• Title/Summary/Keyword: Polygonal model

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Stylized Specular Reflections Using Projective Textures based on Principal Curvature Analysis (주곡률 해석 기반의 투영 텍스처를 이용한 스타일 반사 효과)

  • Lee, Hwan-Jik;Choi, Jung-Ju
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.37-44
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    • 2006
  • Specular reflections provide the visual feedback that describes the material type of an object, its local shape, and lighting environment. In photorealistic rendering, there have been a number of research available to render specular reflections effectively based on a local reflection model. In traditional cel animations and cartoons, specular reflections plays important role in representing artistic intentions for an object and its related environment reflections, so the shapes of highlights are quite stylistic. In this paper, we present a method to render and control stylized specular reflections using projective textures based on principal curvature analysis. Specifying a texture as a pattern of a highlight and projecting the texture on the specular region of a given 3D model, we can obtain a stylized representation of specular reflections. For a given polygonal model, a view point, and a light source, we first find the maximum specular intensity point, and then locate the texture projector along the line parallel to the normal vector and passing through the point. The orientation of the projector is determined by the principal directions at the point. Finally, the size of the projection frustum is determined by the principal curvatures corresponding to the principal directions. The proposed method can control the position, orientation, and size of the specular reflection efficiently by translating the projector along the principal directions, rotating the projector about the normal vector, and scaling the principal curvatures, respectively. The method is be applicable to real-time applications such as cartoon style 3D games. We implement the method by Microsoft DirectX 9.0c SDK and programmable vertex/pixel shaders on Nvidia GeForce FX 7800 graphics subsystems. According to our experimental results, we can render and control the stylized specular reflections for a 3D model of several ten thousands of triangles in real-time.

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Implications of using a 50-μm-thick skin target layer in skin dose coefficient calculation for photons, protons, and helium ions

  • Yeom, Yeon Soo;Nguyen, Thang Tat;Choi, Chansoo;Han, Min Cheol;Lee, Hanjin;Han, Haegin;Kim, Chan Hyeong
    • Nuclear Engineering and Technology
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    • v.49 no.7
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    • pp.1495-1504
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    • 2017
  • In a previous study, a set of polygon-mesh (PM)-based skin models including a $50-{\mu}m-thick$ radiosensitive target layer were constructed and used to calculate skin dose coefficients (DCs) for idealized external beams of electrons. The results showed that the calculated skin DCs were significantly different from the International Commission on Radiological Protection (ICRP) Publication 116 skin DCs calculated using voxel-type ICRP reference phantoms that do not include the thin target layer. The difference was as large as 7,700 times for electron energies less than 1 MeV, which raises a significant issue that should be addressed subsequently. In the present study, therefore, as an extension of the initial, previous study, skin DCs for three other particles (photons, protons, and helium ions) were calculated by using the PM-based skin models and the calculated values were compared with the ICRP-116 skin DCs. The analysis of our results showed that for the photon exposures, the calculated values were generally in good agreement with the ICRP-116 values. For the charged particles, by contrast, there was a significant difference between the PM-model-calculated skin DCs and the ICRP-116 values. Specifically, the ICRP-116 skin DCs were smaller than those calculated by the PM models-which is to say that they were under-estimated-by up to ~16 times for both protons and helium ions. These differences in skin dose also significantly affected the calculation of the effective dose (E) values, which is reasonable, considering that the skin dose is the major factor determining effective dose calculation for charged particles. The results of the current study generally show that the ICRP-116 DCs for skin dose and effective dose are not reliable for charged particles.

Effect of Glial-neuronal Cell Co-culture on GFAP Expression of Astrocytes (신경세포가 별아교세포의 아교섬유성 산단백질 표현에 미치는 영향)

  • Bae Hyung-Mi;Park Jung-Sun;Yeon Dong-Soo
    • The Korean Journal of Physiology and Pharmacology
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    • v.1 no.3
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    • pp.285-296
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    • 1997
  • Injury to brain transforms resting astrocytes to their reactive form, the hallmark of which is an increase in glial fibrillary acidic protein (GFAP), the major intermediate filament protein of their cell type. The overall glial response after brain injury is referred to as reactive gliosis. Glial-neuronal interaction is important for neuronal migration, neurite outgrowth and axonal guidance during ontogenic development. Although much attention has been given to glial regulation of neuronal development and regeneration, evidences also suggest a neuronal influence on glial cell differentiation, maturation and function. The aim of the present study was to analyze the effects of glial-hippocampal neuronal co-culture on GFAP expression in the co-cultured astrocytes. The following antibodies were used for double immunostaining chemistry; mouse monoclonal antibodies for confirm neuronal cells, rabbit anti GFAP antibodies for confirm astrocytes. Primary cultured astrocytes showed the typical flat polygonal morphology in culture and expressed strong GFAP and vimentin. Co-cultured hippocampal neurons on astrocytes had phase bright cell body and well branched neurites. About half of co-cultured astrocytes expressed negative or weak GFAP and vimentin. After 2 hour glutamate (0.5 mM) exposure of glial-neuronal co-culture, neuronal cells lost their neurites and most of astrocytes expressed strong CFAE and vimentin. In Western blot analysis, total GFAP and vimentin contents in co-cultured astrocytes were lower than those of primary cultured astrocytes. After glutamate exposure of glial-neuronal co-culture, GFAP and vimentin contents in astrocytes were increased to the level of primary cultured astrocytes. These results suggest that neuronal cell decrease GFAP expression in co-cultured astrocytes and hippocampal neuronal-glial co-culture can be used as a reactive gliosis model in vitro for studying GFAP expression of astrocytes.

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Transmission Error Influences by Initial Tension of Timing Chain System (타이밍 체인 시스템의 초기 장력이 전달 오차에 미치는 영향)

  • Park, Yongsik;Jung, Taeksu;Hong, Yunhwa;Kim, Youngjin;Park, Youngkyun;Lee, Jungjin;Cho, Chongdu
    • Transactions of the Korean Society of Automotive Engineers
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    • v.25 no.2
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    • pp.133-139
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    • 2017
  • The timing chain system, which is a typical power transmission technology applied to a vehicle, has been widely used by the automotive industry because it is normally designed to last a car's lifetime. However, the timing chain system may cause some problems due to the shape of the chains and the polygonal behavior on contact between the chain and the sprocket. In addition, noise and vibration caused by transmission error are the most typical problems encountered by major automotive manufacturers and they are considered as the main source of customer complaint. The initial tension of the chain-sprocket system is thought to be the main cause of transmission error, and it is regarded as the source of engine vibration and noise. The initial tension of the chain system should be controlled carefully since a low initial tension can cause twisting, which may lead to a system malfunction, while a high initial tension can reduce the service life due to a worn down contact surface. In this paper, the kinematic analysis model is generated with various initial tensions, which are controlled by changing the shape of the fixed guide with the largest contact surface with chain. The results showed that the transmission error was minimized on a particular range of initial tension, and the tendency showed that the error changed with a higher sensitivity at a lower initial tension.

A Study on Application of STEAM education with Robot in Elementary School (초등학교에서 로봇을 활용한 STEAM 교육의 적용 연구)

  • Park, Jung-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.4
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    • pp.19-29
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    • 2012
  • According to the result of PISA and TIMSS, it was reported that interest for Math and Science was far lower compared to high achievement of Them. The purpose of this study is to investigate effects of robot based STEAM education on elementary school students' Math learning behavior and Science motivation. Robot based STEAM education integrated science, mathematics and art with a theme of 'Energy' was practiced for test group and For control group, those three subjects were taught separately in order to achieve this purpose. Curriculum of fourth grade second semester's science, mathematics and art was analysed to teach a robot based STEAM class and STEAM class Model with the theme 'Energy was designed and applied to elementary students. In science class, heat transfer experiment was conducted with robots and the result was related to drawing polygonal lines in mathematics. In art class, robot components were used to describe the heat energy in shapes and colors. The research shows that students' Math learning behavior and Science motivation were improved more with robot based STEAM education than with traditional lessons(p<.05). It proves that robot based STEAM class can be effective for improving interest in elementary Math and Science.

Development of Deep Learning-based Automatic Classification of Architectural Objects in Point Clouds for BIM Application in Renovating Aging Buildings (딥러닝 기반 노후 건축물 리모델링 시 BIM 적용을 위한 포인트 클라우드의 건축 객체 자동 분류 기술 개발)

  • Kim, Tae-Hoon;Gu, Hyeong-Mo;Hong, Soon-Min;Choo, Seoung-Yeon
    • Journal of KIBIM
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    • v.13 no.4
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    • pp.96-105
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    • 2023
  • This study focuses on developing a building object recognition technology for efficient use in the remodeling of buildings constructed without drawings. In the era of the 4th industrial revolution, smart technologies are being developed. This research contributes to the architectural field by introducing a deep learning-based method for automatic object classification and recognition, utilizing point cloud data. We use a TD3D network with voxels, optimizing its performance through adjustments in voxel size and number of blocks. This technology enables the classification of building objects such as walls, floors, and roofs from 3D scanning data, labeling them in polygonal forms to minimize boundary ambiguities. However, challenges in object boundary classifications were observed. The model facilitates the automatic classification of non-building objects, thereby reducing manual effort in data matching processes. It also distinguishes between elements to be demolished or retained during remodeling. The study minimized data set loss space by labeling using the extremities of the x, y, and z coordinates. The research aims to enhance the efficiency of building object classification and improve the quality of architectural plans by reducing manpower and time during remodeling. The study aligns with its goal of developing an efficient classification technology. Future work can extend to creating classified objects using parametric tools with polygon-labeled datasets, offering meaningful numerical analysis for remodeling processes. Continued research in this direction is anticipated to significantly advance the efficiency of building remodeling techniques.

Object-Based Integral Imaging Depth Extraction Using Segmentation (영상 분할을 이용한 객체 기반 집적영상 깊이 추출)

  • Kang, Jin-Mo;Jung, Jae-Hyun;Lee, Byoung-Ho;Park, Jae-Hyeung
    • Korean Journal of Optics and Photonics
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    • v.20 no.2
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    • pp.94-101
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    • 2009
  • A novel method for the reconstruction of 3D shape and texture from elemental images has been proposed. Using this method, we can estimate a full 3D polygonal model of objects with seamless triangulation. But in the triangulation process, all the objects are stitched. This generates phantom surfaces that bridge depth discontinuities between different objects. To solve this problem we need to connect points only within a single object. We adopt a segmentation process to this end. The entire process of the proposed method is as follows. First, the central pixel of each elemental image is computed to extract spatial position of objects by correspondence analysis. Second, the object points of central pixels from neighboring elemental images are projected onto a specific elemental image. Then, the center sub-image is segmented and each object is labeled. We used the normalized cut algorithm for segmentation of the center sub-image. To enhance the speed of segmentation we applied the watershed algorithm before the normalized cut. Using the segmentation results, the subdivision process is applied to pixels only within the same objects. The refined grid is filtered with median and Gaussian filters to improve reconstruction quality. Finally, each vertex is connected and an object-based triangular mesh is formed. We conducted experiments using real objects and verified our proposed method.

Visualization and Localization of Fusion Image Using VRML for Three-dimensional Modeling of Epileptic Seizure Focus (VRML을 이용한 융합 영상에서 간질환자 발작 진원지의 3차원적 가시화와 위치 측정 구현)

  • 이상호;김동현;유선국;정해조;윤미진;손혜경;강원석;이종두;김희중
    • Progress in Medical Physics
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    • v.14 no.1
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    • pp.34-42
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    • 2003
  • In medical imaging, three-dimensional (3D) display using Virtual Reality Modeling Language (VRML) as a portable file format can give intuitive information more efficiently on the World Wide Web (WWW). The web-based 3D visualization of functional images combined with anatomical images has not studied much in systematic ways. The goal of this study was to achieve a simultaneous observation of 3D anatomic and functional models with planar images on the WWW, providing their locational information in 3D space with a measuring implement using VRML. MRI and ictal-interictal SPECT images were obtained from one epileptic patient. Subtraction ictal SPECT co-registered to MRI (SISCOM) was performed to improve identification of a seizure focus. SISCOM image volumes were held by thresholds above one standard deviation (1-SD) and two standard deviations (2-SD). SISCOM foci and boundaries of gray matter, white matter, and cerebrospinal fluid (CSF) in the MRI volume were segmented and rendered to VRML polygonal surfaces by marching cube algorithm. Line profiles of x and y-axis that represent real lengths on an image were acquired and their maximum lengths were the same as 211.67 mm. The real size vs. the rendered VRML surface size was approximately the ratio of 1 to 605.9. A VRML measuring tool was made and merged with previous VRML surfaces. User interface tools were embedded with Java Script routines to display MRI planar images as cross sections of 3D surface models and to set transparencies of 3D surface models. When transparencies of 3D surface models were properly controlled, a fused display of the brain geometry with 3D distributions of focal activated regions provided intuitively spatial correlations among three 3D surface models. The epileptic seizure focus was in the right temporal lobe of the brain. The real position of the seizure focus could be verified by the VRML measuring tool and the anatomy corresponding to the seizure focus could be confirmed by MRI planar images crossing 3D surface models. The VRML application developed in this study may have several advantages. Firstly, 3D fused display and control of anatomic and functional image were achieved on the m. Secondly, the vector analysis of a 3D surface model was defined by the VRML measuring tool based on the real size. Finally, the anatomy corresponding to the seizure focus was intuitively detected by correlations with MRI images. Our web based visualization of 3-D fusion image and its localization will be a help to online research and education in diagnostic radiology, therapeutic radiology, and surgery applications.

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