• 제목/요약/키워드: 3D digital technology

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Diffraction Efficiency Analysis of Silver Halide Film for Color Holography Recording

  • Park, Sung Chul;Kim, Sang Il;Son, Kwang Chul;Kwon, Soon Chul;Lee, Seung Hyun
    • International Journal of Internet, Broadcasting and Communication
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    • 제7권2호
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    • pp.16-27
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    • 2015
  • Holography technology which was developed by Dennis Gabor (1900~1979) in 1948 is a technology to record wave planes of actual 3D objects. It is known as the only technology which can express 3D information most perfectly close to human-friendly. Holography technology is widely used in advertisement, architecture and arts as well as science technology areas. Especially, digital holographic print which is an applied area is greatly used in military map, architecture map and cultural asset restoration by printing and reproducing 3D information. Holography is realized by recording and reproducing the amplitude and phase information on high resolution film using coherent light like laser. Recording materials for digital holographic printer are silver halide, photoresist and photopolymer. Because the materials have different diffraction efficiency according to film characteristics of each manufacturer, appropriate guide lines should be suggested through efficiency analysis of each film. This paper suggests appropriate guide lines through the diffraction efficiency measurement of silver halide which is a holographic printer recording medium. And the objective of this study is to suggest appropriate guide lines through diffraction efficiency analysis of Ultimate 08-C and PFG-03C which are commercially used. The experiment was prepared by self-diffraction efficiency system which measures the strength with the defector by penetrating RGB recording medium and concentrating diffracted beams through collimating lens. The experiment showed Geola's PFG-03C which is a silver halide for full color has price/performance advantage in optical hologram recording, but recording angles and reproduction angles are irregular for digital holographic printer recording. Ultimate's Ultimate08-C for full color shows its diffraction efficiency is relatively stable and high according to recording angles and laser wavelength.

Comparative Navigation system for Experiencing 3D Digital Archives of Cultural Heritage

  • Oh, S.Y.;Yeo, W.H.
    • 한국CDE학회논문집
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    • 제12권1호
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    • pp.15-26
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    • 2007
  • We have developed a method that enables a user to better understand and enjoy the contents of 3D digital archives, thereby enhancing the user's experience. The system's interactive interface, built using virtual reality technology, enables the user to "walk through" the archives, comparing two or the same content at different points in time. For example, a user can compare the proposed design for a building with the actual building and can compare the states of restoration of a cultural heritage site over time. This ability to perform multilateral comparisons enables the user to clarify the relationship between contents, the influence of one content on another, and the causal relationship between contents. Testing of a prototype system for a 3D digital archive of cultural heritage sites showed that it worked smoothly and that the users could easily operate the navigation system.

3차원 공간 모델링을 위한 수치고도자료의 특징 및 정확도 분석 (Characteristic and Accuracy Analysis of Digital Elevation Data for 3D Spatial Modeling)

  • 이근왕;박준규
    • 한국산학기술학회논문지
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    • 제19권11호
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    • pp.744-749
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    • 2018
  • 현실 공간에 대한 정보화와 시각화 기술은 공간정보 구축을 위한 주요한 기술이며, 3차원 공간 모델링은 다양한 방법으로 측정된 데이터로부터 공간정보를 구축하는 방법으로 최근 많은 관심을 받고 있는 분야이다. 수치고도자료를 취득하는 방법은 주로 3차원 레이저 스캐너가 이용되어 왔다. 한편, 최근 4차 산업혁명의 유망기술로 주목받고 있는 무인항공기는 빠른 공간정보 취득을 위한 획기적인 기술로 평가되고 있으며, 다양한 연구가 수행되고 있다. 하지만 3차원 공간 모델링을 위한 자료구축 기술의 정량적인 작업 효율성과 데이터의 정확도에 대한 평가는 부족한 실정이다. 본 연구에서는 3차원 레이저 스캐너와 무인항공기로 취득되는 점군데이터의 특징, 작업공정, 정확도에 대한 다각적인 분석을 수행하였다. 3D 레이저 스캐너 및 무인항공기로 연구대상지의 수치고도자료를 생성하고, 분석을 통해 특징을 파악하였다. 정확도 평가를 통해 3D 레이저 스캐너 및 UAV에 의한 수치고도자료가 최대 10cm 이내의 정확도를 나타냄을 확인하였으며, 공간정보 구축에 활용이 가능함을 제시하였다. 향후, 3D 레이저 스캐너와 무인항공기에 의한 수치고도자료는 효율적인 공간정보 구축 방안으로 활용이 기대된다.

증강현실을 기반으로 한 디지털 명함 시스템 (Digital Business Card System based on Augmented Reality)

  • 박만섭;김창수;정회경
    • 한국정보통신학회논문지
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    • 제18권3호
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    • pp.562-568
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    • 2014
  • 컴퓨터기술의 발전에 따라 증강현실(Augmented Reality, AR) 기술이 향후 휴먼 인터페이스기술 발전의 주요 방향중 하나로 대두 되고 있다. 이에 증강현실을 기반으로 한 디지털 명함 시스템을 설계 및 구현하였다. 본 논문에서는 스마트폰을 통하여 간단하게 정보를 인식할 수 있는 디지털 명함시스템에 대해 설명하였다. 디지털 명함 시스템은 시각 기반 방식으로 기존 하드웨어 방식에 비해 정밀도가 높은 장점을 가진다. 또한, 증강현실 기술 중 컴퓨터 시각의 3D 등록 기술과 실제상황 융합 기술에 대해 연구를 하였다. 향후 연구로는 3D전자 지도를 스마트폰 앱 어플리케이션의 매개체로 하여 사용자 측면의 인터페이스에 대한 연구가 필요하다.

The Generation of Digital Orthophotos and Three Dimensional Models of an Urban Area from Digital Aerial Photos

  • Lee, Jin-Duk
    • Korean Journal of Geomatics
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    • 제2권2호
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    • pp.131-137
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    • 2002
  • The digital photogrammetric products have been increasingly used as an accurate foundation for representing information associated with infrastructure management. The technological advances in merging raster and vector data within the framework of GIS have allowed for the inclusion of DTMs and digital orthophotos with vector data and its associated attributes. This study addresses not only generating DEMs and digital orthophotos but producing three dimensional building models from aerial photos of an urban area by employing the digital photogrammetric technology. DEMs and digital orthophotos were automatically generated through the process of orientations, image matching and so on, and then the practical problems, which must be solved especially in applying to urban areas, were considered. The accuracy of produced digital orthophotos was derived by using check points. Also three dimensional visualization imagery, which is useful in the landform analysis, and 3D building models were produced. Digital photogrammetric products would be used widely not only as GIS framework data layers by using the GIS link function which links attribute and image information in the database for applying to infrastructure management and but as geospatial data for especially 3D GIS in urban areas.

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3D 스캐닝 임베디드 시스템 설계 (3D Scanning Embedded System Design)

  • 홍선학;조경순
    • 디지털산업정보학회논문지
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    • 제13권4호
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    • pp.49-56
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    • 2017
  • It is the approach of embedded system design that finds 3D scanning technology to analyze a real object or environment to collect data on its shape and appearance. 3D laser scanning developed during the last half of 20th century in an attempt to accurately recreate the surfaces of various objects. 1960s, early scanners used lights, cameras, and projectors to carry out the scanning in the lacks of performance which encountered many difficulties with shiny, mirroring, or transparent objects. The 3D scanning technology has leveled-up with helpful of embedded software platform research and design. In this paper, First we designed the hardware of laser/camera setup and turntable moving part which is the base of object. Second, we introduced the process of scanning 3D data with software and analyzed the resulting scanned image on the web server. Last, we made the 3D scanning embedded device with 3D printing model and experimented the 3D scanning performance with Raspberry Pi.

The Development of 42' 2D/3D Switchable Display

  • Kang, Hoon;Jang, Mi-Kyoung;Kim, Kyeong-Jin;Ahn, Byung-Chul;Chung, In-Jae;Park, Tae-Soo;Chang, Jin-Wook;Lee, Kyoung-Il;Kim, Sung-Tae
    • Journal of Information Display
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    • 제8권1호
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    • pp.22-25
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    • 2007
  • Stereoscopic/autostereoscopic systems have been developed to express 3D images, but have not been successfully use in practise. In order to apply 3D display to promising applications such as advertisements and games, we developed a 42" 2D/3D switchable display. It has characteristics that do not require special glasses for 3D images, uses multi-view technology for improving 3D viewing characteristics, and has a 2D/3D switching function to express dynamic 3D contents as well as conventional 2D contents.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

온라인 3D 게임의 엔진 테크놀러지 디자인 (Engine Technology Design of On-line 3D Game)

  • 최학현;김정희
    • 디지털콘텐츠학회 논문지
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    • 제8권4호
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    • pp.579-586
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    • 2007
  • 온라인 3D 게임 엔진 개발은 엔진 세부설계와 개발, 알파테스트, 수정 및 보완, 베타테스트, 출시 등의 개발 공정과정을 거치며, 온라인 3D 게임 엔진은 서버 엔진과 클라이언트 엔진으로 나뉜다. 서버 엔진은 Linux 에서 개발되며 비대칭 다중 서버 구축을 위한 서버구축 파트, 분산처리 파트, DB 구축파트로 각각 구성하고 클라이언트 엔진은 윈도우즈에서 DirectX 를 이용하여 개발하며 그래픽 파트, 사운드 파트, AI 파트, 객체처리 파트 파트로 각각 구성하고 엔진 공통기술인 네트워크 기술을 분석하여 3D엔진기술을 기반으로 엔진구조 및 구성하는 방식을 제안하였다.

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