• Title/Summary/Keyword: 3D-복원

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Semi-automatic 3D Building Reconstruction from Uncalibrated Images (비교정 영상에서의 반자동 3차원 건물 모델링)

  • Jang, Kyung-Ho;Jang, Jae-Seok;Lee, Seok-Jun;Jung, Soon-Ki
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1217-1232
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    • 2009
  • In this paper, we propose a semi-automatic 3D building reconstruction method using uncalibrated images which includes the facade of target building. First, we extract feature points in all images and find corresponding points between each pair of images. Second, we extract lines on each image and estimate the vanishing points. Extracted lines are grouped with respect to their corresponding vanishing points. The adjacency graph is used to organize the image sequence based on the number of corresponding points between image pairs and camera calibration is performed. The initial solid model can be generated by some user interactions using grouped lines and camera pose information. From initial solid model, a detailed building model is reconstructed by a combination of predefined basic Euler operators on half-edge data structure. Automatically computed geometric information is visualized to help user's interaction during the detail modeling process. The proposed system allow the user to get a 3D building model with less user interaction by augmenting various automatically generated geometric information.

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3D Reconstruction Method for 3D Engraving Systems (3D 조각가공 시스템을 위한 3 차원 복원 방법)

  • Lee, Won-Seck;Chung, Sung-Chong
    • Proceedings of the KSME Conference
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    • 2008.11a
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    • pp.1204-1209
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    • 2008
  • Design is important in the IT, digital appliance, and auto industries. Aesthetic and art images are being applied for better design satisfaction of the products. Various artistic image patterns are used to satisfy demand of design, but it takes much lead-time and effort to implement them for making dies and molds. In this paper, a hybrid reverse engineering method generating accurate 3D engraving models from 2D art images is proposed through image processing, 3D reconstruction, and NURBS interpolation methods. In order to generate the 3D model from the 2D artistic image, cloud points with z-depth are extracted according to intensity values of the image. An adaptive median filter and harmonic filter are used to obtain the intensity values accurately. NURBS surfaces are generated through the interpolation of the cloud points. Performance of the developed system is to be confirmed through the realization of Mona Lisa and Golden Gate Bridge.

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Fast Digital Hologram Generation Using True 3D Object (실물에 대한 디지털 홀로그램 고속 생성)

  • Kang, Hoon-Jong;Lee, Gang-Sung;Lee, Seung-Hyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.11B
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    • pp.1283-1288
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    • 2009
  • In general, a 3D computer graphic model is being used to generate a digital hologram as theinput information because the 3D information of an object can be extracted from a 3D model, easily. The 3D information of a real scene can be extracted by using a depth camera. The 3D information, point cloud, corresponding to real scene is extracted from a taken image pair, a gray texture and a depth map, by a depth camera. The extracted point cloud is used to generate a digital hologram as input information. The digital hologram is generated by using the coherent holographic stereogram, which is a fast digital hologram generation algorithm based on segmentation. The generated digital hologram using the taken image pair by a depth camera is reconstructed by the Fresnel approximation. By this method, the digital hologram corresponding to a real scene or a real object could be generated by using the fast digital hologram generation algorithm. Furthermore, experimental results are satisfactory.

Analysis of physical habitat change for fish according to river space restoration scenario (공간복원 시나리오에 따른 어류 물리서식처 변화 분석)

  • Jeon, Ho Seong;Hong, Il;Kim, Ji sung;Kim, Kyu Ho
    • Proceedings of the Korea Water Resources Association Conference
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    • 2018.05a
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    • pp.494-494
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    • 2018
  • 최근 하천에서 홍수방지를 위한 제방과 댐 같은 구조물이 지속적으로 건설되고 있으며 이러한 구조물의 설치는 자연적인 하천의 발달과정을 느리게 하고 어류의 서식처를 감소시킨다. 특히 주기적인 홍수 및 홍수터를 필요로 하는 어류는 유량의 규제 및 홍수터의 감소로 심각한 영향을 받게 되었고, 많은 종류의 어류가 환경 및 생태계의 변화로 멸종했다. 따라서 수중생태계에서 어류의 서식환경을 보호하고 유지하기 위해서는 공간확대를 통한 적절한 서식처가 보장되어야 한다. 본 연구에서는 공간복원 시나리오에 따른 수환경 변화가 어류 물리서식처에 미치는 영향을 분석하기 위해 2차원 물리서식처 모형인 River2D를 적용하였다. 만경강 유역의 봉동, 소양, 하리 3개의 지점을 경계지점으로 하여 대상영역 내 저지대 상습 침수구역인 만경강 본류와 소양천 합류지점을 복원대상지로 선정 후, 현재하도와 세가지 복원 시나리오(제방 셋백, 구하도, 배후습지)를 적용하여 분석을 실시하였다. 이 분석에서 모니터링 된 과거 흐름과 세가지 물리적 복원 시나리오 뿐만 아니라 필요한 유량조건의 범위에 있는 목표종 성장단계는 홍수터 서식지 이점에 영향을 미친다. 분석결과 홍수터 지역의 물리적 복원을 통해 대상어종의 생태계 복원 전의 부정적인 영향을 줄일 수 있었고 특히 WUA 분석에 따르면 세가지 복원 시나리오 적용시 복원전보다 서식처 개선효과가 크게 나타나는 것을 확인할 수 있었다. 구하도 복원의 경우 WUA 값은 산란기에 20.0%, 성장기에 39.5%로 가장 큰 효과를 나타냈고, 그 결과와는 다르게 배후습지 복원의 경우 성어기에 85.3%로 가장 크게 나타났다. 또한 동일한 흐름에서 홍수터의 확보 및 복원을 통해 최소유량에서 최대서식처 개선효과를 얻을 수 있음을 확인하였다. 최종적으로 복원이 성공적으로 이루어지기 위해서는 복원계획에서 대상어종의 성장단계와 복원 시나리오를 고려해야 하고 정확하게 검토해야 하며, 생태학적 특성도 면밀히 조사되어야 할 것으로 사료된다. 또한 앞서 분석된 데이터는 최적의 하천 복원 유형을 판단하기 위한 기초자료 및 판단근거로 활용될 수 있을 것으로 기대된다.

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A Research on Expandability of Cultural Assets Restoration Blend using Virtual Reality (가상현실을 통한 문화재복원 융합 확장성 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.465-472
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    • 2015
  • The virtual reality technology is currently used classifying functional types such as the observation operation type, the experimental activity type, the learning information type, the field problem-solving type, and other different types, based on the media's characteristics implementing 3D form of multi-sensory information. Using Virtual Reality, the restoration of the 'Doksu Palace' has been grafted onto J. Keller's ARCS model, suggesting a field restoration concept that reenacts the lives of the people that had been in the field with the cultural heritage and history based on a scenario based scene direction. This paper also summarizes 3 different types of implementation of the field restoration assorting multi-scene direction. Certain limitations exist, due to the fact that a completed prototype hasn't been suggested and that a detailed notion of the housing and 3D audio connection has been omitted.

Restoration of Joseon's Mortar Used During the Japanese Invasion of Korea in 1592 (임진왜란 당시 조선 화포(중완구) 문화재복원)

  • Lim, Heung-Woong;Choi, Won-Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.56-65
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    • 2020
  • The purpose of this research is to study the excellence and originality of the Joseon artillery(Jungwan-gu) through an effective restoration. Jungwan-gu that was used during the Japanese Invasion of Korea in 1592 was able to maintain its maritime dominance based on cutting-edge technology of its time. Joeson artillery(Jungwan-gu) was used in major naval/land battles during the Japanese Invasion of Korea in 1592 and is an important cultural heritage that provides a glimpse into Joeson people's will to defend the nation from foreign invasion. For further historical verification such as operational method of Jungwan-gu, extensive research in various fields including size, proportions, structure, materials, and casting method were required. Accordingly, for a more effective research on Jungwan-gu, cutting-edge technologies such as 3D scanning and 3D printing were utilized. Firstly, 3D scanning, modeling, and printing technology were applied to identify the morphological characteristics of Jungwan-gu. Through this, we were able to reach our research objective of identifying the size, internal structure, and proportionality of Jungwan-gu. In addition, by studying the form, operation, casting methods, and other characteristics, the restoration of Jungwan-gu provided us with an important opportunity to verify the dominance and originality of the Joeson era's science and technology during the Japanese Invasion of 1592. This reaserch subject participated in the "4th 3D printing BIZCON Contest" and won the Minister Prize of Science and Technology Information and Communication.

Application and conservation of 3D technology for the restoration of the original shape of military boots excavated in the DMZ (비무장지대 출토 군화의 형태 복원을 위한 3차원 디지털 기술의 적용 및 보존처리)

  • OH Seungjun;WI Koangchul
    • Korean Journal of Heritage: History & Science
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    • v.56 no.2
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    • pp.124-133
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    • 2023
  • Preservation processing for two combat boots was executed through application of 3-dimensional digital technology and with use of preservation materials providing outstanding reversibility and stability. The aim of this was to establish a method to preserve the relics of fallen Korean War soldiers that had been excavated by the soldiers remains excavation corps of the Ministry of National Defense. It was possible to estimate the foot size of the soldiers who would have worn the combat boots via 3-dimensional digital scanning and modeling of the boots. In this process, the original form of the combat boots was restored through the use of 3D-printed structures. The original form was restored through a process of removing contaminants from the excavated relics and performing a conditioning treatment, and through use of an antique-color treatment after bonding and filling in the sections that had been ripped or deteriorated. Following the aforementioned preservation processes, it was possible to confirm that both of the combat boots had soles and top sections made of rubber, and portions of the top section and ankle section of the boots were made of synthetic rubber. As such, it was confirmed that these were similar to the Shoe Pac(M-1944, 12-inch) winter boots that had been manufactured for the purposes of waterproofing and/or protection against cold, and introduced in 1944. Such results confirmed that it is possible to discover the manufacturing techniques, materials, and uses of relics excavated through application of preservation processing, thereby illustrating the importance of the convergent research of scientific preservation processing and 3-dimensional digital technology.

3D Human Body Modeling on Smartphone (스마트폰에서의 3 차원 인체 모델링)

  • Han, Ji Soo;Park, In Kyu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.06a
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    • pp.135-136
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    • 2019
  • 본 논문에서는 스마트폰을 이용한 3 차원 인체 복원 시스템을 제안한다. 모바일에서의 인체 복원은 디바이스상의 한계로 인해 기기와 서버 간에 인체 모델링 과정을 분할하여 처리한다. 분할된 인체모델링 과정은 복원 과정과 출력 과정으로 나뉘게 되며 안드로이드 기반의 스마트폰을 사용하여 취득한 영상을 서버로 전송하고 3 차원 인체 복원을 수행하게 된다. 3 차원 복원 알고리즘은 인체 변형 모델을 기반으로 3 차원 모델로부터 2 차원 영상으로의 투영을 통해 최적의 자세 및 체형 매개변수를 추정하고 복원된 결과는 모바일로 전송되어 복원된 모델링 결과를 출력한다.

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3D Modeling of Self-Occluding Objects from 2D Drawings (자기폐색 물체의 2D 커브로부터의 3D모델링)

  • Cordier Frederic;Seo Hye-Won;Cho Young-Sang
    • Journal of KIISE:Software and Applications
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    • v.33 no.9
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    • pp.741-750
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    • 2006
  • In this paper, we propose a method for reconstructing a 3D object (or a set of objects) from a 2D drawing provided by a designer. The input 2D drawing consists of a set of contours that may partially overlap each other or be self-overlapping. Accordingly, the resulting 3D object(s) may occlude each other or be self-occluding. The proposed method is composed of three major steps: 2D contour analysis, 3D skeleton computation, and 3D object construction. Our main contribution is to compute the 3D skeleton from the self-intersecting 2D counterpart. We formulate the 3D skeleton construction problem as a sequence of optimization problems, to shape the skeleton and place it in the 3D space while satisfying C1-continuity and intersection-free conditions. Our method is mainly for a silhouette-based sketching interface for the design of 3D objects including self-intersecting objects.