• Title/Summary/Keyword: K-Vertices

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ON THE (n, k)-TH CATALAN NUMBERS

  • Kim, Dong-Seok
    • Communications of the Korean Mathematical Society
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    • v.23 no.3
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    • pp.349-356
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    • 2008
  • In this paper, we generalize the Catalan number to the (n, k)-th Catalan numbers and find a combinatorial description that the (n, k)-th Catalan numbers is equal to the number of partitions of n(k-1)+2 polygon by (k+1)-gon where all vertices of all (k+1)-gons lie on the vertices of n(k-1)+2 polygon.

Sequential Mesh Coding using Wave Partitioning

  • Kim, Tae-Wan;Ahn, Jeong-Hwan;Jung, Hyeok-Koo;Ho, Yo-Sung
    • Proceedings of the IEEK Conference
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    • 2002.07c
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    • pp.1507-1510
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    • 2002
  • In this paper, we propose a sequential mesh cod- ing algorithm using the vertex pedigree based on the wave partitioning. After a mesh model is partitioned into several small processing blocks (SPB) using wave partitioning, we obtain vertices for each SPB along circumferences defined by outer edges of the attached triangles. Once all the vertices within each circumference are arranged into one line, we can encode mesh models

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Three-Dimensional Face Point Cloud Smoothing Based on Modified Anisotropic Diffusion Method

  • Wibowo, Suryo Adhi;Kim, Sungshin
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.14 no.2
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    • pp.84-90
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    • 2014
  • This paper presents the results of three-dimensional face point cloud smoothing based on a modified anisotropic diffusion method. The focus of this research was to obtain a 3D face point cloud with a smooth texture and number of vertices equal to the number of vertices input during the smoothing process. Different from other methods, such as using a template D face model, modified anisotropic diffusion only uses basic concepts of convolution and filtering which do not require a complex process. In this research, we used 6D point cloud face data where the first 3D point cloud contained data pertaining to noisy x-, y-, and z-coordinate information, and the other 3D point cloud contained data regarding the red, green, and blue pixel layers as an input system. We used vertex selection to modify the original anisotropic diffusion. The results show that our method has improved performance relative to the original anisotropic diffusion method.

THREE CONVEX HULL THEOREMS ON TRIANGLES AND CIRCLES

  • Kalantari, Bahman;Park, Jong Youll
    • Honam Mathematical Journal
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    • v.36 no.4
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    • pp.787-794
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    • 2014
  • We prove three convex hull theorems on triangles and circles. Given a triangle ${\triangle}$ and a point p, let ${\triangle}^{\prime}$ be the triangle each of whose vertices is the intersection of the orthogonal line from p to an extended edge of ${\triangle}$. Let ${\triangle}^{{\prime}{\prime}}$ be the triangle whose vertices are the centers of three circles, each passing through p and two other vertices of ${\triangle}$. The first theorem characterizes when $p{\in}{\triangle}$ via a distance duality. The triangle algorithm in [1] utilizes a general version of this theorem to solve the convex hull membership problem in any dimension. The second theorem proves $p{\in}{\triangle}$ if and only if $p{\in}{\triangle}^{\prime}$. These are used to prove the third: Suppose p be does not lie on any extended edge of ${\triangle}$. Then $p{\in}{\triangle}$ if and only if $p{\in}{\triangle}^{{\prime{\prime}}$.

Efficient 3D Model based Face Representation and Recognition Algorithmusing Pixel-to-Vertex Map (PVM)

  • Jeong, Kang-Hun;Moon, Hyeon-Joon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.1
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    • pp.228-246
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    • 2011
  • A 3D model based approach for a face representation and recognition algorithm has been investigated as a robust solution for pose and illumination variation. Since a generative 3D face model consists of a large number of vertices, a 3D model based face recognition system is generally inefficient in computation time and complexity. In this paper, we propose a novel 3D face representation algorithm based on a pixel to vertex map (PVM) to optimize the number of vertices. We explore shape and texture coefficient vectors of the 3D model by fitting it to an input face using inverse compositional image alignment (ICIA) to evaluate face recognition performance. Experimental results show that the proposed face representation and recognition algorithm is efficient in computation time while maintaining reasonable accuracy.

AN EXTENSION OF SALLEE'S THEOREM TO INFINITE LOCALLY FINITE VAP-FREE PLANE GRAPHS

  • Jung Hwan-Ok
    • Journal of applied mathematics & informatics
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    • v.22 no.1_2
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    • pp.83-93
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    • 2006
  • A graph is k-cyclable if given k vertices there is a cycle that contains the k vertices. Sallee showed that every finite 3-connected planar graph is 5-cyclable. In this paper, by characterizing the circuit graphs and investigating the structure of LV-graphs, we extend his result to 3-connected infinite locally finite VAP-free plane graphs.

AN OPTIMAL ALGORITHM FOR FINDING DETH-FIRST SPANNING TREE ON PERMUTATION GRAPHS

  • Mondal, Sukumar;Pal, Madhumangal;Pal, Tapan K.
    • Journal of applied mathematics & informatics
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    • v.6 no.3
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    • pp.727-734
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    • 1999
  • Let G be a connected graph of n vertices. The problem of finding a depth-first spanning tree of G is to find a connected subgraph of G with the n vertices and n-1 edges by depth-first-search. in this paper we propose an O(n) time algorithm to solve this problem on permutation graphs.

Face Representation Method Using Pixel-to-Vertex Map(PVM) for 3D Model Based Face Recognition (3차원 얼굴인식을 위한 픽셀 대 정점 맵 기반 얼굴 표현방법)

  • Moon, Hyeon-Jun;Jeong, Kang-Hun;Hong, Tae-Hwa
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.1031-1032
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    • 2006
  • A 3D model based face recognition system is generally inefficient in computation time because 3D face model consists of a large number of vertices. In this paper, we propose a novel 3D face representation algorithm to reduce the number of vertices and optimize its computation time.

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Procedural Modeling Algorithm for Traditional Stone Fence Creator (전통 돌담 생성을 위한 절차적 모델링 알고리즘)

  • Park, Kyeongsu
    • Journal of Digital Convergence
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    • v.11 no.8
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    • pp.205-212
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    • 2013
  • In this paper, we present a procedural modeling algorithms to create Korean traditional stone fence using the fractal subdivision. The main process of the algorithm is to get the next step mesh by subdividing each triangle in the previous step triangular mesh. This process is repeated recursively. Dividing each triangle into four sub-triangles after choosing a random point on each side of the triangle and moving each vertices in the normal direction with random perturbations make the bumpy appearance of stone fences. In each step we remove flat vertices which does not influence the shape of the stone. The discrete curvature determines the flatness of a vertex. New triangles whose vertices are the vertices around the removed vertex are added to make a triangular mesh.