• 제목/요약/키워드: 3D human data

검색결과 817건 처리시간 0.027초

MRI 영상을 이용한 한국인 인체 두부의 FDTD 모델링 (FDTD Modeling of the Korean Human Head using MRI Images)

  • 이재용;명노훈;최명선;오학태;홍수원;김기회
    • 한국전자파학회논문지
    • /
    • 제11권4호
    • /
    • pp.582-591
    • /
    • 2000
  • 본 논문에서는 휴대전화기에 의한 인체 영향을 FDTD (시간영역 유한차분법) 해석할 수 있도록 한국인 표준 에 알맞는 인체 두부의 FDTD 모텔 제작 방법을 소개하였다. 한국인 표준에 알맞은 사람의 두부를 MRI 촬영한 다음.2차원 MRI 영상 데이터를 이용하여 2차원 segmentation을 하였다. segmentation은 반자동법을 적용하였 으며 제작된 2차원 se밍nentation 데이터를 토대로 $1mm\times1mm\times1mm$크기의 3차원 고해상도 segmentation 데이터를 제작하였다. 3차원 고해상도 segmentation 데이터를 이용하여 휴대전화기의 사용 상황에 어올리도록 다양한 각도로 기울인 인체 두부의 FDTD 모델을 제작하였다.

  • PDF

실시간 패턴 변형과 인체 상대좌표계를 이용한 대화형 3D 패턴 디자인 (Interactive 3D Pattern Design Using Real-time Pattern Deformation and Relative Human Body Coordinate System)

  • 설인환;한현숙;남윤자;박창규
    • 한국의류산업학회지
    • /
    • 제12권5호
    • /
    • pp.582-590
    • /
    • 2010
  • Garment design needs an iterative manipulation of 2D patterns to generate a final sloper. Traditionally there have been two kinds of design methodologies such as the flat pattern method and the pattern draping method. But today, it is possible to combine the advantages from the two methods due to the realistic cloth simulation techniques. We devised a new garment design system which starts from 3D initial drape simulation result and then modifies the garment by editing the 2D flat patterns synchronously. With this interactive methodology using real-time pattern deformation technique, the designer can freely change a pattern shape by watching its 3D outlook in real-time. Also the final garment data were given relative coordinates with respect to the human anthropometric feature points detected by an automatic body feature detection algorithm. Using the relative human body coordinate system, the final garments can be re-used to an arbitrary body data without repositioning in the drape simulation. A female shirt was used for an example and a 3D body scan data was used for an illustration of the feature point detection algorithm.

의류 패턴 설계를 위한 삼차원 인체 체표면 스캔 데이터 활용에 관한 연구 (A Study on the Use of 3D Human Body Surface Shape Scan Data for Apparel Pattern Making)

  • 천종숙;서동애;이관석
    • 복식문화연구
    • /
    • 제10권6호
    • /
    • pp.709-717
    • /
    • 2002
  • In the apparel industry, the technology has been advanced rapidly. The use of 3D scanning systems fur the capture and measurement of human body is becoming common place. Three dimensional digital image can be used for design, inspection, reproduction of physical objects. The purpose of this study is to develop a method that drafts men's basic bodice pattern from scanned 3D body surface shape data. In order to pursue this purpose the researchers developed pattern drafting algorithm. The 3D scanner used in this study was Cyberware Whole Body Scanner WB-4. The bodice pattern drafting algorithm from 3D body surface shape data developed in this study is as follows. First, convert geometric 3D body surface data to 3D polygonal mesh data. Second, develop algorithm to lay out 3D polygonal patches onto a plane using Auto Lisp program. The polygon meshes are coplanar, and the individual mesh is continuously in contact with next one The bodice front surface shape data in polygonal patches form was lined up in bust and waist levels. The back bodice was drafted by lining up the polygonal mesh in scapula, chest, and waist levels. in the drafts, gaps between polygons were formed into the darts.

  • PDF

노년 여성 체형의 표준화된 3차원 측정 데이터 추출을 위한 기초 연구 (A Basic Study Contributes to Extract the Standardized 3D Body Data for Women Aged 60 and Older)

  • 이정임;주소령
    • 한국의류학회지
    • /
    • 제28권2호
    • /
    • pp.344-353
    • /
    • 2004
  • The purpose of this study was to offer the basis contributes to extract the standardized body data from 3D body measuring for women aged 60 and older. The WB4 of Cyberware was used, and the measuring program of 3D scanning data was 3DM. This study was focused to verify the reliability of 3D data and to offer the effective utilization of 3D measuring on the research for elderly women■s body. Subjects were 19 women aged 60 and older. And three women in late twenties and three dressforms for women were comparing subjects to analyze the signiscant difference by age or human body variable making error. First, 3D scanning was executed twice on each subject, but any significant difference was not appear between two scanning data. So we certifed we could get the consistent and reliable data from the 3D scanner used in this study. Second, the reliability of 3D measuring data was analyzed, and the error range which meant the difference between 3D data and traditional measuring data was analyzed. In elderly women, the significant difference between two data was appeared in 19 body parts. The 7 of 19 were concerned with armpit point. In young women, three significant difference were appeared, and in dressforms, any significant difference was not certified. From these results, we could certify that age or human body variable produced the difference between two data. Third, the data of elderly women from three measuring methods, 3D measuring, traditional measuring, and measuring on 2D photographs were compared. From the result, we found that the 3D measuring data was quite reliable for most body parts excluding some width parts. But in elderly women, there were some limitation to extract reliable data because of their unique body characteristics. In order to be a role of the effective measuring method, the 3D measuring protocol reflected the body characteristics of each age or gender had to be prepared.

3차원 인체의 곡률분포를 이용한 패턴 전개 (Pattern Development using the Curvature Plot of 3D Human Scan Data)

  • 정연희;홍경희
    • 한국의류학회지
    • /
    • 제32권9호
    • /
    • pp.1478-1486
    • /
    • 2008
  • The human body composed of concave and convex curvatures, and the current 3D scanning technology which involves inherent measurement errors make it difficult to extract distinct curvature plot directly. In this study, a method of extracting the clear curvature plot and its application to the cycling pants design were proposed. We have developed the ergonomic pattern from the 3D human body reflecting cycling posture. For the ergonomic design line on the 3D human body, the 3D information on the lower part of four male bodies with flexed posture was analyzed. The 3D scan data of four subjects were obtained using Cyberware. As results, the iteration of the tessellated shell was executed 100 times to obtain optimized curvature plots of the muscles on the body surface, and the boundaries of the curvature plots were applied to the design lines. Maximum(Max-pattern) and mean curvature plots(Mean-pattern) were adopted in the design line of the cycling pants, and performance of those lines was compared with that of conventional princess line(Con-pattern). The average error of total area and length in the 2D pattern developed from the 3D flexed body surface in this study were very minimal($4.58cm^2$(0.19%) and 0.15mm(0.46%)), which was within the range of tolerable limits in clothing production. The pattern obtained from the flexed body reflecting cycling posture already included the contraction and extension of the cycling skin, so that the extra ease for movement and good fit was not need to be considered.

3차원 데이터에 의한 여고생의 발 형태에 관한 연구 (A Study on Foot Shape by 3D Data of Female High School Students)

  • 이정은;도월희
    • 한국의류학회지
    • /
    • 제38권4호
    • /
    • pp.572-583
    • /
    • 2014
  • This study analyzes the foot shape of female high school students using 3D foot scan data based on a comparison with adult women (20s'-30s'). Data were collected from the foot anthropometry of 199 female high school students in Gwangju and Jeollanam-do. The right foot was measured indirectly by 3D laser scanner. There are 16 items in the foot anthropometric measurements. The $6^{th}$ Size Korea (measured by 3D scan data) is used for women's foot data. The results of the 3D measurements data investigation show that the foot length and foot width became longer and wider as the age increased. It is classified by three types after analyzing foot shape. Type 1 (28.1%) represented the shortest foot length, the narrowest foot width as well as the thick foot and long ankle shape. Type 2 (4.3%) represented the wide foot width such as the wide lateral ball width and semi-thickness shape. Type 3 (67.7%) referred to the widest foot width, flat foot and short ankle shape.

마커 없는 매칭을 활용한 3 차원 인체 스캔 데이터의 기준점 추출 (Landmark Extraction for 3D Human Body Scan Data Using Markerless Matching)

  • 윤동욱;허남빈;고형석
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2009년도 학술대회
    • /
    • pp.163-167
    • /
    • 2009
  • 3 차원 인체 스캔 차원 기술의 활용도는 정확도의 개선과 가격의 저렴화로 인해 산업계에서 점점 부각되고 있다. 이런 인체 스캔 데이터의 활용도를 높이기 위해서는 인체 스캔 데이터의 기준점 추출이 필수적이다. 본 논문에서는 자동으로 인체 스캔 데이터의 기준점을 추출하는 알고리즘을 제안한다. 이를 위해 여러 인체 스캔 데이터들을 활용하여 주성분 분석을 하고 최적화를 거쳐 마커 없는 매칭을 수행한다. 최종적으로는 생성된 인체 모델의 위상 구조에서 기준점을 추출한다.

  • PDF

Realizing a Mixed Reality Space Guided by a Virtual Human;Creating a Virtual Human from Incomplete 3-D Motion Data

  • Abe, Shinsuke;Yamaguti, Iku;Tan, Joo Kooi;Ishikawa, Seiji
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 제어로봇시스템학회 2003년도 ICCAS
    • /
    • pp.1625-1628
    • /
    • 2003
  • Recently the VR technique has evolved into a mixed reality (MR) technique, in which a user can observe a real world in front of him/her as well as virtual objects displayed. This has been realized by the employment of a see-through type HMD (S-HMD). We have been developing a mixed reality space employing the MR technique. The objective of our study is to realize a virtual human that acts as a man-machine interface in the real space. It is important in the study to create a virtual human acting naturally in front of a user. In order to give natural motions to the virtual human, we employ a developed motion capture technique. We have already created various 3-D human motion models by the motion capture technique. In this paper, we present a technique for creating a virtual human using a human model provided by a computer graphics software, 3D Studio Max(C). The main difficulty of this issue is that 3D Studio Max(C) claims 28 feature points for describing a human motion, but the used motion capture system assumes less number of feature points. Therefore a technique is proposed in the paper for producing motion data of 28 feature points from the motion data of less number of feature points or from incomplete motion data. Performance of the proposed technique was examined by observing visually the demonstration of some motions of a created virtual human and overall natural motions were realized.

  • PDF

데이터 글로브를 이용한 3차원 손동작 인식 (3-D Hand Motion Recognition Using Data Glove)

  • 김지환;박진우;;김태성
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2009년도 학술대회
    • /
    • pp.324-329
    • /
    • 2009
  • Proactive computing의 핵심 기술인 손동작 인식 (Hand Motion Recognition, HMR) 기술은 인간과 컴퓨터 사이의 상호작용(Human Computer Interaction, HCI) 분야에서 많은 연구가 진행되고 있다. 본 연구에서는 3축 가속도 센서를 부착한 data glove를 제작하고, 3차원 손 모델을 구현한 후, 이를 이용한 손동작 인식 기술을 개발하였다. Data glove는 가상현실에 대한 입력 장치로써 본 논문에서는 3축 가속도 센서를 사용하여 획득된 신호를 wireless communication으로 PC에 전송할 수 있도록 구현하였다. 손 모델링은 ellipsoid를 이용한 kinematic chain 이론 바탕의 3차원 손 모델을 구현하였으며, data glove에서 얻어진 가속도 정보에 rule 기반의 알고리즘을 적용하여 구현된 3차원 손 모델을 통하여 간단한 손동작(가위, 바위, 보)을 인식하였다.

  • PDF

Triangle Simplification에 의한 3D 인체형상분할과 삼각조합방법에 의한 2D 패턴구성 (Method of 3D Body Surface Segmentation and 2D Pattern Development Using Triangle Simplification and Triangle Patch Arrangement)

  • 정연희;홍경희;김시조
    • 한국의류학회지
    • /
    • 제29권9_10호
    • /
    • pp.1359-1368
    • /
    • 2005
  • When we develop the tight-fit 2D pattern from the 3D scan data, segmentation of the 3D scan data into several parts is necessary to make a curved surface into a flat plane. In this study, Garland's method of triangle simplification was adopted to reduce the number of data point without distorting the original shape. The Runge-Kutta method was applied to make triangular patch from the 3D surface in a 2D plane. We also explored the detailed arrangement method of small 2D patches to make a tight-fit pattern for a male body. As results, minimum triangle numbers in the simplification process and efficient arrangement methods of many pieces were suggested for the optimal 2D pattern development. Among four arrangement methods, a block method is faster and easier when dealing with the triangle patches of male's upper body. Anchoring neighboring vertices of blocks to make 2D pattern was observed to be a reasonable arrangement method to get even distribution of stress in a 2D plane.