• Title/Summary/Keyword: Low Polygon

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Performance Improvement of a Polygon Mirror Scanner Motor for Laser Beam Printer (레이저빔프린터용 폴리곤 미러 스캐너 모터의 특성개선)

  • You, Yong-min
    • Proceedings of the KIEE Conference
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    • 2015.07a
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    • pp.854-855
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    • 2015
  • Electric machines for office automation device such as printer and scanner have been required the low noise and vibration performance. Many researches about the low noise and vibration of polygon mirror scanner motor have been also progressed. The noise and vibration of polygon mirror scanner motor can be classified by aerodynamic, structural and electromagnetic. Electromagnetic noise and vibration can be occurred by high cogging torque and nonsinusoidal back EMF. To improve the cogging torque and back EMF characteristic, we apply unequal air-gap. To analyse characteristic of a polygon mirror scanner motor, two dimensional finite element method is used. To minimize the cogging torque of a polygon mirror motor, Kriging based on latin hypercube sampling (LHS) is utilized. As a result, the cogging torque and torque ripple improved while maintaining the back EMF and average torque.

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A 3-dimensional EEG topography based on the polygon technique (보간 알고리즘 비교와 폴리곤 테크닉에 기초한 3차원 EEG 맵핑)

  • 한이범;이용희;김선일
    • Proceedings of the IEEK Conference
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    • 1998.06a
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    • pp.581-584
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    • 1998
  • To obtain 3-D topography of EEG records, we propose a new method based on the polygon mapping technique. The method has the low complexity to calculate the interpolation of the EEG records on the scalp and maintains the high resolution topography because the polygon technique performs the interpolation at the only vertexes of each polygon. We implemented the topographic system with 3D barycentric, 3D polynomial and spherical spline algorithms in a personal computer.

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A study and development of a VR·PC-based adventure game applying low-poly graphics. (Low-Poly 그래픽을 적용한 VR·PC 기반 어드벤처 게임 연구 및 개발)

  • Kwon, Hye-Young;Kim, Soo-Ah;Kim, Ji-Soo;Kim, Hyun-Ji
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1079-1081
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    • 2021
  • Low-Poly는 비교적 적은 수의 Polygon을 가진 3D Computer Graphics의 Polygon Mesh이다. 본 논문의 VR·PC 기반 어드벤처 게임 '하늘섬의 비밀'에 이러한 Low-Poly 그래픽이 적용되어 비현실적이고 감성적인 스토리의 신비로운 분위기를 극대화 하는 효과를 발생시킨다. 또한 Low-Poly 그래픽은 VR 게임에서 현실과 가상세계를 구분하지 못해 생기는 괴리감과 이로 인해 오는 어지러움을 줄이고 사용자의 몰입도를 높여준다.

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
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    • v.15 no.6
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    • pp.1333-1337
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    • 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.

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
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    • 2011.05a
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    • pp.300-303
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    • 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.

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A Study on Lip Sync and Facial Expression Development in Low Polygon Character Animation (로우폴리곤 캐릭터 애니메이션에서 립싱크 및 표정 개발 연구)

  • Ji-Won Seo;Hyun-Soo Lee;Min-Ha Kim;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.409-414
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    • 2023
  • We described how to implement character expressions and animations that play an important role in expressing emotions and personalities in low-polygon character animation. With the development of the video industry, character expressions and mouth-shaped lip-syncing in animation can realize natural movements at a level close to real life. However, for non-experts, it is difficult to use expert-level advanced technology. Therefore, We aimed to present a guide for low-budget low-polygon character animators or non-experts to create mouth-shaped lip-syncing more naturally using accessible and highly usable features. A total of 8 mouth shapes were developed for mouth shape lip-sync animation: 'ㅏ', 'ㅔ', 'ㅣ', 'ㅗ', 'ㅜ', 'ㅡ', 'ㅓ' and a mouth shape that expresses a labial consonant. In the case of facial expression animation, a total of nine animations were produced by adding highly utilized interest, boredom, and pain to the six basic human emotions classified by Paul Ekman: surprise, fear, disgust, anger, happiness, and sadness. This study is meaningful in that it makes it easy to produce natural animation using the features built into the modeling program without using complex technologies or programs.

A Study for properties of Subdivision to 3D game character education (3D 게임 캐릭터 교육을 위한 Subdivision 특성 연구 (3ds Max의 Open subdivision을 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.210-212
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    • 2016
  • Today, video games created via 3D softwares become a core part of the essential the video game contents field because their properties that can produce more easier than 2D games and can save budget of contents makings. It is very important that reducing polygon counts of 3D characters and environments for Gaming optimization. We can formulate elaborate 3D game models with low polygon counting in virtue of technological advancements, and these technologies continue to evolve. In 2012, Pixar made public Open subdivision which is the new technology to make high quality 3D models with low polygons and distributed that via Open source verification. This paper will compare and analyze the characteristics, and merits and demerits of these various kinds of these skills(Mesh smooth, Turbo Smooth, Open subdivision) and will inquire which method is the most efficient one to make 3D video games.

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A Study on the ]Reduction of Flow induced Acoustic Noise for a High-speed Rotating Hexagonal Disk (고속회전 육각형 디스크의 유동기인 소음저감에 관한 연구)

  • Han Ji-Min;Rhim Yoon-Chul
    • 정보저장시스템학회:학술대회논문집
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    • 2005.10a
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    • pp.71-74
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    • 2005
  • The present study describes the prediction of the flow induced noise level of a high-speed rotating hexagonal disk and proposes the way how to reduce it. Since a hexagonal disk, which is used in the laser printer and named a Polygon mirror, has six sharp corners, there are low and high pressure regions on each of six edges when it rotates. Therefore, the pressure difference generates three dimension flow field and causes aerodynamic noise. The Ffowcs-Williams and Hawkings (FWH) method is employed for the analysis. We have measured the sound pressure levels and compared them with the computational results. The calculated sound pressure levels agree well with the experimental results. We modified the shape of the edges of a hexagonal disk to reduce the noise level and confirm their effects through numerical computation.

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An Analysis of the Frequency-Dependent Resultant Ground Impedance of Vertical Ground Electrodes Installed in Parallel (병렬로 시공된 수직 접지전극의 합성접지임피던스의 주파수의존성 분석)

  • Lee, Bok-Hee;Cho, Sung-Chul;Seong, Chang-Hoon
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.26 no.2
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    • pp.99-105
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    • 2012
  • This paper deals with the experimental results of the frequency-dependent resultant ground impedance of vertical ground electrodes installed with a regular n-polygon. In order to propose an effective method of installing the vertically-driven multiple ground electrodes used to obtain the low ground impedance, the resultant ground impedance of ground electrodes installed with a regular n-polygon were measured as functions of the number of ground electrodes and the frequency of test currents and the results were discussed based on the potential interferences among ground electrodes. As a consequence, the effect of potential interference on the resultant ground impedance of vertical ground electrodes is frequency-dependent and it is significant in the low frequency of a few hundreds [Hz]. The resultant ground impedance of multiple vertical ground electrodes is not decreased in linearly proportion to the number of ground electrodes due to the overlapped potential interferences. Also the distributed-parameter circuit model considering the potential interference, the frequency-dependent relative permittivity and resistivity of soil was proposed. The simulated results of the frequency-dependent resultant ground impedance of multiple vertical ground electrodes are in good agreement with the measured data.