• Title/Summary/Keyword: Polygon-mesh

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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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Efficient mesh-based realistic computer-generated hologram synthesis with polygon resolution adjustment

  • Yeom, Han-Ju;Cheon, Sanghoon;Choi, Kyunghee;Park, Joongki
    • ETRI Journal
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    • v.44 no.1
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    • pp.85-93
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    • 2022
  • We propose an efficient method for synthesizing mesh-based realistic computer-generated hologram (CGH). In a previous nonanalytic mesh-based CGH synthesis, the angular spectrum of the two-dimensional (2D) plane is calculated using the fast Fourier transform (FFT) with the same size as the resolution of the final hologram. Because FFT increases the computation time as the size of the input matrix increases, the previous method has a problem: The higher the resolution of the hologram, the greater the computational load, thereby delaying synthesis time. In this study, when calculating the angular spectrum of the 2D plane in mesh-based CGH synthesis, we propose a method to calculate the angular spectrum by defining the 2D plane with an arbitrary size smaller than the resolution of the final hologram. The resolution adjustment method reduces the computation time and can be applied to occlusion culling and texturing for the realistic effect of mesh-based CGH. We describe the principle, error analysis, application of realistic effect, and experimental results of the proposed method.

Feature Points Selection Using Block-Based Watershed Segmentation and Polygon Approximation (블록기반 워터쉐드 영역분할과 다각형 근사화를 이용한 특징점 추출)

  • 김영덕;백중환
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2000.12a
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    • pp.93-96
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    • 2000
  • In this paper, we suggest a feature points selection method using block-based watershed segmentation and polygon approximation for preprocessing of MPEG-4 mesh generation. 2D natural image is segmented by 8$\times$8 or 4$\times$4 block classification method and watershed algorithm. As this result, pixels on the watershed lines represent scene's interior feature and this lines are shapes of closed contour. Continuous pixels on the watershed lines are selected out feature points using Polygon approximation and post processing.

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Divide and conquer algorithm for a voronoi diagram of simple curves

  • Kim, Deok-Soo;Hwang, Il-Kyu;Park, Bum-Joo
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1994.04a
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    • pp.691-700
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    • 1994
  • Voronoi diagram of a set of geometric entities on a plane such as points, line segments, or arcs is a collection of Voronoi polygons associated with each entity, where Voronoi polygon of an entity is a locus of point which is closer to the associated entity than any other entity. Voronoi diagram is one of the most fundamental geometrical construct and well-known for its theoretical elegance and the wealth of applications. Various geometric problems can be solved with the aid of Voronoi diagram. For example, the maximum tool diameter of a milling cutter for rough cutting in a pocket can be easily found, and the pocketing tool path can be efficiently generated from Voronoi diagram. In PCB design, the design rule checking can be easily done via Voronoi diagram, too. This paper discusses an algorithm to construct Voronoi diagram of a simple polygon which consists of simple curves such as line segments as well as arcs in a plane with O(nlogn) time complexity by employing the divide and conquer scheme.

A Study of a Surface Modeling Interpolating a Polygonal Curve Net Constructed from Scattered Points (점군으로부터 형성된 다각곡선망을 보간하는 곡면모델링에 관한 연구)

  • Ju, Sang-Yoon;Jun, Cha-Soo
    • Journal of Korean Institute of Industrial Engineers
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    • v.21 no.4
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    • pp.529-540
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    • 1995
  • The paper deals with a procedure for constructing a composite surface interpolating a polygonal curve mesh defined from 3D scattered points. The procedure consists of a poly-angulation, construction of a curve net, and interpolation of the curve net. The poly-angulation contains a stage that changes a triangular edge net obtained from a triangulation into a poly-angular edge net. A curve net is constructed by replacing edges on the edge net with cubic Bezier curves. Finally, inside of an n-sided polygon is interpolated by n subdivided triangular subpatches. The method interpolates given point data with relatively few triangular subpatches. For an n-sided polygon, our method constructs an interpolant with n subdivided triangular subpatches while the existing triangular surface modeling needs 3(n-2) subpatches. The obtained surface is composed of quartic triangular patches which are $G^1$-continuous to adjacent patches.

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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 Study on Classification Algorithm of Arbitrary Polygon Curved Hull Plates for the Curved Hull Plates Forming (곡가공을 위한 임의 다각형 곡판 분류 알고리즘 연구)

  • Kim, Chan Suk;Son, Seung Hyeok;Shin, Jong Gye;Noh, Jackyou
    • Journal of the Society of Naval Architects of Korea
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    • v.51 no.4
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    • pp.342-348
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    • 2014
  • In general, the forming process of the curved hull plates consists of sub tasks, such as roll bending, line heating, and triangle heating. In order to complement the automated curved hull forming system, it is necessary to develop an algorithm to classify the curved hull plates of a ship into standard shapes with respect to the techniques of forming task, such as the roll bending, the line heating, and the triangle heating. In the previous research, the classification algorithm of curved hull plates was studied only about rectangle shaped plates, and other limitations were notified. In this paper, the classification algorithm is extended to classify not only rectangle shaped plates but also arbitrary polygon hull plates. The discrete curvature can be computed by using arbitrary polygon mesh which is represented by half-edge data structure and discrete differential geometry. The algorithm tests to verify the developed algorithm with sample plates of a real ship data have been performed.

Digital Watermarking for Three-Dimensional Polygonal Mesh Models in Frequency Domain (주파수영역에서의 3차원 다각형 메쉬모델의 워터마킹)

  • Bae Mi-Young;Lee Jeong-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.851-854
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    • 2006
  • 멀티미디어 데이터 중 3차원 멀티미디어 데이터의 저작권 보호를 위한 기술로 디지털 워터마킹에 대한 연구가 활발히 진행되고 있다. 워터마킹 기술은 공간영역에 워터마크를 삽입하는 것과 주파수 영역에 워터마크를 삽입하는 기술로 크게 나누어진다. 본 논문에서는 3차원 깊이정보로부터 다각형 모델링을 구현하고 깊이영상의 저작권보호를 위한 방법으로 먼저 3차원으로 획득된 깊이정보로부터 다각형메쉬(polygon mesh)를 구성하고 3차원 메쉬 데이터를 DCT변환을 이용하여 주파수 영역으로 변환한 후 변환된 주파수 영역에 적응적으로 워터마크를 삽입하고 검출하였다. 깊이영상의 저작권보호를 위한 비가시적이며 강인한 워터마킹 방법을 구현하였다.

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Three-dimensional Digital Restoration and Surface Depth Modeling for Shape Analysis of Stone Cultural Heritage: Haeundae Stone Inscription (석조문화유산의 형상분석을 위한 3차원 디지털복원과 표면심도 모델링:해운대 석각을 중심으로)

  • Jo, Young-Hoon;Lee, Chan-Hee
    • Journal of Conservation Science
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    • v.28 no.1
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    • pp.87-94
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    • 2012
  • This study was focused on digital restoration and surface depth modeling applying the three-dimensional laser scanning system of the Haeundae Stone Inscription. Firstly, the three-dimensional digital restoration carried out acquiring of point cloud using wide range and precision scanner, thereafter registering, merging, filtering, polygon mesh and surveyed map drawing. In particular, stroke of letters, inscribed depth and definition appearing the precision scanning polygon was outstanding compared with ones of the wide range polygon. The surface depth modeling completed through separation from polygon, establishment of datum axis, selection of datum point, contour mapping and polygon merging. Also, relative inscribed depth (5~17mm) and outline by the depth modeling was well-defined compared with photograph and polygon image of the inscription stone. The digital restoration technology merging wide range and precision scanning restored the total and detailed shape of the Stone Inscription quickly and accurately. In addition, the surface depth modeling visibly showed unclear parts from naked eye and photograph. In the future, various deteriorations and surrounding environment change of the Stone Inscription will be numerically analyze by periodic monitoring.

A Study on the Use of 3D Human Body Surface Shape Scan Data for Apparel Pattern Making (의류 패턴 설계를 위한 삼차원 인체 체표면 스캔 데이터 활용에 관한 연구)

  • 천종숙;서동애;이관석
    • The Research Journal of the Costume Culture
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    • v.10 no.6
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    • pp.709-717
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    • 2002
  • In the apparel industry, the technology has been advanced rapidly. The use of 3D scanning systems fur the capture and measurement of human body is becoming common place. Three dimensional digital image can be used for design, inspection, reproduction of physical objects. The purpose of this study is to develop a method that drafts men's basic bodice pattern from scanned 3D body surface shape data. In order to pursue this purpose the researchers developed pattern drafting algorithm. The 3D scanner used in this study was Cyberware Whole Body Scanner WB-4. The bodice pattern drafting algorithm from 3D body surface shape data developed in this study is as follows. First, convert geometric 3D body surface data to 3D polygonal mesh data. Second, develop algorithm to lay out 3D polygonal patches onto a plane using Auto Lisp program. The polygon meshes are coplanar, and the individual mesh is continuously in contact with next one The bodice front surface shape data in polygonal patches form was lined up in bust and waist levels. The back bodice was drafted by lining up the polygonal mesh in scapula, chest, and waist levels. in the drafts, gaps between polygons were formed into the darts.

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