• Title/Summary/Keyword: OPenGL

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NURBS Post-processing of Linear Tool Path (미소직선 공구경로의 NURBS 변환)

  • Kim, Su-Jin;Choi, In-Hugh;Yang, Min-Yang
    • Proceedings of the KSME Conference
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    • 2003.04a
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    • pp.1111-1117
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    • 2003
  • NURBS (Non Uniform Rational B-Spline) is widely used in CAD system and NC data for high speed machining. Conventional CAM system changes NURBS surface to tessellated meshes or Z-map model, and produces linear tool path. The linear tool path is not good for precise machining and high speed machining. In this paper, an algorithm to change linear tool path to NURBS one was studied, and the machining result of NURBS tool path was compared with that of linear tool path. The N-post, post-processing and virtual machining software was developed. The N-Post post-processes linear tool path to NURBS tool path and quickly shades machined product on OpenGL view and compares a machined product with original CAD surface. A virtual machined model of original tool path and post-processed tool path was compared to original CAD model. The machining error of post-processed NURBS tool path was reduced to 43%. The original tool path and NURBS tool path was used to machine general model using same machine tool and machining condition. The machining time of post-processed NURBS tool path was reduced up to 38%.

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Web-based Design and Dimension Verification System Using STEP Files (STEP 파일을 이용한 웹기반 설계 및 치수 검증 시스템)

  • Song, In-Ho;Chung, Sung-Chong
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.28 no.7
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    • pp.961-969
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    • 2004
  • Most manufacturing companies are trying to develop a competitive product by increasing the quality, shortening time to market and reducing the cost of a product. Collaborators related to the development of a new product want to confirm geometric forms and dimensions during the design process, as well as to verify dimensional errors of a product during the fabrication process. Objective of this paper is the development of a collaborative design and dimension verification system on the Internet. STEP files obtained from the design process are used for the design and dimension verification. Functions of the design and dimension verification modules are constructed over the ActiveX control using the visual C/sup ++/ and OpenGL. By using mark up functions over the Internet, collaborators check geometries, interferences, dimensional errors, human factors and form errors, as well as share their design ideas and opinions with XML rapidly and remotely. The usefulness of the developed system is confirmed through case studies.

An Efficient Rendering Method of Object Representation Based on Spherical Coordinate System (물체의 구 좌표계 표현을 이용한 효율적인 렌더링 방법)

  • Han, Eun-Ho;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.69-76
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    • 2008
  • This paper presents a novel rendering algorithm based on sperical coordinate representation of the object. The vertices of the object are transformed into the sperical coordinate system, and we construct additional maps: the centroid and index of the triangle, the memory access table. While OpenGL rendering pipeline touches all vertices of an object, the proposed method takes account of the only visible vertices by examining the visible triangles of the object. Simulation results demonstrated that the proposed method achieve an efficient rendering performace.

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An implementation of CSG modeling technique on Machining Simulation using C++ and Open GL

  • Le, Duy;Kim, Su-Jin;Lee, Jong-Min;Nguyen, Anh-Thi;Ha, Vy-Thoai
    • Proceedings of the KSME Conference
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    • 2008.11a
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    • pp.1053-1056
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    • 2008
  • An application of CSG (Constructive Solid Geometry) modeling technique in Machining Simulation is introduced in this paper. The current CSG model is based on z-buffer CSG Rendering Algorithm. In order to build a CSG model, frame buffers of VGA (Video Graphic Accelerator) should be used in term of color buffer, depth buffer, and stencil buffer. In addition to using CSG model in machine simulation Stock and Cutter Swept Surface (CSS) should be solid. Method to create a solid Cuboid stock and Ball-end mill CSS are included in the present paper. Boolean operations are used to produce the after-cut part, especially the Difference operation between Stock and CSS as the cutter remove materials form stock. Finally, a small program called MaSim which simulates one simple cut using this method was created.

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A Study on a Virtual Object Exploration Using a Force Reflection Virtual Teleoperation System (힘 반향 가상원격조작 시스템을 이용한 가상 물체 탐색에 관한 연구)

  • Gwon, Hyeok-Jo;Kim, Gi-Ho;O, Jae-Yun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.25 no.5
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    • pp.891-898
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    • 2001
  • This paper develops a master manipulator which can reflect a force from a slave manipulator effectively. It many have a big workspace, can represent a human operators manipulation perfectly, and is composed of a position control part, an orientation control part and an end effector control part. This paper also develops a graphic simulator using the Visual C++ and OpenGL in the Window operating system. It can be used to make a virtual slave manipulator and set a virtual working environment, and provide a visual information from a desired view point. A virtual teleoperation system is developed by connecting the developed master manipulator to the graphic simulator using an interfacing hardware bilaterally. It is used for performing a virtual object exploration experiment. In the experiment, two virtual objects are used. They are virtual wall and virtual hexahedron which have 0.7N/mm and 2.2 N/mm stiffness respectively. The experiments are performed under six different working conditions. The experiment results will show the effectiveness of the reflected force from the slave manipulator for improving the efficiency and stability of the teleoperation task.

A Study on Atmospheric Environment Visualization by Integrating 3D City Model and CFD Model (3D City모델과 CFD 모델을 통합한 대기환경 시각화 연구)

  • An, Seung-Man;Lee, Ho-Yeong;Sung, Hyo-Hyun;Choi, Yeong-Jin;Woo, Jung-Hun
    • Journal of Korean Society for Geospatial Information Science
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    • v.19 no.4
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    • pp.13-21
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    • 2011
  • The purpose of this study is enhancing CFD model by applying detailed and accurate CFD input data produced from 3D City model and integrating CFD model with 3D city model with OpenGL, 3D city aerodynamic simulation, and visualization tool. CFD_NIMR_SNU model developed by NIMR and SNU and 3D City model produced by NGII were used as input data. Wind flow and pollution diffusion simulator and viewer were developed in this study. Atmospheric environment simulation and visualization tool will save time and cost for urban climate planning and management by enhancing visual communication.

Free-viewpoint Stereoscopic TIP Generation Using Virtual Camera and Depth Map (가상 카메라와 깊이 맵을 활용하는 자유시점 입체 TIP 생성)

  • Lee, Kwang-Hoon;Jo, Cheol-Yong;Choi, Chang-Yeol;Kim, Man-Bae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.219-222
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    • 2009
  • 자유시점 비디오는 단순히 수동적으로 비디오를 보는 것이 아니라 원하는 시점을 자유로이 선택하여 보는 능동형 비디오이다. 일반적으로 다양한 위치 및 다양한 각도에 위치하는 다수의 카메라로부터 촬영된 영상을 이용하여 제작하는데, 이 기술은 박물관 투어, 엔터테인먼트 등의 다양한 분야에서 활용된다. 본 논문에서는 자유시점 비디오의 새로운 분야로 한 장의 영상을 가상 카메라와 깊이맵을 이용하여 영상 내부를 네비게이션하는 자유시점 입체 Tour-Into-Picture (TIP)을 제안한다. 오래전부터 TIP가 연구되어 왔는데, 이 분야는 한 장의 사진 내부를 탐험하면서 애니메이션으로 볼 수 있게 하는 기술이다. 제안 방법은 전처리과정으로 전경 마스크, 배경영상, 및 깊이맵을 자동 및 수동 방법으로 구한다. 다음에는 영상 내부를 항해하면서 투영 영상들을 획득한다. 배경영상과 전객객체의 3D 모델링 데이터를 기반으로 가상 카메라의 3차원 공간 이동, yaw, pitch, rolling의 회전, look-around effect, 줌인 등의 다양한 카메라 기능을 활용하여 자유시점 비디오를 구현한다. 또한 깊이정보의 특성 및 구조에 따라 놀라운 시청효과를 전달하는 카메라 기능의 설정 방법을 소개한다. 소프트웨어는 OpenGL 및 MFC Visual C++ 기반으로 구축되었으며, 실험영상으로 조선시대의 작품인 신윤복의 단오풍정을 사용하였고, 입체 애니메이션으로 제작되어 보다 실감있는 콘텐츠를 제공한다.

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Implementation of Flight simulator using 6DOF Motion Platform (6축 모션 플랫폼을 이용한 비행 시뮬레이터 구현)

  • Park, Myeong-Chul;Kang, Min-Kyung;Park, Hye-Min;Im, Hye-Jin;Park, Hyeon-Gyeong;Jo, Jun-Hyuk;Kwon, Young-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.11-12
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    • 2017
  • 본 논문에서는 항공기 비행 자세를 직관적으로 이해하고 동작의 원리를 시각화 할 수 있는 비행 자세 시뮬레이터를 구현하였다. 항적 정보의 변화에 따라 6축 모션 플랫폼을 동작시키고, 자이로 센서로 부터 전달 받은 비행 자세를 시뮬레이터에 전달하여 시스템을 구성한다. 항공기의 자세를 분석하기 위하여 자이로 센서와 가속도 센서를 같이 사용하는데 자이로 센서는 적분과정의 누적오차가 발생하고 가속도 센서는 짧은 순간의 진동에 따른 노이즈가 심하여 상보 필터를 이용한 보정작업을 하였다. 산출된 센서 정보를 이용하여 6축 모터에 전달할 각도를 계산하여 모션 플랫폼을 동작시키게 되며 시각화 결과는 OpenGL을 이용하여 구현하였다. 본 연구의 결과는 향후, 항공관련 학생들의 교육 기자재로 활용될 수 있을 것으로 사료된다.

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Implementation of Particle System Using GLSL 4.3 (GLSL 4.3을 사용한 파티클 시스템 구현)

  • Choi, Yooung-Hwan;Hong, Min;Choi, Yoo-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.189-191
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    • 2016
  • 실시간 물리 기반 3D 시뮬레이션에서 연산속도는 매우 중요한 요소이다. 객체의 움직임이나 변형과 같은 현상들은 복잡한 연산을 통해서 계산되기 때문에 일반적으로 시뮬레이션의 정확도와 연산속도는 반비례 관계에 있다. 현재 출시되고 있는 대부분의 게임에서는 물체의 움직임을 정확하게 표현하기보다 연산량을 줄이기 위해 물체의 움직임이나 변형을 비슷하게 표현하는데 중점을 두고 있다. 본 논문에서는 이러한 문제를 해결하기 위하여 OpenGL 4.3의 Compute shader를 사용하여 다이내믹 시뮬레이션의 연산 작업을 GPU 병렬처리로 처리하였다. Compute shader에서 파티클의 움직임을 계산하고 Shader storage buffer object에 저장하고 파티클들의 작업량을 적절한 Workgroup의 크기로 나누어 할당하여 최적의 처리속도를 제공하도록 구현하였다. Compute shader에서 파티클의 움직임을 표현하기 위해서 수치해법 중의 하나인 Euler method를 사용하였으며 실험 결과 파티클의 수가 4,194,304개일 때 CPU 방법에 비해 약 182배 빠른 연산속도 결과를 보였다. 추후 Compute shader를 활용하여 연산량이 많은 분야에 적용 가능할 수 있을 것으로 기대한다.

Web-based Draft Verification System for Injection Mold Design (사출금형설계를 위한 웹기반 구배 검증 시스템)

  • Yeon Kwang-Heum;Song In-Ho;Chung Sung-Chong
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.29 no.10 s.241
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    • pp.1353-1360
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    • 2005
  • Injection-molded products serve a wide range of applications in our modem lives and their significance is ever increasing. However, difficulty of communication among related companies under the present system results in increase of lead time and decrease of production efficiency. The objective of this paper is the development of a web-based draft verification system in mold design processes. Although several commercial CAD systems offer draft verification functions, those systems are very expensive and inadequate to perform collaborative works. For collaborative work under the distributed environment, the proposed system uses native file transforming of CAD data into optimal format by using the ACIS kernel and InterOp. Functions of draft verification modules are constructed over the ActiveX control using the visual C++ and OpenGL. Therefore, collaborators related to the development of a new product are able to verify the draft and undercut over the Internet without commercial CAD systems. The system helps to reduce production cost, errors and lead-time to the market. Performance of the system is confirmed through various case studies.