• Title/Summary/Keyword: Cube Model

Search Result 163, Processing Time 0.027 seconds

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.15 no.6
    • /
    • pp.1333-1337
    • /
    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

Surface Reconstruction from Cross-Sectional Images using the Shrink-Wrapping Algorithm (Shrink-Wrapping 알고리즘을 이용한 단층영상으로부터의 표면 재구성)

  • Park, Eun-Jin;Choi, Young-Kyu
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.34 no.1
    • /
    • pp.28-37
    • /
    • 2007
  • This paper addresses a new surface reconstruction scheme for approximating the isosurface from a set of tomographic cross sectional images. Differently from the novel Marching cube algorithm, our method does not extract iso-density surface(isosurface) directly from the voxels but calculates the iso-density point(isopoint) first. After building the relatively coarse initial mesh by the Cell-boundary algorithm approximating the isosurface, it produces the final isosurface by iteratively shrinking and smoothing the initial mesh. Comparing with the Marching Cube algorithm, our method is robust and does not make any crack in resulting surface model. Furthermore, the proposed method surmounts the O(1)-adjacency limitation of MC in defining the isopoints by permitting the O(2) and O(3)-adjacent isopoints in surface reconstruction, and can produce more accurate isosurface. According to experiments, it is proved to be very robust and efficient for isosurface reconstruction from cross sectional images.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2011.05a
    • /
    • pp.300-303
    • /
    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

  • PDF

Modeling and Analysis of High Speed Serial Links (SerDes) for Hybrid Memory Cube Systems (하이브리드 메모리 큐브 (HMC) 시스템의 고속 직렬 링크 (SerDes)를 위한 모델링 및 성능 분석)

  • Jeon, Dong-Ik;Chung, Ki-Seok
    • IEMEK Journal of Embedded Systems and Applications
    • /
    • v.12 no.4
    • /
    • pp.193-204
    • /
    • 2017
  • Various 3D-stacked DRAMs have been proposed to overcome the memory wall problem. Hybrid Memory Cube (HMC) is a true 3D-stacked DRAM with stacked DRAM layers on top of a logic layer. The logic die is mainly used to implement a memory controller for HMC, and it is connected through a high speed serial link called SerDes with a host that is either a processor or another HMC. In HMC, the serial link is crucial for both performance and power consumption. Therefore, it is important that the link is configured properly so that the required performance should be satisfied while the power consumption is minimized. In this paper, we propose a HMC system model included the high speed serial link to estimate performance accurately. Since the link modeling strictly follows the link flow control mechanism defined in the HMC spec, the actual HMC performance can be estimated accurately with respect to each link configuration. Various simulations are conducted in order to deduce the correlation between the HMC performance and the link configuration with regard to memory utilization. It is confirmed that there is a strong correlation between the achievable maximum performance of HMC and the link configuration in terms of both bandwidth and latency. Therefore, it is possible to find the best link configuration when the required HMC performance is known in advance, and finding the best configuration will lead to significant power saving while the performance requirement is satisfied.

Generation of Triangular Mesh of Coronary Artery Using Mesh Merging (메쉬 병합을 통한 관상동맥의 삼각 표면 메쉬 모델 생성)

  • Jang, Yeonggul;Kim, Dong Hwan;Jeon, Byunghwan;Han, Dongjin;Shim, Hackjoon;Chang, Hyuk-jae
    • Journal of KIISE
    • /
    • v.43 no.4
    • /
    • pp.419-429
    • /
    • 2016
  • Generating a 3D surface model from coronary artery segmentation helps to not only improve the rendering efficiency but also the diagnostic accuracy by providing physiological informations such as fractional flow reserve using computational fluid dynamics (CFD). This paper proposes a method to generate a triangular surface mesh using vessel structure information acquired with coronary artery segmentation. The marching cube algorithm is a typical method for generating a triangular surface mesh from a segmentation result as bit mask. But it is difficult for methods based on marching cube algorithm to express the lumen of thin, small and winding vessels because the algorithm only works in a three-dimensional (3D) discrete space. The proposed method generates a more accurate triangular surface mesh for each singular vessel using vessel centerlines, normal vectors and lumen diameters estimated during the process of coronary artery segmentation as the input. Then, the meshes that are overlapped due to branching are processed by mesh merging and merged into a coronary mesh.

A Study on Safety Blasting Design with Blast Vibration Analysis Urban Area (도심지 미진동 제어 발파에서 진동분석을 통한 안전발파설계에 관한 연구)

  • 안명석;박종남;배상근
    • Explosives and Blasting
    • /
    • v.17 no.2
    • /
    • pp.36-44
    • /
    • 1999
  • A study was made on the design of the prediction model concerning blasting vibration in a constraction site, Namgu, Daegu City. The geology in this area consists of hornfels of shale and mud underlain by quartize, of which the main strike of the geological structure is NW direction. Measurements were carried out on the top of the wall concrete water storage tank, which is burried in the ground earth. The attenuation due to the vertical wall of the concrete structure may be experted because of spherical divergency at the bottom corner of the wall by the Huygens principle. For design of blasting prediction model, thus among scaled distance(SD) may be preferable to use in the regression model, since they represents most likely the average ground condition. Judging from the regression results, the cube root method may be more suitable for this area. The SD values for the maximum allowable vibration velocity of 0.5 cm/s, in this area are 22.5, 28.0 and 30.6 for the significance level of 50%, 95% and 99%, respectively.

  • PDF

3D Model Retrieval Based on Orthogonal Projections

  • Wei, Liu;Yuanjun, He
    • International Journal of CAD/CAM
    • /
    • v.6 no.1
    • /
    • pp.117-123
    • /
    • 2006
  • Recently with the development of 3D modeling and digitizing tools, more and more models have been created, which leads to the necessity of the technique of 3D mode retrieval system. In this paper we investigate a new method for 3D model retrieval based on orthogonal projections. We assume that 3D models are composed of trigonal meshes. Algorithms process first by a normalization step in which the 3D models are transformed into the canonical coordinates. Then each model is orthogonally projected onto six surfaces of the projected cube which contains it. A following step is feature extraction of the projected images which is done by Moment Invariants and Polar Radius Fourier Transform. The feature vector of each 3D model is composed of the features extracted from projected images with different weights. Our System validates that this means can distinguish 3D models effectively. Experiments show that our method performs quit well.

Human Action Recognition Based on 3D Convolutional Neural Network from Hybrid Feature

  • Wu, Tingting;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
    • /
    • v.22 no.12
    • /
    • pp.1457-1465
    • /
    • 2019
  • 3D convolution is to stack multiple consecutive frames to form a cube, and then apply the 3D convolution kernel in the cube. In this structure, each feature map of the convolutional layer is connected to multiple adjacent sequential frames in the previous layer, thus capturing the motion information. However, due to the changes of pedestrian posture, motion and position, the convolution at the same place is inappropriate, and when the 3D convolution kernel is convoluted in the time domain, only time domain features of three consecutive frames can be extracted, which is not a good enough to get action information. This paper proposes an action recognition method based on feature fusion of 3D convolutional neural network. Based on the VGG16 network model, sending a pre-acquired optical flow image for learning, then get the time domain features, and then the feature of the time domain is extracted from the features extracted by the 3D convolutional neural network. Finally, the behavior classification is done by the SVM classifier.

A Solar Cell Based Coarse Sun Sensor for a Small LEO Satellite Attitude Determination

  • Zahran, Mohamed;Aly, Mohamed
    • Journal of Power Electronics
    • /
    • v.9 no.4
    • /
    • pp.631-642
    • /
    • 2009
  • The sun is a useful reference direction because of its brightness relative to other astronomical objects and its relatively small apparent radius as viewed by spacecrafts near the Earth. Most satellites use solar power as a source of energy, and so need to make sure that solar panels are oriented correctly with respect to the sun. Also, some satellites have sensitive instruments that must not be exposed to direct sunlight. For all these reasons, sun sensors are important components in spacecraft attitude determination and control systems. To minimize components and structural mass, some components have multiple purposes. The solar cells will provide power and also be used as coarse sun sensors. A coarse Sun sensor is a low-cost attitude determination sensor suitable for a wide range of space missions. The sensor measures the sun angle in two orthogonal axes. The Sun sensor measures the sun angle in both azimuth and elevation. This paper presents the development of a model to determine the attitude of a small cube-shaped satellite in space relative to the sun's direction. This sensor helps small cube-shaped Pico satellites to perform accurate attitude determination without requiring additional hardware.

Trivariate B-spline Approximation of Spherical Solid Objects

  • Kim, Junho;Yoon, Seung-Hyun;Lee, Yunjin
    • Journal of Information Processing Systems
    • /
    • v.10 no.1
    • /
    • pp.23-35
    • /
    • 2014
  • Recently, novel application areas in digital geometry processing, such as simulation, dynamics, and medical surgery simulations, have necessitated the representation of not only the surface data but also the interior volume data of a given 3D object. In this paper, we present an efficient framework for the shape approximations of spherical solid objects based on trivariate B-splines. To do this, we first constructed a smooth correspondence between a given object and a unit solid cube by computing their harmonic mapping. We set the unit solid cube as a rectilinear parametric domain for trivariate B-splines and utilized the mapping to approximate the given object with B-splines in a coarse-to-fine manner. Specifically, our framework provides user-controllability of shape approximations, based on the control of the boundary condition of the harmonic parameterization and the level of B-spline fitting. Experimental results showed that our method is efficient enough to compute trivariate B-splines for several models, each of whose topology is identical to a solid sphere.