• 제목/요약/키워드: 3D environment

검색결과 4,726건 처리시간 0.038초

생성적 적대 신경망 기반 3차원 포인트 클라우드 향상 기법 (3D Point Cloud Enhancement based on Generative Adversarial Network)

  • Moon, HyungDo;Kang, Hoonjong;Jo, Dongsik
    • 한국정보통신학회논문지
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    • 제25권10호
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    • pp.1452-1455
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    • 2021
  • Recently, point clouds are generated by capturing real space in 3D, and it is actively applied and serviced for performances, exhibitions, education, and training. These point cloud data require post-correction work to be used in virtual environments due to errors caused by the capture environment with sensors and cameras. In this paper, we propose an enhancement technique for 3D point cloud data by applying generative adversarial network(GAN). Thus, we performed an approach to regenerate point clouds as an input of GAN. Through our method presented in this paper, point clouds with a lot of noise is configured in the same shape as the real object and environment, enabling precise interaction with the reconstructed content.

Developing a 3D BIM for Earthwork Construction

  • Moon, Sungwoo
    • 국제학술발표논문집
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    • The 6th International Conference on Construction Engineering and Project Management
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    • pp.245-247
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    • 2015
  • The Building Information Model (BIM) is gaining wide popularity in the construction industry. This attempt is, however, limited to a predefined operation of structural facilities. The application of BIM can be extended to include undefined operations in earthwork construction. The objective of this paper is to introduce the concept of an earthwork BIM environment that is currently under development in the Construction System Laboratory at Pusan National University. First, this paper defines the concept of earthwork BIM. Second, it discusses the key aspects of earthwork BIM, including 1) geographical information, 2) equipment configuration, and 3) equipment position. In the future, the 3D BIM environment will be tested at an actual construction site to determine its applicability, and it will be extended to include construction equipment such as bull dozers and pay loaders.

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유비쿼터스 기반의 다양한 영상을 활용한 3D Modeling System의 구축 (Development of a 3D Modeling System using a variety of images based on Ubiquitous Environment)

  • 김우선;허준;심재현;최우정
    • 한국방재학회:학술대회논문집
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    • 한국방재학회 2007년도 정기총회 및 학술발표대회
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    • pp.418-421
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    • 2007
  • Application이나 3D 모델로 구현된 맵 관련 위성영상, UAV 영상을 통해 현장감 있는 정보를 정확하게 얻는 것은 중요하다. 방재관련 업계에서는 3D 모델링에 근거한 재해지역 주변의 정확한 3차원 지형공간정보 취득의 필요성을 인식하고 있다. 본 논문에서는 GIS 기술을 활용하여 3D 모형을 생성하고, 각종 영상들을 로딩하고 처리하는 부분에 있어서의 방법을 제시하였다. 그리고 대상지역의 수치고도모형과 지형지물을 위해 수치 지형도를 사용하였다. 결과는 3D 모델링 기반의 간단한 application의 구현이다. 제시한 방법은 방재 관련업계의 종사자들에게 더 나은 방법을 제시하기에 활용 가능하다.

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다목적시각언어를 이용한 가상현실 사용자 인터페이스 (VR User Interface using Multipurpose Visual Language System)

  • 김영종
    • 디지털산업정보학회논문지
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    • 제12권2호
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    • pp.31-39
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    • 2016
  • In this paper planed Virtual Reality user interface that recently hot issue using MVLS(Multipurpose Visual Language System). Proposed system is planed for more with ease approach new type environment system. The point of this system is for more few the number of time of act to get want to result. That is easy build for Virtual Reality environment system that user so far, who did not experience. Also too, application to the environment through Multipurpose Visual Language System based, can be required to increase the case of user of existing applications, not only a simple application infrastructure Virtual Reality. This has the advantage of being able to under Virtual Reality condition the environment for the use of a wide range of applications such as view TV, video and other contents. By using the proposed system, the experience in virtual realities that have not felt during the general public to be able to easily and quickly, virtual reality or 3D Expected to can one step closer to the needs of general and industry.

모바일 3D 게임 엔진을 위한 효율적인 스킨드 메시 처리 (An Efficient Skinned-Mesh Process For Mobile 3D Game Engine)

  • 조종근
    • 한국게임학회 논문지
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    • 제8권4호
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    • pp.87-93
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    • 2008
  • 기존에는 모바일 표준 3D 그래픽 API(C언어 기반)인 OpenGL-ES를 사용하여 모바일 3D 게임 엔진을 제작해, 핸드폰에 애플리케이션을 작동시켰으나, 저수준(Low-Level)의 다양한 기능만 제공함으로써, 다양한 콘텐츠 제작 및 콘텐츠 호환성에 제약이 많았다. 이에 본 논문에서는 OpenGL-ES보다 더욱더 다양한 고수준(High-Level)의 API를 제공하면서도 GSM 폰을 중심으로 J2ME상에서 자바환경에 최적화된 모바일 표준 3D API(Java언어 기반)인 JSR-184로 모바일 3D 게임 엔진을 제작한다. 또한, 스킨드 메시(Skinned-Mesh) 형태를 가지는 3D 모델의 처리속도를 향상시키는 방법을 제시하고, 실험 결과로 엔진의 성능을 증명해 보인다.

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A Research of Real-time Rendering Potentials on 3D Animation Production

  • Ke Ma;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.293-299
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    • 2023
  • In recent years, with the rapid development of real-time rendering technology, the quality of the images produced by real-time rendering has been improving, and its application scope has been expanded from games to animation and advertising and other fields. This paper analyses the development status of real-time rendering technology in 3D animation by investigating the 3D animation market in China, which concludes that the number of 3D animations in China has been increasing over the past 20 years, and the number of 3D animations using real-time rendering has been increasing year by year and exceeds that of 3D animations using offline rendering. In this study, a real-time rendering and offline rendering 3D animation are selected respectively to observe the screen effect of characters, special effects and environment props, and analyse the advantages and disadvantages of the two rendering technologies, and finally conclude that there is not much difference between real-time rendering 3D animation and offline rendering 3D animation in terms of quality and the overall sense of view, and due to the real-time rendering of the characteristics of the WYSIWYG, the animation designers can better focus on the creation of art performance. Real-time rendering technology has a good development prospect and potential in 3D animation, which paves the way for designers to create 3D content more efficiently.

Framework for Reconstructing 2D Data Imported from Mobile Devices into 3D Models

  • Shin, WooSung;Min, JaeEun;Han, WooRi;Kim, YoungSeop
    • 반도체디스플레이기술학회지
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    • 제20권4호
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    • pp.6-9
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    • 2021
  • The 3D industry is drawing attention for its applications in various markets, including architecture, media, VR/AR, metaverse, imperial broadcast, and etc.. The current feature of the architecture we are introducing is to make 3D models more easily created and modified than conventional ones. Existing methods for generating 3D models mainly obtain values using specialized equipment such as RGB-D cameras and Lidar cameras, through which 3D models are constructed and used. This requires the purchase of equipment and allows the generated 3D model to be verified by the computer. However, our framework allows users to collect data in an easier and cheaper manner using cell phone cameras instead of specialized equipment, and uses 2D data to proceed with 3D modeling on the server and output it to cell phone application screens. This gives users a more accessible environment. In addition, in the 3D modeling process, object classification is attempted through deep learning without user intervention, and mesh and texture suitable for the object can be applied to obtain a lively 3D model. It also allows users to modify mesh and texture through requests, allowing them to obtain sophisticated 3D models.

3D Panorama Generation Using Depth-MapStitching

  • Cho, Seung-Il;Kim, Jong-Chan;Ban, Kyeong-Jin;Park, Kyoung-Wook;Kim, Chee-Yong;Kim, Eung-Kon
    • Journal of information and communication convergence engineering
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    • 제9권6호
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    • pp.780-784
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    • 2011
  • As the popularization and development of 3D display makes common users easy to experience a solid 3D virtual reality, the demand for virtual reality contents are increasing. In this paper, we propose 3D panorama system using vanishing point locationbased depth map generation method. 3D panorama using depthmap stitching gives an effect that makes users feel staying at real place and looking around nearby circumstances. Also, 3D panorama gives free sight point for both nearby object and remote one and provides solid 3D video.

가상현실을 위한 스테레오 스피커 기반 3차원 입체음향 재생 시스템 구현 (An Implementation of a 3D Audio Production System Using Stereo Loudspeakers for Virtual Reality)

  • 김용국;이영한;김홍국
    • 대한음성학회:학술대회논문집
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    • 대한음성학회 2006년도 추계학술대회 발표논문집
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    • pp.113-116
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    • 2006
  • In this paper, we first implement an audio playback system for virtual reality by providing 3D audio effects to listeners. In general, such a 3D audio playback system utilizes a sound localization technique using head related transfer function (HRTF) to generate 3D audio effect. However, the 3D audio effect is degraded due to the crosstalk in the stereo loudspeaker environment. To enhance the 3D sound effect, we implement the crosstalk cancellation technique proposed by Atal and Schroeder and apply it to the 3D audio system.

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서울지역 유통 건강기능식품의 당 및 인공감미료 함량 (Total Sugar and Artificial Sweetener Contents of Health Functional Foods in Seoul)

  • 조인순;조태희;이재규;이윤정;김시정;최희진;신기영;오영희
    • 한국식품위생안전성학회지
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    • 제32권4호
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    • pp.314-320
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    • 2017
  • 서울시 유통 건강기능식품 중 츄어블제품 66건과 인삼홍삼제품 60건을 수거하여 분석하였다. 시료 전체의 1일 섭취량당 당함량 평균은 1.95 g이었고 범위는 N.D. ~ 12.61 g 이었다. 제품 유형별로는 츄어블 제품의 평균은 1.26 g 이었고 범위는 N.D. ~ 10.39 g이었다. 인삼홍삼제품의 평균은 2.70 g이었고 범위는 N.D. ~ 12.61 g이었다. 츄어블제품중 1일 섭취량당 당함량은 어린이용 제품이 평균 2.10 g으로 가장 높았고 영양소제품은 평균 1.43 g, 기능성원료 제품은 평균 0.35 g이였다. 어린이용 제품은 1일 섭취량당 당함량이 1.03 g ~ 5.33 g, 영양소 제품은 N.D. ~ 10.39 g, 기능성원료 제품은 N.D. ~ 2.61 g의 범위를 보였다. 인삼홍삼제품중 1일 섭취량 당 당함량은 액상 제품이 평균 4.25 g으로 가장 높았고 농축액 제품은 평균 1.51 g, 분말제품은 평균 1.49 g이었다. 액상 제품의 1일 섭취량당 당함량의 범위는 N.D. ~ 10.80 g, 농축액 제품의 범위는 N.D. ~ 12.61 g, 분말제품의 범위는 0.06 g ~ 5.64 g의 분포를 보였다. 인공감미료를 분석한 결과 3건에서 인공감미료가 검출되었다. 인삼홍삼제품에서는 인공감미료가 검출되지 않았으며 츄어블제품 중 영양소 제품 2건과 기능성원료 제품 1건에서 검출되었다. 검출된 인공감미료는 아스파탐으로 영양소 제품에서 3.09 g/kg, 기능성원료 제품에서 1.09 g/kg 검출되었고 3건 모두 허용량 이내였다.