• Title/Summary/Keyword: 3D graphic modeling

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An Underwater Simulator Using X3D and a Motion Chair in a Multi-channel Display Room (다채널 디스플레이에서 X3D와 모션체어를 이용한 수중운동체 시뮬레이터)

  • Hur, Pil-Won;Yang, Jeong-Sam;Han, Soon-Hung
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.1
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    • pp.45-57
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    • 2008
  • A submarine good military weapon because of its confidentiality and intimidating power. Therefore, training warfighters how to maneuver submarine is very important. Because submarine is very expensive and has regional and temporal limitations, M&S(Modeling and Simulation) can be a good alternative. However, as the existing M&S systems of submarine generally use expensive commercial software and dedicated hardware, which cause the warfighters to take troubles to visit the secured places, and then to train themselves during limited time slots. Also, many M&S systems have only one-channel display system which reduces the sense of immersiveness. Another problem is that many heterogeneous simulators can hardly be used as an integrated system. To solve these problems, X3D, a platform-independent and open standard graphic file format, is used with the general-purpose PCs. To increase immersiveness, multi-channel display system and a motion chair are used. Finally, HLA/RTI is used to integrate individual components of the simulator. All of these are verified through experiments.

Designing and Implementing 3D Virtual Face Aesthetic Surgery System (3D 가상 얼굴 성형 제작 시스템 설계 및 구현)

  • Lee, Cheol-Woong;Kim, Il-Min;Cho, Sae-Hong
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.751-758
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    • 2008
  • The purpose of this study is to implement 3D Face Model, which resembles a user, using 3D Graphic techniques. The implemented 3D Face model is used to further study and implement 3D Facial Aesthetic Surgery System, that can be used to increase the satisfaction rate of patient by comparing before and after facial aesthetic surgery. For designing and implementing 3D Facial Aesthetic Surgery System, 3D Modeling, Texture Mapping for skin, Database system for facial data are studied and implemented independently. The Detailed Adjustment System is, also, implemented for reflecting the minute description of face. The implemented 3D Facial Aesthetic Surgery System for this paper shows more accuacy, convenience, and satisfaction in compare with the existing system.

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3D Modeling of Building Sides from the Stereo Images for the Realistic Virtual City in 3D GIS

  • Chung, Yun-Koo;Kim, Kyung-Ok;Han, Joon-Hee
    • Proceedings of the KSRS Conference
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    • 1999.11a
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    • pp.70-74
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    • 1999
  • Remote sensing (RS) data show the surfaces of the earth only but cannot provide the shape data of building sides. The proposed method recovers a 3D shape of building sides from stereo images. Its result shows a higher possibility for recovering a large shaped object by overcoming the difficulties of traditional stereo matching techniques. The urban area will be visualized more realistically than the current model based on graphic and vector data.

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Development of PC-based Radiation Therapy Planning System

  • Suh, Tae-Suk;P task group, R-T
    • Proceedings of the Korean Society of Medical Physics Conference
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    • 2002.09a
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    • pp.121-122
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    • 2002
  • The main principle of radiation therapy is to deliver optimum dose to tumor to increase tumor cure probability while minimizing dose to critical normal structure to reduce complications. RTP system is required for proper dose plan in radiation therapy treatment. The main goal of this research is to develop dose model for photon, electron, and brachytherapy, and to display dose distribution on patient images with optimum process. The main items developed in this research includes: (l) user requirements and quality control; analysis of user requirement in RTP, networking between RTP and relevant equipment, quality control using phantom for clinical application (2) dose model in RTP; photon, electron, brachytherapy, modifying dose model (3) image processing and 3D visualization; 2D image processing, auto contouring, image reconstruction, 3D visualization (4) object modeling and graphic user interface; development of total software structure, step-by-step planning procedure, window design and user-interface. Our final product show strong capability for routine and advance RTP planning.

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A Study on the VR Simulation Program for the Sport of Realistic Trees (운동경기 VR Simulation을 위한 나무 사실감 연구 "가상현실 나무의 그림자와 거리감을 중심으로")

  • Shin, Hwa-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.378-382
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    • 2010
  • Horseback riding, shooting, golf and other sports that make up the visuals, the background graphics in the game is an important factor influencing the outcome. But they need to play directly from the site is limited, and sports simulation games and the realistic representation of real-time operation since the fall of the background. In this paper, to overcome the limitations in the field for the game by converting pictures 3d graphic modeling. z-depth by using a special technique for expressing the perspective of the analysis of the sport and VR (virtual reality) simulation to study the background to the development. In this study, background realistic VR implementation of sport Journal of Sports Science and will contribute to the development.

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A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1310-1318
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    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

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Kinematic analysis of POSTECH Hand I with new symbolic notation

  • Choi, H.-R.;Chung, W.-K.;Youm, Y.
    • 제어로봇시스템학회:학술대회논문집
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    • 1991.10b
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    • pp.1764-1769
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    • 1991
  • Recently, dexterous mechanical hands have become of interest in the field of robotics. In this paper, a new symbolic C-Y notation is proposed for the kinematic modeling, and we solve the kinematics of a simplified model of POSTECH Hand 1, which is a 5 fingered, 20 degrees of freedom anthropomorphic hand. POSTECH Hand I is designed to have distinctive kinematic structure and the kinematic analysis of the hand is carried out using C-Y notation. To prove the feasibility of C-Y notation, D-H notation is also applied to the POSTECH Hand 1. In the inverse kinematic analysis, we neglect the fingertip geometry and assume the point contact with 3 degrees of freedom constraints. The configurations which optimize manipulability index[2] was obtained based on the simulation experiments on the SUN-4 graphic workstation using SUNPhigs graphic software.

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Distributed Air Defense Simulation Model and its Applications (방공교전모델(DADSim) 개발 및 활용사례)

  • 최상영;김의환
    • Journal of the military operations research society of Korea
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    • v.27 no.2
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    • pp.134-148
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    • 2001
  • In this paper, air-defense simulation model, called "DADSim", will be introduced. DADSim(Distributed Air Defense Simulation Model) was developed by Modeling&Simulation Lab of K.N.D.U.(Korea National Defence Univ) Weapon Systems Department. This model is an analysis-purpose model in the engagement-level. DADSim can simulate not only the global air-defense or Korean Peninsula but also the local air-defense or a battle field. DADSim uses the DTED(digital terrain elevation data) LeveII it for the representation of peninsula terrain characteristics. The weapon systems cooperated in the model are low/medium-range missile systems such as HAWK, NIKE, SAM. DADSim was designed in the way of object-oriented development method, implemented by C++ language. The simulation view is an event-sequenced object-orientation. For the convenience of input, output analysis, GUI(Graphic User Interface) of menu, window, dialog box, etc. are provided to the user, For the execution of DADSim, Silicon Graphic IRIX 6.3 or high version is required. DADSim can be used for the effectiveness analysis of­defence systems. Some illustrative examples will be shown in this paper.

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MDO-Based Design Collaboration (MDO 기반 협력설계 시스템)

  • Choi, Young;Park, Jin-Pyo
    • Journal of the Korean Society for Precision Engineering
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    • v.20 no.9
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    • pp.142-150
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    • 2003
  • MDO is one of the efficient methods for huge and multi -functional system design. This paper describes a design collaboration framework with MDO in networked design environment. A prototype of web -based integrated design system was implemented to show sharing and exchange of models and analysis information between MDO modules and collaborative design stations. Server System consists of MDO modules for optimization and modeling module for 3D modeling operation. Client system provide user with graphic interface for shape modeling and system operation. We believe that the proposed approach can be extended to solve real complex multidisciplinary design problems.

A Study on Improving the Reality of the Vehicle Simulator Based on the Virtual Reality (가상현실 기반의 차량 시뮬레이터의 현실감 향상에 관한 연구)

  • Choi Young-Il;Kwon Seong-Jin;Jang Suk;Kim Kyu-Hee;Cho Ki-Yong;Suh Myung-Won
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.28 no.8 s.227
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    • pp.1116-1124
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    • 2004
  • In these days, a vehicle simulator has been developed with a VR(Virtual Reality) system. A VR system must provide a vehicle simulator with natural interaction, sufficient immersion and realistic images. In addition, a VR system must present a driver with the realistic driving situation. To achieve these, it is important to obtain a fast and uniform rendering performance regardless of the complexity of virtual worlds. In this paper, the factors to improve the reality for the VR based vehicle simulator have been investigated. For the purpose, the modeling and the rendering methods which offer an improved performance for complex VR applications as the 3D road model have been implemented and verified. Then, we experiment on the influence of graphic and sound factors to the driver, and analyze each result for improving the reality such as the driver's viewport, the form of texture, the lateral distance of the side object, and the sound effect. These factors are evaluated on the driving system which is constructed for qualitative analysis. The research results could be used for improving the reality of the VR based vehicle simulator.