• Title/Summary/Keyword: Hidden surface removal

Search Result 14, Processing Time 0.027 seconds

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

  • Nam, Kook Jin;Choi, Byung Uk
    • Journal of the Korean Institute of Telematics and Electronics
    • /
    • v.23 no.4
    • /
    • pp.535-542
    • /
    • 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.

  • PDF

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

  • Shim, Hyun-Soo;Choi, Young;Yang, Sang-Wook
    • Korean Journal of Computational Design and Engineering
    • /
    • v.11 no.6
    • /
    • pp.455-463
    • /
    • 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.

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

  • Kim, Eung-Kon;Park, Jong-An;Song, Chol;Kim, Joon-Hyun
    • Journal of the Korean Institute of Telematics and Electronics
    • /
    • v.26 no.12
    • /
    • pp.1965-1974
    • /
    • 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.

  • PDF

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

  • Kim, Kook-Hyun;Cho, Dae-Seung;Kim, Jong-Chul
    • Journal of the Society of Naval Architects of Korea
    • /
    • v.42 no.5 s.143
    • /
    • pp.528-533
    • /
    • 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.

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

  • Lee, Seok-Soon
    • Journal of the Korean Society for Precision Engineering
    • /
    • v.9 no.1
    • /
    • pp.44-52
    • /
    • 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.

  • PDF

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

  • Choe, Heon-O;Lee, Seok-Sun
    • 한국기계연구소 소보
    • /
    • s.20
    • /
    • pp.13-20
    • /
    • 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.

  • PDF

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

  • 방경익;배성옥;경종민
    • Journal of the Korean Institute of Telematics and Electronics A
    • /
    • v.28A no.5
    • /
    • pp.398-406
    • /
    • 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.

  • PDF

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

  • H. Shin;K.W. Park
    • Journal of the Society of Naval Architects of Korea
    • /
    • v.29 no.3
    • /
    • pp.15-20
    • /
    • 1992
  • This paper outlines the methods of visualizing 3-dimensional free form surfaces employing the Painter's algorithm, especially for the ship hull forms which are defined as open uniform Bi-cubic B-spline surfaces. The computer graphic codes are developed for the transparent wire-frame, the hidden surface removal and the shading visualization techniques, The codes are applied to the ship hull 3-dimensional surface visualization and the color graphic figures are displayed. Also Gaussian curvature is displayed on the color plots of the isoparametric net of the ship hull surface.

  • PDF

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

  • Kim, Nam-Jung;Hong, Hyun-Ki
    • Journal of Korea Game Society
    • /
    • v.10 no.1
    • /
    • pp.157-165
    • /
    • 2010
  • This paper presents a novel real-time rendering algorithm based on spherical coordinate system of the object using convex hull. While OpenGL rendering pipeline touches all vertices of an object, the proposed method takes account the only visible vertices by examining the visible triangles of the object. In order to determine the visible areas of the object in its spherical coordinate representation, the proposed method uses 3D geometric relation of 6 plane equations of the camera frustum and the bounding sphere of the object. In addition, we compute the convex hull of the object and its maximum side factors for hidden surface removal. Simulation results showed that the quality of result image is almost same compared to original image and rendering performance is greatly improved.

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

  • Park T.J.;Park S.C.
    • Korean Journal of Computational Design and Engineering
    • /
    • v.11 no.1
    • /
    • pp.20-26
    • /
    • 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.