the characteristics of sodium heptanoate on corrosion behavior for carbon steel. Especially a thin film crevice sensor technique were applied to simulate the crevice corrosion in this study. From these experiments, we found that oxygen as an oxidizing agent was required to obtain stable passive film on the metal. Presence of oxygen, however, accelerated crevice corrosion. Potential shift by oxygen depletion and weakened inhibitive film inside the crevice were responsible for such accelerated feature. It is shown that film for corrosion inhibition is a mixture of sodium heptanoate and iron (II) heptanoate as reaction product of iron surface and sodium heptanoate. The iron (II) heptanoate which has been synthesized by reaction of heptanoic acid and ferrous chloride in methanol solution forms bidentate complex.

Depth Scaling Method of DirectX-based Stereoscopic Game Image (DirectX 기반 입체 게임 영상의 깊이감 조절 기법)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.135-146
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    • 2010
  • The development of image technologies in such area as broadcasting and movies has recently increased our attention to 3D stereoscopic images. In addition, the development of stereoscopic image representation technologies in 3D contents becomes more active over time due to the representational limitations of 2D images. Without limitation to the above-mentioned area, stereoscopic image technologies have been developed and studied so that they can be widely accessed in diverse areas including medical services and education. Due to the refined production, however, required to represent a three dimensional effects and the fatigue caused by the perception of a three dimensional effects, the stereoscopic image technologies are not combined into real time systems such as games where environments change unforeseeably. In this study we design a technique to adjust the depth scaling that will enable efficient management of a three dimensional effects and to relieve fatigue through automatic view point interval adjustment in accordance with situations based on the geometrical structure of the DirectX SDK graphic pipeline. Through this, we would like to suggest a new alternative idea to activate the production of games combined with stereoscopic image technologies.

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.