• Title/Summary/Keyword: Octree

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Three Dimensional Reconstruction and Display of CT Images Via Linear Octree (선형 Octree에 의한 CT영상의 3차원 재구성 및 표현)

  • Yoo, Sun-Kook;Kim, Nam-Hyun;Kim, Won-Ky;Kim, Sun-Ho;Park, Sang-Hui
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.26 no.6
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    • pp.79-88
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    • 1989
  • In this paper, linear octree is used to reconstruct and to modify the 3-dimensional image from 2-dimensional cross sections provided by computed tomography. Linear octree introduces a considerable data saving of the memory storage required by small computer system. This structure allows the hidden surface removal utilizing the spatial presortedness of hierarchical octree structure and implementation of graphical operations that include viewing transform and shading. An actual human organ is used to illustrate this technique and its implications for theraphy and surgical planning.

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Vertex Quadtree and Octree for Geometric Modeling : Their Average Storage and Time Complexities (기하학적 모형을 위한 꼭지점 중심의 쿼드트리와 옥트리)

  • Lee, Hyeon-Chan;Lee, Cheol-Dong
    • ETRI Journal
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    • v.11 no.1
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    • pp.109-122
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    • 1989
  • We developed new quadtree and octree representation schemes which reduce the storage requirements from exponential to polynomial. The new schemes not only lessen the large storage requirements of the existing quadtree and octree representation schemes but guarantee an exact representation of the original object. These are made possible by adopting a new set of termination conditions that ensure finiteness of the quadtree and octree during the decomposition. These new data structures are analyzed theoretically and tested empirically. For space complexity, we analyzed its best case, worst case, and average case. Given an $n_e$-gon, we show that the expected number of nodes in our quadtree isO($$$n_e^1.292$) For a polyhedron with $n_f$ faces, the expected number of nodes in the new octree is O($$$n_f^1.667$). For time complexity, we again analyzed the best, worst, and average cases for constructing such quadtree and octree and find the average to be the same as those of the space complexity. Finally, random $n_e$- gons are generated as test data. Regression equations are fitted and are shown to support the claims on the average case performance.

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Enhanced Dual Contouring method by using the Feature of Spherical Coordinate System (구면 좌표계의 특성을 이용한 듀얼 컨투어링 기법 개선)

  • Kim, Jong-Hyun;Park, Tae-Jung;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.2
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    • pp.27-36
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    • 2011
  • The Dual Contouring method has an advantage over the primal polygonization methods like the Marching Cube method in terms of better expression of sharp features. In this paper, the Dual Contouring method is implemented in Spherical coordinates, not the Cartesian ones to examine some characteristics. For this purpose, our octree is defined in Spherical coordinates, which is called "S-Octree". Among some characteristics, the proposed Dual Contouring method in the S-Octree tends to produce less vertices at the same octree level. In particular, for any surface models close to surface sphere, the generated mesh surfaces are smoother and more detailed than those of the Cartesian Dual Contouring approach for specific applications including mesh compression where available geometric information is quite limited.

Tetrahedral Meshing with an Octree-based Adaptive Signed Distance Field (옥트리 기반의 적응적 부호거리장을 이용한 사면체 요소망 생성)

  • Park, Seok-Hun;Choi, Min-Gyu
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.29-34
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    • 2012
  • High-quality tetrahedral meshes are crucial for FEM-based simulation of large elasto-plastic deformation and tetrahedral-mesh-based simulation of fluid flow. This paper proposes a volume meshing method that exploits an octree-based adaptive signed distance field to fill the inside of a polygonal object with tetrahedra, of which dihedral angles are good. The suggested method utilizes an octree structure to reduce the total number of tetrahedra by space-efficiently filling an object with graded tetrahedra. To obtain a high-quality mesh with good dihedral angles, we restrict the octree in such a way that any pair of neighboring cells only differs by one level. In octree-based tetrahedral meshing, the signed distance computation of a point to the surface of a given object is a very important and frequently-called operation. To accelerate this operation, we develop a method that computes a signed distance field directly on the vertices of the octree cells while constructing the octree using a top-down approach. This is the main focus of the paper. The suggested tetrahedral meshing method is fast, stable and easy to implement.

Analysis of Using Geometry-based Adaptive Octree Method (Geometry-based Adaptive Octree 방법에 대한 고찰)

  • Park Jong-Ryoul;Sah Jong-Youb
    • 한국전산유체공학회:학술대회논문집
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    • 2000.10a
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    • pp.86-91
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    • 2000
  • Automatic method for generation of mesh and three dimension natural convection flow result adapted by this method are presented in this paper. It lake long time to meshing com plex 3-D geometries, and It's difficult to clustering grid at surface boundary. Octree structure resolve this difficulty.

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Automatic Generation of 3-D Finite Element Meshes: Part(II) -Mesh Generation from Tetrahedron-based Octree- (삼차원 유한요소의 자동생성 (2) -사면체 옥트리로부터의 유한요소 생성-)

  • 정융호;이건우
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.19 no.3
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    • pp.647-660
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    • 1995
  • Given the tetrahedron-based octree approximation of a solid as described in part(I) of this thesis, in this part(II) a systematic procedure of 'boundary moving' is developed for the fully automatic generation of 3D finite element meshes. The algorithm moves some vertices of the octants near the boundary onto the exact surface of a solid without transforming the topology of octree leaf elements. As a result, the inner octree leaf elements can be used as exact tetrahedral finite element meshes. In addition, as a quality measure of a tetrahedral element, 'shape value' is propopsed and used for the generation of better finite elements during the boundary moving process.

Enhancing Query Efficiency for Huge 3D Point Clouds Based on Isometric Spatial Partitioning and Independent Octree Generation (등축형 공간 분할과 독립적 옥트리 생성을 통한 대용량 3차원 포인트 클라우드의 탐색 효율 향상)

  • Han, Soohee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.32 no.5
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    • pp.481-486
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    • 2014
  • This study aims at enhancing the performance of file-referring octree, suggested by Han(2014), for efficiently querying huge 3D point clouds, acquired by the 3D terrestrial laser scanning. Han's method(2014) has revealed a problem of heavy declining in query speed, when if it was applied on a very long tunnel, which is the lengthy and narrow shaped anisometric structure. Hereupon, the shape of octree has been analyzed of its influence on the query efficiency with the testing method of generating an independent octree in each isometric subdivision of 3D object boundary. This method tested query speed and main memory usage against the conventional single octree method by capturing about 300 million points in a very long tunnel. Finally, the testing method resulted in which twice faster query speed is taking similar size of memory. It is also approved that the conclusive factor influencing the query speed is the destination level, but the query speed can still increase with more proximity to isometric bounding shape of octree. While an excessive unbalance of octree shape along each axis can heavily degrade the query speed, the improvement of octree shape can be more effectively enhancing the query speed than increasement of destination level.

Min-Max Octree Generation Using CUDA (CUDA를 이용한 최대-최소 8진트리 생성 기법)

  • Lim, Jong-Hyeon;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.191-196
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    • 2009
  • Volume rendering is a method which extracts meaningful information from volume data and visualizes those information. In general, since the size of volume data gets larger, it is very important to devise acceleration methods for interactive rendering speed. Min-max octree is data structure for high-speed volume rendering, however, its creation time becomes long as the data size increases. In this paper, we propose acceleration method of min-max octree generation using CUDA. Firstly, we convert one-dimensional array from volume data using space filling curve. Then we make min-max octree structures from the sequential array and apply them to acceleration of volume ray casting.

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EFFICIENT HOLE FINDING METHOD FOR OVERSET GRID SYSTEM (중첩 격자계의 효율적 Hole Finding 기법)

  • Kim B.S.;Ko S.H.
    • Journal of computational fluids engineering
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    • v.11 no.2 s.33
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    • pp.62-66
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    • 2006
  • In this paper an automated hole-finding method for overset grids is introduced which uses recursive octree-cell division. A graphic program which enables the user to do the hole-cutting with ease is also introduced. Using this program it is found that there is an optimum combination of the level of octree division and vector calculation for the efficient and fast hole finding.

Efficient Hole Finding Method for Overset Grid System (중첩 격자계의 효율적 Hole Finding 기법)

  • Kim B. S.;Ko S. H.
    • 한국전산유체공학회:학술대회논문집
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    • 2004.10a
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    • pp.83-86
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    • 2004
  • In this paper an automated hole-finding method for overset grids is introduced which uses recursive octree-cell division. A graphic program which enables the user to do the hole-cutting with ease is also introduced. Using this program it was found that a proper combination of the level of octree division and vector calculation should be used for efficient and fast hole finding.

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