• Title/Summary/Keyword: Polygon Mesh

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Polygon Approximation Based Cognitive Information Delivery in Geo-location Database Oriented Spectrum Sharing

  • Wei, Zhiqing;Wu, Huici;Feng, Zhiyong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.6
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    • pp.2926-2945
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    • 2017
  • In geo-location database oriented spectrum sharing system, the entire geographic area is divided into meshes to classify, store and delivery the cognitive information. In this paper, we propose a flexible polygon mesh division scheme to reduce the number of meshes. Hence the cognitive information can be reduced correspondingly. Besides, polygon mesh can approximate the real environment and reduce the error of cognitive information because the edges of polygon are selected along the boundaries of the networks. We have designed the polygon approximation algorithm and have analyzed the relation between the error and the number of polygon's edges. Finally, the simulation results are provided to verify the algorithm and analysis. The polygon mesh division scheme in this paper provides an efficient approach for cognitive information organization in database oriented spectrum sharing system.

Mesh Decimation for Polygon Rendering Based Real-Time 3-Axis NC Milling Simulation (실시간 3축 NC 밀링 시뮬레이션을 위한 메쉬 간략화 방법)

  • Joo, S.W.;Lee, S.H.;Park, K.H.
    • Korean Journal of Computational Design and Engineering
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    • v.5 no.4
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    • pp.347-358
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    • 2000
  • The view dependency of typical spatial-partitioning based NC simulation methods is overcome by polygon rendering technique that generates polygons to represent the workpiece, thus enabling dynamic viewing transformations without reconstruction of the entire data structure. However, the polygon rendering technique still has difficulty in realizing real-time simulation due to unsatisfactory performance of current graphics devices. Therefore, it is necessary to develop a mesh decimation method that enables rapid rendering without loss of display quality. In this paper. we proposed a new mesh decimation algorithm thor a workpiece whose shape varies dynamically. In this algorithm, the 2-map data thor a given workpiece is divided into several regions, and a triangular mesh is constructed for each region first. Then, if any region it cut by the tool, its mesh is regenerated and decimated again. Since the range of mesh decimation is confined to a few regions, the reduced polygons for rendering can be obtained rapidly. Our method enables the polygon-rendering based NC simulation to be applied to the computers equipped with a wider range of graphics cards.

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A Shader Technique that applies Noise Texture to Vertex Movement and Surface Texture Mapping of Polygon Mesh (폴리곤 메시의 정점 이동과 표면 텍스처 매핑에 노이즈 텍스처를 적용하는 쉐이더 기법)

  • Hong, Minseok;Park, Jinho
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.79-88
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    • 2021
  • Particle and noise are effectively used to implement unspecific VFX like an explosion, magic. Particle can create freely but, The more usage, the higher CPU/GPU usage. This paper using polygon mesh that is hard to change but consumes fixed resources to overcome the demerit of particle and reduce CPU/GPU usage. Also, using shader, apply noise texture that is suitable unspecific pattern to vertex and surface texture mapping of polygon mesh for implement VFX in unity. As a result of experiment, shader applied sphere polygon mesh show 2~4ms CPU, 1~2ms GPU usage in profiler. Also It has been shown that shader can be used to implement unspecific VFX.

Generation of 3D Terrain Mesh Using Noise Function and Height Map (노이즈 함수 및 높이맵을 이용한 3차원 지형 메쉬의 생성)

  • Sangkun, Park
    • Journal of Institute of Convergence Technology
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    • v.12 no.1
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    • pp.1-5
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    • 2022
  • This paper describes an algorithm for generating a terrain using a noise function and a height map as one of the procedural terrain generation methods. The polygon mesh data structure to represent the generated terrain concisely and render it is also described. The Perlin noise function is used as the noise technique for terrain mesh, and the height data of the terrain is generated by combining the four noise waves. In addition, the terrain height information can be also obtained from actual image data taken from the satellite. The algorithm presented in this paper generates the geometry part of the polygon topography from the height data obtained, and generated a material for texture mapping with two textures, that is, a diffuse texture and a normal texture. The validity of the terrain method proposed in this paper is verified through application examples, and its possibility can be confirmed through performance verification.

A Constant Time RMESH Algorithm for Determining the Visibility between Two Edges of a Simple Polygon (단순 다각형의 두 에지 사이의 가시성 판별을 위한 상수 시간 RMESH 알고리즘)

  • 김수환
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.12
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    • pp.640-647
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    • 2002
  • In this paper, we consider the problems related to the edge visibility on a reconfigurable mesh(in short, RMESH). The following basic problems related to the edge visibility are considered: First, determine if a given polygon is visible from a specific edge, Second, find all edges from which a given polygon is visible. Third, compute the visibility polygon from a specific edge of a given polygon. In this paper, we consider the following problem in order to solve these problems in constant time: given two edges e and f of a simple polygon p, compute the maximal interval of f which is visible from e. We present a constant time algorithm for the problem on an N-N RMESH, where N is the number of vertices of P. Applying the algorithm, we can solve the above three problems in a constant time on a reconfigurable mesh. Specially, we can solve the third problem in a constant time on an N-$N_2$ RMESH.

Polygon Reduction Algorithm for Three-dimensional Surface Visualization (3차원 표면 가시화를 위한 다각형 감소 알고리즘)

  • 유선국;이경상;배수현;김남현
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.53 no.5
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    • pp.368-373
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    • 2004
  • Surface visualization can be useful, particularly for internet-based education and simulation system. Since the mesh data size directly affects the downloading and operational performance, the problem that should be solved for efficient surface visualization is to reduce the total number of polygons, constituting the surface geometry as much as Possible. In this paper, an efficient polygon reduction algorithm based on Stokes' theorem, and topology preservation to delete several adjacent vertices simultaneously for past polygon reduction is proposed. The algorithm is irrespective of the shape of polygon, and the number of the polygon. It can also reduce the number of polygons to the minimum number at one time. The performance and the usefulness for medical imaging application was demonstrated using synthesized geometrical objects including plane. cube. cylinder. and sphere. as well as a real human data.

Efficient RMESH Algorithms for the Set Operations of Two Visibility Polygons in a Simple Polygon (단순 다각형 내부의 두 가시성 다각형에 대한 집합 연산을 수행하는 효율적인 RMESH 알고리즘)

  • Kim, Soo-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.795-797
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    • 2014
  • The visibility polygon of a simple polygon P is the set of points which are visible from a visibility source in P such as a point or an edge. Since a visibility polygon is the set of points, the set operations such as intersection and union can be executed on them. The intersection(resp. union) of two visibility polygons is the set of points which are visible from both (resp. either) of the corresponding two visibility sources. As previous results, there exist O(n) time algorithms for the set operations of two visibility polygons with total n vertices. In this paper, we present $O(log^2n)$ time algorithms for solving the problems on a reconfigurable mesh with size $O(n^2)$.

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Mesh topological form design and geometrical configuration generation for cable-network antenna reflector structures

  • Liu, Wang;Li, Dong-Xu;Jiang, Jian-Ping
    • Structural Engineering and Mechanics
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    • v.45 no.3
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    • pp.411-422
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    • 2013
  • A well-designed mesh shape of the cable net is of essential significance to achieve high performance of cable-network antenna reflectors. This paper is concerned with the mesh design problem for such antenna reflector structure. Two new methods for creating the topological forms of the cable net are first presented. Among those, the cyclosymmetry method is useful to generate different polygon-faceted meshes, while the topological mapping method is suitable for acquiring triangle-faceted meshes with different mesh grid densities. Then, the desired spatial paraboloidal mesh geometrical configuration in the state of static equilibrium is formed by applying a simple mesh generation approach based on the force density method. The main contribution of this study is that a general technical guide for how to create the connectivities between the nodes and members in the cable net is provided from the topological point of view. With the new idea presented in this paper, multitudes of mesh configurations with different net patterns can be sought by a certain rule rather than by empiricism, which consequently gives a valuable technical reference for the mesh design of this type of cable-network structures in the engineering.

CNN Architecture for Accurately and Efficiently Learning a 3D Triangular Mesh (3차원 삼각형 메쉬를 정확하고 효율적으로 학습하기 위한 CNN 아키텍처)

  • Hong Eun Na;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.369-372
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    • 2023
  • 본 논문에서는 삼각형 구조로 구성된 3차원 메쉬(Mesh)에서 합성곱 신경망(Convolution Neural Network, CNN)을 응용하여 정확도가 높은 새로운 학습 표현 기법을 제시한다. 우리는 메쉬를 구성하고 있는 폴리곤의 edge와 face의 로컬 특징을 기반으로 학습을 진행한다. 일반적으로 딥러닝은 인공신경망을 수많은 계층 형태로 연결한 기법을 말하며, 주요 처리 대상은 1, 2차원 데이터 형태인 오디오 파일과 이미지였다. 인공지능에 대한 연구가 지속되면서 3차원 딥러닝이 도입되었지만, 기존의 학습과는 달리 3차원 딥러닝은 데이터의 확보가 쉽지 않다. 혼합현실과 메타버스 시장의 확대로 인해 3차원 모델링 시장이 증가하고, 기술의 발전으로 데이터를 획득할 수 있는 방법이 생겼지만, 3차원 데이터를 직접적으로 학습에 이용하는 방식으로 적용하는 것은 쉽지 않다. 그렇게 때문에 본 논문에서는 산업 현장에서 이용되는 데이터인 메쉬 구조를 폴리곤의 최소 단위인 삼각형 형태로 구성하여 학습 데이터를 구성해 기존의 방법보다 정확도가 높은 학습 기법을 제안한다.

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