• 제목/요약/키워드: Hidden surface removal

검색결과 14건 처리시간 0.025초

입체도형의 표현을 위한 은면제거 (Hidden Surface Elimination for the Representation of 3-D Objects)

  • 남국진;최병욱
    • 대한전자공학회논문지
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    • 제23권4호
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    • pp.535-542
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    • 1986
  • In this paper, a hidden surface removal algorithm that generates a perspective view of three space plane-faced objects using scan line coherence is proposed. In particular, the proposed algorithm deals with hidden surface elimination of penetrating objects by using the optimum span division method with minimum test for priority test of segments. Also, a hidden surface redmoval method for representing sectional view of solids by using boolean difference is described.

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기술도해 생성을 위한 가시화 데이터 은선 제거 알고리즘 (Hidden Line Removal for Technical Illustration Based on Visualization Data)

  • 심현수;최영;양상욱
    • 한국CDE학회논문집
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    • 제11권6호
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    • pp.455-463
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    • 2006
  • Hidden line removal(HLR) algorithms can be devised either in the image space or in the object space. This paper describes a hidden line removal algorithm in the object space specifically for the CAD viewer data. The approach is based on the Appel's 'Quantitative Invisibility' algorithm and fundamental concept of 'back face culling'. Input data considered in this algorithm can be distinguished from those considered for HLR algorithm in general. The original QI algorithm can be applied for the polyhedron models. During preprocessing step of our proposed algorithm, the self intersecting surfaces in the view direction are divided along the silhouette curves so that the QI algorithm can be applied. By this way the algorithm can be used for any triangulated freeform surfaces. A major advantage of this algorithm is the applicability to general CAD models and surface-based visualization data.

실시간 처리를 위한 3차원 그래픽스 은폐면 제거 (Hidden-Surface Removal in 3D Graphics for Real Time Animation)

  • 김응곤;박종안;송철;김준현
    • 대한전자공학회논문지
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    • 제26권12호
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    • pp.1965-1974
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    • 1989
  • This paper proposes the hidden surface removal algorithm for real time animation. The proposed algorithm can process concave polyhedrons in real time and apply to an object that penetrates others by dividing a surface into multiple surfaces. The algorithm has been implemented on IRIS workstation running Berkeley 4.2 UNIX and the program has been written in C language. The effectiveness of this algorithm is shown by flight simulation of the aircraft with several flight paths.

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수중표적에 대한 고주파수 음향산란 해석 (High Frequency Acoustic Scattering Analysis of Underwater Target)

  • 김국현;조대승;김종철
    • 대한조선학회논문집
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    • 제42권5호
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    • pp.528-533
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    • 2005
  • A mono-static high frequency acoustic target strength analysis scheme was developed for underwater targets, based on the far-field Kirchhoff approximation. Au adaptive triangular beam method and a concept of virtual surface were adopted for considering the effect of hidden surfaces and multiple reflections of an underwater target, respectively. A test of a simple target showed that the suggested hidden surface removal scheme is valid. Then some numerical analyses, for several underwater targets, were carried out; (1) for several simple underwater targets, like sphere, square plate, cylinder, trihedral corner reflector, and (2) for a generic submarine model, The former was exactly coincident with the theoretical results including beam patterns versus azimuth angles, and the latter suggested that multiple reflections have to be considered to estimate more accurate target strength of underwater targets.

개인용 컴퓨터를 이용한 3차원 유한요소 등가곡선 프로그램 개발 (Equi-Value Line Program Development for 3-Dimensional Finite Element Models using Personal Computer)

  • 이석순
    • 한국정밀공학회지
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    • 제9권1호
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    • pp.44-52
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    • 1992
  • A post-processor is developed to be effectively usable in the personal computer. 3-dimensional controur lines are shown on the surface of the finite element model and also on the 3-dimensional cutting plane, using the function linearly interpolated onto the triangular elements which are constructed on the surface or sectional polygons. And these polygons are originated from the finite element model, 3-dimensional model is projected on the plane with hidden line removal by comparision technique[6]. The graphic data file is used to increase the protability of the program. It is easy to use in the other computer system if the graphic routine adopted that computer system is developed. The developed program has wide applications in 3-dimensional finite element analysis.

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3차원 등가속도 처리에 관한 연구 (3-Dimensional Contour Line Algorithm)

  • 최헌오;이석순
    • 한국기계연구소 소보
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    • 통권20호
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    • pp.13-20
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    • 1990
  • An algorithm is presented for 3-dimensional contour lines with a hidden line removal ~technique developed by T.L. Janssen(l). Contour line algorithm on any 3-dimensional plane cutting solid body is also shown. NUFIG(2) algorithm is adopted for searching contour lines. Test problems show well-established contour lines on the surface and also on the cutting plane of the structure.

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가려진면 제거와 색도 계산을 위한 그래픽스 가속기 (A Graphics Accelerator for Hidden Surface Removal and Color Shading)

  • 방경익;배성옥;경종민
    • 전자공학회논문지A
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    • 제28A권5호
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    • pp.398-406
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    • 1991
  • This paper presents a graphics accelerator for fast image generation. The accelarator has three major functional blocks: linear interpolator, multipliers and Edgee Painting Tree. Linear interpolator with coupled binary tree structure interpolates functional values of two end points. Two multipliers compute input values of interpolator in parallel. Mask pattern which removes out invalid data is generated by Edge Painting Tree. The proposed architecture in this paper is responsible for 64 pixels and can process about 5,900 10x10polygons per second.

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컴퓨터 그래픽스 기법을 이용한 선체곡면 가시화 연구 (A Study on the Visualization of Ship Hull using Computer Graphics Techniques)

  • 신현경;박규원
    • 대한조선학회논문집
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    • 제29권3호
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    • pp.15-20
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    • 1992
  • 이 논문에서는 화가의(Painter's) 알고리듬을 사용하여 3차원 자유형상곡면(Three dimensional free form surface)을 가시화하는 방법을 개발하였고, 특히 선체형상은 Open 균일 B-Spline 곡면으로 정의하였다. 컴퓨터그래픽스를 응용하여 와이어프레임, 숨은면제거, 묘영등의 가시화를 위한 프로그램을 완성하였다. 또한 선체곡면의 순정을 검토하기 위해 Gaussian 곡률값을 15등급으로 구분하여 등급별 색(color)처리 하였다.

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컨벡스 헐을 이용한 개선된 구 좌표계 기반 렌더링 방법 (Improved Rendering on Spherical Coordinate System using Convex Hull)

  • 김남중;홍현기
    • 한국게임학회 논문지
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    • 제10권1호
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    • pp.157-165
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    • 2010
  • 본 논문에서는 컨벡스 헐을 이용한 구 좌표계 기반 실시간 렌더링 알고리즘이 제안되었다. OpenGL 렌더링 파이프라인은 물체의 모든 정점들을 고려하지만, 제안된 방법은 물체의 가시 삼각형들을 검사하여 보이는 정점들만을 고려한다. 본 논문에서는 구좌표계 표현에서의 물체의 가시 영역을 결정하기 위하여, 카메라 절두체를 이루는 6개의 평면 방정식과 물체의 경계구와의 기하 관계를 이용한다. 또한 대상 물체의 컨벡스 헐(convex hull)의 최대 측면 성분(maximum side factor)을 고려하여 은면(hidden surface)을 제거하는 효과적인 방법이 구현되었다. 실험결과로부터 결과 영상이 원본 영상과 거의 같고, 렌더링 성능이 크게 개선됐음을 확인하였다.

잔삭 가공을 위한 펜슬커브 생성 (Pencil Curve Computation for Clean-up Machining)

  • 박태종;박상철
    • 한국CDE학회논문집
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    • 제11권1호
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    • pp.20-26
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    • 2006
  • This paper presents a procedure to compute pencil curves from a triangular mesh which is offset with the radius of a given ball-end mill. An offset triangular mesh has numerous self-intersections caused by an abundance of invalid triangles, which do not contribute to the valid CL-surface. Conceptually, we can obtain valid pencil curves by combining all intersections tying on the outer skin of the offset triangular mesh, i.e., the valid CL-surface. The underlying concept of the proposed algorithm is that visible intersections are always valid for pencil curves, because visible intersections lie on the outer skin of the offset model. To obtain the visibility of intersections efficiently, the proposed algorithm uses a graphics board, which performs hidden surface removal on up to a million polygons per second.