• Title/Summary/Keyword: 3D graphic object

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3D Coordinates Acquisition by using Multi-view X-ray Images (다시점 X선 영상을 이용한 3차원 좌표 획득)

  • Yi, Sooyeong;Rhi, Jaeyoung;Kim, Soonchul;Lee, Jeonggyu
    • Journal of Institute of Control, Robotics and Systems
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    • v.19 no.10
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    • pp.886-890
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    • 2013
  • In this paper, a 3D coordinates acquisition method for a mechanical assembly is developed by using multiview X-ray images. The multi-view X-ray images of an object are obtained by a rotary table. From the rotation transformation, it is possible to obtain the 3D coordinates of corresponding edge points on multi-view X-ray images by triangulation. The edge detection algorithm in this paper is based on the attenuation characteristic of the X-ray. The 3D coordinates of the object points are represented on a graphic display, which is used for the inspection of a mechanical assembly.

Graphic Deformation Algorithm for Haptic Interface System (촉각시스템을 위한 그래픽 변형 알고리즘)

  • Kang, Won-Chan;Kim, Sung-Cheol;Kim, Dong-Ok;Kim, Won-Bae;Kim, Young-Dong
    • The Transactions of the Korean Institute of Electrical Engineers P
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    • v.51 no.3
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    • pp.149-154
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    • 2002
  • In this paper, we propose a new graphic deformation algorithm for haptic interface system. Our deformable model is based on non-linear elasticity, anisotropy behavior and the finite element method. Also we developed controller for high-speed communication. The proposed controller is based on the PCI/FPGA technology, which could progress the capability of the position calculating and the force data transmitting. The haptic system is composed of the 6DOF force display device, the high-speed controller, HIR library for 3D graphic deformation algorithm and the haptic rendering algorithm. The developed system will be used on constructing the dynamical virtual environment. We demonstrate the relevance of this approach for the real-time simulating deformations of elastic objects. To show the efficiency of our system, we programmed the simulation of force reflecting. As the result of experiment, we found that it has high stability and easy to control for deformable object than some other systems.

A Study on Cyber Sickness according to Shader Application of 3D Objects in Virtual Reality Content (가상현실(VR) 콘텐츠에서 3D 객체의 셰이더 적용에 따른 사이버 멀미 연구)

  • Lee, SuYeol;Bak, Seon-Hui;Bae, Jong-Hwan
    • Journal of Korea Multimedia Society
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    • v.24 no.11
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    • pp.1560-1566
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    • 2021
  • Cyber Sickness, which occurs when using Virtual Reality contents, is the most serious problem in immersive Virtual Reality contents. The purpose of this study is to identify the effects and causes of graphic environmental factors on Cyber Sickness in Virtual Reality contents. To this end, cyber sickness experiments were conducted according to the light source and material settings, which are most commonly used in graphical environmental elements. Cyber Sickness measurements were based on the Simulator Sickness Question(SSQ) tool to derive an index that causes Cyber Sickness As a result of the analysis, the smaller the surface roughness, the higher the degree of Cyber Sickness, and the smaller the surface roughness, the smoother the surface of the 3D object, and many specular reflections from the light source occurred, which was confirmed to be the cause of great Cyber Sickness.

Simulation of Deformable Objects using GLSL 4.3

  • Sung, Nak-Jun;Hong, Min;Lee, Seung-Hyun;Choi, Yoo-Joo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.4120-4132
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    • 2017
  • In this research, we implement a deformable object simulation system using OpenGL's shader language, GLSL4.3. Deformable object simulation is implemented by using volumetric mass-spring system suitable for real-time simulation among the methods of deformable object simulation. The compute shader in GLSL 4.3 which helps to access the GPU resources, is used to parallelize the operations of existing deformable object simulation systems. The proposed system is implemented using a compute shader for parallel processing and it includes a bounding box-based collision detection solution. In general, the collision detection is one of severe computing bottlenecks in simulation of multiple deformable objects. In order to validate an efficiency of the system, we performed the experiments using the 3D volumetric objects. We compared the performance of multiple deformable object simulations between CPU and GPU to analyze the effectiveness of parallel processing using GLSL. Moreover, we measured the computation time of bounding box-based collision detection to show that collision detection can be processed in real-time. The experiments using 3D volumetric models with 10K faces showed the GPU-based parallel simulation improves performance by 98% over the CPU-based simulation, and the overall steps including collision detection and rendering could be processed in real-time frame rate of 218.11 FPS.

Implementation of Terrain Model Viewer by DirectX (DirectX에 의한 지형 모델 뷰어의 구현)

  • Sohn, Kwang-Hyun;Noh, Yong-Deok
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.9
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    • pp.2403-2411
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    • 1997
  • Direct3D is a recently developed 3D graphic accelerator such that we could make a Windows graphic programs with Direct3D easily. This paper presents the fractal terrain model viewer developed in terms of Direct3D. The object classes and the input dialog box used the model viewer, program initializing process, and the flow of the model viewer are discussed. Finally, the output of terrain formulation in wire-frame, solid, and point type form are presented. To show the results, the data of a terrain model were made by a fractal technique, the midpoint displacement methods with square lattices of points.

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STUDY ON 3-D VIRTUAL REALITY FOR STEREOSCOPIC VISUALIZATION OF FLOW FIELD DATA (유동장 데이터의 입체적 가시화를 위한 3-D 가상현실 기법의 적용)

  • Ha, J.H.;Kim, Byoung-Soo
    • 한국전산유체공학회:학술대회논문집
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    • 2010.05a
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    • pp.347-351
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    • 2010
  • In this paper, our effort to apply 3-D Virtual Reality system for stereoscopic visualization of flow data is briefly described. This study is an extension of our previous and on-going research efforts to develop DATA(Data Analysis and Visualization Application) program, which is a data visualization program developed by using Qt as GUI development environment and OpenGL as graphic library. The program is developed upon the framework of object-oriented programming and it was originally developed by using Qt 3.3.3 environment. In this research the program is converted into a Qt 4.3.3-compatible version, and this new version is developed on Visual Studio 2005. And to achieve a stereoscopic viewing capability, two graphic windows are used to render its own viewing image for the lift and right eye respectively. These two windows are merged into one image using 3D monitor and the viewers can see the data visualization results with stereoscopic depth effects by using polarizing glasses. In this paper three dimensional data visualization with stereoscopic technique combined with 3D Monitor is demonstrated, and the current achievement would be a good start-up for further development of low-cost high-quality stereoscopic data visualization system.

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A Study for properties of Mapping processes to 3D game modeling (3D 게임 MAP을 위한 MAPPING 방법 특성 연구)

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.447-449
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    • 2012
  • There are many essential elements in making the realistic 3D games, of which one of the most important is mapping. Mapping can add the details to 3D objects easily, which are impossible or difficult by modeling alone, and can reduce file data capacities to run the game engine. The theory of the mapping is to throw 2D image on 3D object correctly, but they do not match each other at the rate of 1:1 100 percent completely due to the difference of the fundamental property of them. To solve this problem, various kinds of mapping methods are developed and used. This paper will compare and analyze the characteristics, and merits and demerits of these various kinds of mapping methods and will inquire which method is the most efficient one.

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A Real-Time Graphic Driving Simulator Using Virtual Reality Technique (가상현실을 이용한 실시간 차량 그래픽 주행 시뮬레이터)

  • Jang, Jae-Won;Son, Kwon;Choi, Kyung-Hyun;Song, Nam-Yong
    • Journal of the Korean Society for Precision Engineering
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    • v.17 no.7
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    • pp.80-89
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    • 2000
  • Driving simulators provide engineers with a power tool in the development and modification stages of vehicle models. One of the most important factors to realistic simulations is the fidelity obtained by a motion bed and a real-time visual image generation algorithm. Virtual reality technology has been widely used to enhance the fidelity of vehicle simulators. This paper develops the virtual environment for such visual system as head-mounted display for a vehicle driving simulator. Virtual vehicle and environment models are constructed using the object-oriented analysis and design approach. Based on the object model, a three-dimensional graphic model is completed with CAD tools such as Rhino and Pro/ENGINEER. For real-time image generation, the optimized IRIS Performer 3D graphics library is embedded with the multi-thread methodology. The developed software for a virtual driving simulator offers an effective interface to virtual reality devices.

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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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Development of a Simulator for Moving Capability Estimation of Track Vehicle (궤도 차량의 기동성능 예측을 위한 시뮬레이터 개발)

  • Kim, Jong-Su;Han, Seong-Hyeon;Kim, Yong-Tae;Lee, Gyeong-Sik;Choi, Yeong
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 2000.10a
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    • pp.125-129
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    • 2000
  • In this paper, re developed a Window 98 version off-line programming system which can simulate a track vehicle model in 3D graphics space. The track vehicle was adopted as an object model. The interface between users and the off-line program system in the Window 98's graphic user interface environment was also studied The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized far 3B Graphics.

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