• Title/Summary/Keyword: 3D mesh data

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Progressive Compression of 3D Mesh Geometry Using Sparse Approximations from Redundant Frame Dictionaries

  • Krivokuca, Maja;Abdulla, Waleed Habib;Wunsche, Burkhard Claus
    • ETRI Journal
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    • v.39 no.1
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    • pp.1-12
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    • 2017
  • In this paper, we present a new approach for the progressive compression of three-dimensional (3D) mesh geometry using redundant frame dictionaries and sparse approximation techniques. We construct the proposed frames from redundant linear combinations of the eigenvectors of a combinatorial mesh Laplacian matrix. We achieve a sparse synthesis of the mesh geometry by selecting atoms from a frame using matching pursuit. Experimental results show that the resulting rate-distortion performance compares favorably with other progressive mesh compression algorithms in the same category, even when a very simple, sub-optimal encoding strategy is used for the transmitted data. The proposed frames also have the desirable property of being able to be applied directly to a manifold mesh having arbitrary topology and connectivity types; thus, no initial remeshing is required and the original mesh connectivity is preserved.

Converting Triangulated 3D Indoor Mesh Data to OGC IndooGML (삼각분할된 3차원 실내공간데이터를 OGC IndoorGML로 변환하는 방법)

  • Li, Ki-Joune;Kim, Dong Min
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.36 no.6
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    • pp.499-505
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    • 2018
  • Most of 3D indoor spatial data recently constructed by many projects merely focus on the visualization rather than geospatial information applications. The 3D indoor data for visualization in 3DS or COLLADA format are based on triangular mesh representation. In order to implement meaningful applications, we need however more meaningful information in 3D indoor spatial data than visualization data in triangular meshes. For this reason, an OGC (Open Geospatial Consortium) standard, called IndoorGML(Indoor Geographic Markup Language) was published to meet the requirements on 3D indoor spatial data for several geospatial applications for indoor space more than simple visualization. It means that it becomes a critical functional requirement to convert triangular mesh representation in 3DS or COLLADA to IndoorGML. In this paper we propose a framework of the conversion, which consists of geometric, topological, and semantic construction of data from triangular meshes. An experiment carried out to validate the proposed framework is also presented in the paper.

Kinematic Template Generation Methodology for 3D JIG Models (3D JIG 모델의 Kinematic 템플릿 생성 방법론)

  • Ko, Min-Suk;Kwak, Jong-Geun;Wang, Gi-Nam;Park, Sang-Chul
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.3
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    • pp.212-221
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    • 2010
  • Proposed in the paper is a methodology to generate kinematic template for 3D JIG models. Recently, according to increase of the rate of automatic facility in manufacturing system, the 3D manufacturing and verification research and development have been issued. So, unlike in the past, moving 3D facilities are very various like JIGs, turn table, AS/RS worked in the automated manufacturing industry. Because 3D mesh models are used in these kinds of 3D simulation, users have to define the kinematic information manually. This 3D mesh data doesn't have parametric information and design history of the 3D model unlike the design level data. So, it is lighter than 3D design level data and more efficient to render on the 3D virtual manufacturing environment. But, when user wants to find a common axis located between the links, the parameter information of the model has to reconstruct for defining kinematic construction. It takes a long time and very repetitive to define an axis and makes a joint using 3D mesh data and it is non-intuitive task for user. This paper proposed template model that provides kinematic information of the JIG. This model is kinds of a state diagram to describe a relation between links. So, this model can be used for a kinematic template to the JIG which has a same mechanism. The template model has to be registered in the template library to use in the future, after user made the model of the specific type of the 3D JIG model.

Generation and Comparison of 3-Dimensional Geospatial Information using Unmanned Aerial Vehicle Photogrammetry Software (무인항공사진측량 소프트웨어를 이용한 3차원 공간정보 생성 및 비교)

  • Yang, Sung-Ryong;Lee, Hak-Sool
    • Journal of the Society of Disaster Information
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    • v.15 no.3
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    • pp.427-439
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    • 2019
  • Purpose: We generated geospatial information of unmanned aerial vehicle based on various SW and analyzed the location accuracy of orthoimage and DSM and texture mapping of 3D mesh. Method: The same unmanned aerial image data is processed using two different SW, and spatial information is generated. Among the generated spatial information, the orthoimage and DSM were compared with the spatial information generation results of the unmanned aerial photogrammetry SW by performing quantitative analysis by calculating RMSE of horizontal position and vertical position error and performing qualitative analysis. Results: There were no significant differences in the positional accuracy of the orthoimage and DSM generated by each SW, and differences in texture mapping in 3D mesh. The creation of the 3D mesh indicated the impact of the Unmanned Aerial Photogrammetry SW. Conclusion: It is shown that there is no effect of SW on the creation of orthoimage and DSM for geospatial analysis based on unmanned aerial vehicle. However, when 3D visualization is performed, texture mapping results are different depending on SW.

Deformable Surface 3D Reconstruction from a Single Image by Linear Programming

  • Ma, Wenjuan;Sun, Shusen
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.6
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    • pp.3121-3142
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    • 2017
  • We present a method for 3D shape reconstruction of inextensible deformable surfaces from a single image. The key of our approach is to represent the surface as a 3D triangulated mesh and formulate the reconstruction problem as a sequence of Linear Programming (LP) problems. The LP problem consists of data constraints which are 3D-to-2D keypoint correspondences and shape constraints which are designed to retain original lengths of mesh edges. We use a closed-form method to generate an initial structure, then refine this structure by solving the LP problem iteratively. Compared with previous methods, ours neither involves smoothness constraints nor temporal consistency, which enables us to recover shapes of surfaces with various deformations from a single image. The robustness and accuracy of our approach are evaluated quantitatively on synthetic data and qualitatively on real data.

3D Tunnel Modeling by Parametric Representation of Geometry (매개변수식 기하 표현법에 의한 3차원 터널 모델링)

  • 이형우;신대석
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.15 no.1
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    • pp.33-42
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    • 2002
  • A method of automatic 3D tunnel modeling is proposed. The proposed method used the parametric representation of geometry and a hierarchical and relational data structure. These two bases provide the generalization and extension for 3D tunnel modeling. Especially, these two fundamentals ion the basis iota representing the characteristics of the tunnel structure for analysis. The constant-curvature characteristic is exploited to generate 3D mesh on the tunnel surface. This is attributed to the advantage that any 2D automatic mesh generation algorithm can be applied to 3D mesh modeling.

View Selection Algorithm for Texturing Using Depth Maps (Depth 정보를 이용한 Texturing 의 View Selection 알고리즘)

  • Han, Hyeon-Deok;Han, Jong-Ki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1207-1210
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    • 2022
  • 2D 이미지로부터 카메라의 위치 정보를 추정할 수 있는 Structure-from-Motion (SfM) 기술과 dense depth map 을 추정하는 Multi-view Stereo (MVS) 기술을 이용하여 2D 이미지에서 point cloud 와 같은 3D data 를 얻을 수 있다. 3D data 는 VR, AR, 메타버스와 같은 컨텐츠에 사용되기 위한 핵심 요소이다. Point cloud 는 보통 VR, AR, 메타버스와 같은 많은 분야에 이용되기 위해 mesh 형태로 변환된 후 texture 를 입히는 Texturing 과정이 필요하다. 기존의 Texturing 방법에서는 mesh의 face에 사용될 image의 outlier를 제거하기 위해 color 정보만을 이용했다. Color 정보를 이용하는 방법은 mesh 의 face 에 대응되는 image 의 수가 충분히 많고 움직이는 물체에 대한 outlier 에는 효과적이지만 image 의 수가 부족한 경우와 부정확한 카메라 파라미터에 대한 outlier 에는 부족한 성능을 보인다. 본 논문에서는 Texturing 과정의 view selection 에서 depth 정보를 추가로 이용하여 기존 방법의 단점을 보완할 수 있는 방법을 제안한다.

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preprocessing methodology to reducing calculation errors in 3 dimensional model for development of heat transfer analysis program for 3 dimensional structure of building (건물의 3차원 구조체에 대한 전열해석 프로그램 개발 중 3차원 모델의 해석 오류 저감을 위한 사전 수정 방법 연구)

  • Lee, Kyusung;Lee, Juhee;Lee, Yongjun
    • KIEAE Journal
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    • v.16 no.1
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    • pp.89-94
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    • 2016
  • This study is part of three-dimensional(3D) heat transfer analysis program developmental process. The program is being developed without it's own built in 3D-modeller. So 3D-model must be created from another 3D-modeller such as generic CAD programs and imported to the developed program. After that, according to the 3D-geometric data form imported model, 3D-mesh created for numerical calculation. But the 3D-model created from another 3D-modeller is likely to have errors in it's geometric data such as mismatch of position between vertexes or surfaces. these errors make it difficult to create 3D-mesh for calculation. These errors are must be detected and cured in the pre-process before creating 3D-mesh. So, in this study four kinds of filters and functions are developed and tested. Firstly, 'vertex error filter' is developed for detecting and curing for position data errors between vertexes. Secondly, 'normal vector error filter' is developed for errors of surface's normal vector in 3D-model. Thirdly, 'intersection filter' is developed for extracting and creating intersection surface between adjacent objects. fourthly, 'polygon-line filter' is developed for indicating outlines of object in 3D-model. the developed filters and functions were tested on several shapes of 3D-models. and confirmed applicability. these developed filters and functions will be applied to the developed program and tested and modified continuously for less errors and more accuracy.

3D geometric model generation based on a stereo vision system using random pattern projection (랜덤 패턴 투영을 이용한 스테레오 비전 시스템 기반 3차원 기하모델 생성)

  • Na, Sang-Wook;Son, Jeong-Soo;Park, Hyung-Jun
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.05a
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    • pp.848-853
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    • 2005
  • 3D geometric modeling of an object of interest has been intensively investigated in many fields including CAD/CAM and computer graphics. Traditionally, CAD and geometric modeling tools are widely used to create geometric models that have nearly the same shape of 3D real objects or satisfy designers intent. Recently, with the help of the reverse engineering (RE) technology, we can easily acquire 3D point data from the objects and create 3D geometric models that perfectly fit the scanned data more easily and fast. In this paper, we present 3D geometric model generation based on a stereo vision system (SVS) using random pattern projection. A triangular mesh is considered as the resulting geometric model. In order to obtain reasonable results with the SVS-based geometric model generation, we deal with many steps including camera calibration, stereo matching, scanning from multiple views, noise handling, registration, and triangular mesh generation. To acquire reliable stere matching, we project random patterns onto the object. With experiments using various random patterns, we propose several tips helpful for the quality of the results. Some examples are given to show their usefulness.

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A Connectivity Encoding of 3D Meshes for Mobile Systems (모바일 시스템을 위한 연결 데이터 압축 알고리즘)

  • Kim, Dae-Young;Lee, Sung-Yeol;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.1
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    • pp.27-33
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    • 2008
  • Mobile systems have relatively limited resources such as low memory, slow CPU, or low power comparing to desktop systems. In this paper, we present a new 3D mesh connectivity coding algorithm especially optimized for mobile systems(i.e., mobile phones). By using adaptive octree data structure for vertex positions, a new distance-based connectivity coding is proposed. Our algorithm uses fixed point arithmetic and minimizes dynamic memory allocation, appropriate for mobile systems. We also demonstrate test data to show the utility of our mobile 3D mesh codec.

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