• Title/Summary/Keyword: Polygon model

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Development of Visual Tools for Strut-Tie Model (스트럿 타이 모델개발을 위한 시각화 도구 개발)

  • Kim, Nam-Hee;Hong, Sung-Gul;Yeo, Deok-Hyun
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2008.04a
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    • pp.596-601
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    • 2008
  • This paper presents how to develop visual design tools for construction of strut-and-tie models(S (STM). STMs have shown internal force flows for dimensioning and proportioning of D-regions of reinforced concrete structures. In order to select an appropriate strut-and-tie model some interactive graphic tools are necessary to help designers compare alternatives by changing the geometry of initial STM. This study proposes to use force polygons representing the equilibrium state of STM. The change of STM dynamically shows change of force magnitudes by force polygon. Once the geometry of STM is determined the detailing design process is required in the next procedure.

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Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

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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An Input Current Waveshaping AC-DC Converter for Rectifier Loads

  • Singh, Bhim;Garg, Vipin;Bhuvaneswari, G.
    • Journal of Power Electronics
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    • v.8 no.1
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    • pp.1-9
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    • 2008
  • This paper presents the design and analysis of a new input AC current wave shaping AC-DC converter for cost effective harmonic mitigation under varying loads. The proposed converter consists of a delta-polygon connected autotransformer based twelve-pulse AC-DC converter and a small rating passive shunt filter tuned at $11^{th}$ harmonic frequency. The proposed AC-DC converter eliminates the most dominant $5^{th},\;7^{th}$ and $11^{th}$ harmonics and reduces higher order harmonics; thereby, resulting in an improved power quality at AC mains. Moreover, the design of the autotransformer is modified to make it suitable for retrofit applications, where presently a 6-pulse diode bridge rectifier is used. To validate the proposed approach, various power quality indices are presented under varying loads. Experimental results obtained on the developed converter are given to validate the model and design of the proposed converter.

A PARALLEL ALGORITHM FOR CONSTRUCTING THE CONVEX-HULL OF A SIMPLE POLYGON

  • Min, Young-Sik;Lee, Kyeong-Sin
    • Journal of applied mathematics & informatics
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    • v.6 no.1
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    • pp.279-289
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    • 1999
  • Given n points in the plane the planar convex hull prob-lem in that of finding which of these points belong to the perimeter of the smallest convex region (a polygon) containing all n points. Here we suggest two kinds of methods. First we present a new sequential method for constructing the pla-nar convex hull O(1.5n) time in the quadratic decision tree model. Second using the sequential method we suggest a new parallel algo-rithm which solve the planar convex hull O(1.5n/p) time on a maspar Machine (CREW-PRAM) with O(n) processors. Also when we run on a maspar Machine we achieved a 37. 156-fold speedup with 64 pro-cessor.

An Algorithm for Illuminating a Convex Polygon with Two Equal Floodlights (두개의 동일한 탐조등으로 볼록다각형을 비추는 알고리즘)

  • Kim, Sung-Kwon;Shin, Chan-Su
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.4
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    • pp.416-419
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    • 2000
  • Let G be an n-vertex convex polygon whose vertices are in general position. We consider an illumination problem of locating two floodlights on the boundary of G, which illuminates G and whose larger angle is as small as possible. We present an O($n^2$) time algorithm under the extended real-RAM model.

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LOGO와 함께 곡선 만들기 - 다각형 패턴의 관점에서

  • Kim, Hwa-Kyung;Song, Min-Ho
    • East Asian mathematical journal
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    • v.26 no.4
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    • pp.447-461
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    • 2010
  • Papert [17] introduced the LOGO environment in which we make a curve using LOGO commands (FORWARD, ROTATE). We call this geometry as turtle geometry. This environment has influenced many researchers and designers of computers and mathematics education. But the curve that we can make using LOGO command is elementary or too difficult. Polygon and circle is elementary and making other curves is difficult. In this paper, we introduce the method of drawing some other curves mediating new command. First, we study epicycloid and hypocycloid in the historical and the physical context. And we introduce the method of making epicycloid and hypocycloid using vector addition. Next we study the polygon patterns of this curve. Finally, we extend the method for making more general curve and we improve the computer environment using this metaphor.

Rectangle-based Technique for Extracting Objects from Polygon Layouts

  • Park, Yong-Seok;Chun, Ik-Jae;Kim, Bo-Gwan
    • Proceedings of the IEEK Conference
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    • 2002.07c
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    • pp.1976-1979
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    • 2002
  • A new and efficient layout object extraction technique is presented in this paper, which is to be used in technology migration or hard-U reuse. The technique models the original polygon layout represented by a set of edges as a set of connected or overlapped rectangles. The rectangle model provides easy and efficient recognition, extraction, resizing, and compaction of layout objects such as transistors, contacts, and wires. Experiments on several designs from simple standard cells to more complex designs using standard and/or custom cells demonstrate the effectiveness of our technique.

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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.