• Title/Summary/Keyword: Dynamic MAP Region

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Mesh Decimation for Polygon Rendering Based Real-Time 3-Axis NC Milling Simulation (실시간 3축 NC 밀링 시뮬레이션을 위한 메쉬 간략화 방법)

  • Joo, S.W.;Lee, S.H.;Park, K.H.
    • Korean Journal of Computational Design and Engineering
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    • v.5 no.4
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    • pp.347-358
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    • 2000
  • The view dependency of typical spatial-partitioning based NC simulation methods is overcome by polygon rendering technique that generates polygons to represent the workpiece, thus enabling dynamic viewing transformations without reconstruction of the entire data structure. However, the polygon rendering technique still has difficulty in realizing real-time simulation due to unsatisfactory performance of current graphics devices. Therefore, it is necessary to develop a mesh decimation method that enables rapid rendering without loss of display quality. In this paper. we proposed a new mesh decimation algorithm thor a workpiece whose shape varies dynamically. In this algorithm, the 2-map data thor a given workpiece is divided into several regions, and a triangular mesh is constructed for each region first. Then, if any region it cut by the tool, its mesh is regenerated and decimated again. Since the range of mesh decimation is confined to a few regions, the reduced polygons for rendering can be obtained rapidly. Our method enables the polygon-rendering based NC simulation to be applied to the computers equipped with a wider range of graphics cards.

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High Temperature Deformation Behavior and Formability of Zr-Cu-Al-Ni Bulk Metallic Glass (Zr 계 비정질 합금의 고온 변형거동과 성형성 예측)

  • Jun, H.J.;Lee, K.S.;Chang, Y.W.
    • Proceedings of the Korean Society for Technology of Plasticity Conference
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    • 2007.05a
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    • pp.123-126
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    • 2007
  • Deformation behavior of $Zr_{55}Cu_{30}Al_{10}Ni_5$ (at. %) bulk metallic glass (BMG) fabricated by suction casting method has been investigated at elevated temperatures in this study. The BMG was first verified to have an amorphous structure thru X-ray diffraction (XRD) and differential scanning calorimetry (DSC). A series of compression tests has consequently been performed in supercooled liquid temperature region to investigate the high temperature deformation behavior. A transition from Newtonian to non-Newtonian flow appeared to take place depending upon both the strain rate and test temperature. A processing map based on a dynamic materials model has been constructed to estimate a feasible forming condition for this BMG alloy.

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High Temperature Deformation Behavior and Estimation for Formability of Zr55Cu30Al10Ni5 Bulk Metallic Glass (Zr계 비정질 합금의 고온 변형거동과 성형성 예측)

  • Jun, H.J.;Lee, K.S.;Chang, Y.W.
    • Transactions of Materials Processing
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    • v.16 no.4 s.94
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    • pp.309-312
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    • 2007
  • Deformation behavior of $Zr_{55}Cu_{30}Al_{10}Ni_5$(at. %) bulk metallic glass(BMG) fabricated by suction casting method has been investigated at elevated temperatures in this study. The BMG was first verified to have an amorphous structure with the analysis of X-ray diffraction(XRD) and differential scanning calorimetry(DSC) data. A series of compression tests has consequently been performed in the region of supercooled liquid temperature to investigate the behavior of high temperature deformation. A transition from Newtonian to non-Newtonian flow appeared to take place depending upon both the strain rate and test temperature. A processing map based on a dynamic materials model has been constructed to estimate a feasible forming condition for this BMG alloy.

Building a Bidding Strategy using Dynamic Game Theory (동적게임을 이용한 입찰전략수립)

  • Kang, Dong-Joo;Moon, Young-Hwan;Oh, Tae-Kyoo;Kim, Bal-Ho
    • Proceedings of the KIEE Conference
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    • 2001.11b
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    • pp.63-66
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    • 2001
  • In the Poolco model, the bidding game is executed periodically. The player participating to the bidding game accumulates the information of others' strategies and payoffs through the repeated process. Thereby, he is able to map out how he gets his maximum profit, and proceed to the optimal strategy region. This paper shows the algorithm for a player to determine his strategy in t period based the information of the game results of t-1, t-2 period. And this algorithm can be formulated by using Dynamic game theory.

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A Real Time Processing Technique for Content-Based Image Retargeting (컨텐츠 기반 영상 리타겟팅을 위한 실시간 처리 기법)

  • Lee, Kang-Hee;Yoo, Jae-Wook;Park, Dae-Hyun;Kim, Yoon
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.5
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    • pp.63-71
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    • 2011
  • In this paper, we propose a new real time image retargeting method which preserves the contents of an image. Since the conventional seam carving which is the well-known content-based image retargeting technology uses the dynamic programming method, the repetitive update procedure of the accumulation minimum energy map is absolutely needed. The energy map update procedure cannot avoid the processing time delay because of many operations by the image full-searching. The proposed method calculates the diffusion region of each seam candidates in the accumulation minimum energy map in order to reduce the update processing time. By using the diffusion region, several seams are extracted at the same time and the update number of accumulation energy map is reduced. Therefore, although the fast processing is possible, the quality of an image can be analogously maintained with an existing method. The experimental results show that the proposed method can preserve the contents of an image and adjust the image size on a real-time.

A Technic to Improve and Implement Virtual Environment Grid Information in War-game Model (워게임모델의 가상환경격자정보 개선과 구축 기법)

  • Choi, Beyoung-Moo;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.4
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    • pp.785-794
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    • 2009
  • We studied on a technic to improve and implement the virtual environment grid information in the war-game model. The virtual environment data are categorized into ground, sea, and air, and separatedly managed and operated. The data are implemented and managed in the geographical information and topography type information. The geographical information, including grid location coordinate and sea level, are managed in computer files as a grid type. We improved the representation of the sea level by mapping the sea level value of the grid information file into GCV and suggested the dynamic virtual environment implementation technic for the region with the large range of tide. In the experiments, we could know that it is possible to adopt the dynamic virtual environment to the war-game model.

Modified Exposure Fusion with Improved Exposure Adjustment Using Histogram and Gamma Correction (히스토그램과 감마보정 기반의 노출 조정을 이용한 다중 노출 영상 합성 기법)

  • Park, Imjae;Park, Deajun;Jeong, Jechang
    • Journal of Broadcast Engineering
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    • v.22 no.3
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    • pp.327-338
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    • 2017
  • Exposure fusion is a typical image fusion technique to generate a high dynamic range image by combining two or more different exposure images. In this paper, we propose block-based exposure adjustment considering unique characteristics of human visual system and improved saturation measure to get weight map. Proposed exposure adjustment artificially corrects intensity values of each input images considering human visual system, efficiently preserving details in the result image of exposure fusion. The improved saturation measure is used to make a weight map that effectively reflects the saturation region in the input images. We show the superiority of the proposed algorithm through subjective image quality, MEF-SSIM, and execution time comparison with the conventional exposure fusion algorithm.

Dynamic Load Balancing Mechanism for MMORPG (MMORPG를 위한 동적 부하 균등화 기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.199-203
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    • 2009
  • Recently, Massively Multiplayer Online Role-Playing Games (MMORPGs) has become increasingly popular, which continue to increase the number of game player. The volume of the game world also has been extended on a large scale. Existing Map-based distributed server architecture divides the game world into the rectangular regions and allocates the registered player in each region to the server responsible for that region. Players tend to concentrate in certain regions of the game world, which makes some special server overloaded. This paper proposes to change the boundary between servers to solve such a unbalanced load problem. Our proposed method first finds the overloaded server and then searches for its neighboring lightest loaded server to share with the overload evenly. Finally we implemented performance evaluation to demonstrate the efficiency of this approach.

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Patch based Multi-Exposure Image Fusion using Unsharp Masking and Gamma Transformation (언샤프 마스킹과 감마 변환을 이용한 패치 기반의 다중 노출 영상 융합)

  • Kim, Jihwan;Choi, Hyunho;Jeong, Jechang
    • Journal of Broadcast Engineering
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    • v.22 no.6
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    • pp.702-712
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    • 2017
  • In this paper, we propose an unsharp masking algorithm using Laplacian as a weight map for the signal structure and a gamma transformation algorithm using image mean intensity as a weight map for mean intensity. The conventional weight map based on the patch has a disadvantage in that the brightness in the image is shifted to one side in the signal structure and the mean intensity region. So the detailed information is lost. In this paper, we improved the detail using unsharp masking of patch unit and proposed linearly combined the gamma transformed values using the average brightness values of the global and local images. Through the proposed algorithm, the detail information such as edges are preserved and the subjective image quality is improved by adjusting the brightness of the light. Experiment results show that the proposed algorithm show better performance than conventional algorithm.

Regional Image, Reality and Regional Identity Confusion : focusing on the case of Hwaseong Dongtan New Town (지역 이미지, 리얼리티 그리고 지역정체성의 혼란 - 화성 동탄 신도시를 사례로 -)

  • Cho, Il Hwan
    • Journal of the Korean association of regional geographers
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    • v.19 no.4
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    • pp.697-711
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    • 2013
  • Hwaseong serial murders are not now having any significant concern either with Hwaseong City or Dongtan New Town, a region in Hwaseong City, both spatial and temporal manners. However, despite that, people have come to see Hwaseong City with negative ideas as the mass media drove the people to do so. In this study, how films and newspaper articles have created those negative images of Hwaseong City was investigated and afterwards, residents and students living in Dongtan New Town had interviews on what they think about the negative regional images. The study, then, worked on a mental map and others based on what it learned from the interviews. Regional identity confusion is now being discovered out of the people's resistance against the negative images of the city and through such research process described before, the study discussed this regional identity confusion caused by living as residents in Hwaseong and living as residents in Dongtan New Town. In addition, the study revealed sense of place of Dongtan New Town and aspects of the regional identity confusion with this Dongtan New Town growing both with symbolic meanings as a place of murders, an awful crime, and spatial meanings as another place of dynamic developments and improvements.

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