• 제목/요약/키워드: Spherical Object

검색결과 89건 처리시간 0.02초

Trivariate B-spline Approximation of Spherical Solid Objects

  • Kim, Junho;Yoon, Seung-Hyun;Lee, Yunjin
    • Journal of Information Processing Systems
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    • 제10권1호
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    • pp.23-35
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    • 2014
  • Recently, novel application areas in digital geometry processing, such as simulation, dynamics, and medical surgery simulations, have necessitated the representation of not only the surface data but also the interior volume data of a given 3D object. In this paper, we present an efficient framework for the shape approximations of spherical solid objects based on trivariate B-splines. To do this, we first constructed a smooth correspondence between a given object and a unit solid cube by computing their harmonic mapping. We set the unit solid cube as a rectilinear parametric domain for trivariate B-splines and utilized the mapping to approximate the given object with B-splines in a coarse-to-fine manner. Specifically, our framework provides user-controllability of shape approximations, based on the control of the boundary condition of the harmonic parameterization and the level of B-spline fitting. Experimental results showed that our method is efficient enough to compute trivariate B-splines for several models, each of whose topology is identical to a solid sphere.

Overlapped Subband-Based Independent Vector Analysis

  • Jang, Gil-Jin;Lee, Te-Won
    • The Journal of the Acoustical Society of Korea
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    • 제27권1E호
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    • pp.30-34
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    • 2008
  • An improvement to the existing blind signal separation (BSS) method has been made in this paper. The proposed method models the inherent signal dependency observed in acoustic object to separate the real-world convolutive sound mixtures. The frequency domain approach requires solving the well known permutation problem, and the problem had been successfully solved by a vector representation of the sources whose multidimensional joint densities have a certain amount of dependency expressed by non-spherical distributions. Especially for speech signals, we observe strong dependencies across neighboring frequency bins and the decrease of those dependencies as the bins become far apart. The non-spherical joint density model proposed in this paper reflects this property of real-world speech signals. Experimental results show the improved performances over the spherical joint density representations.

광선 역추적 방식을 이용한 구면수차 제거 비구면 렌즈의 설계 (Design of Spherical Aberration Free Aspherical Lens by Use of Ray Reverse Tracing Method)

  • 김한섭;박규열;이원규;전종업
    • 한국정밀공학회지
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    • 제20권10호
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    • pp.191-198
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    • 2003
  • In this study, aberration free aspherical lens design method named ray reverse tracing method is introduced. Differently from the traditional design method, the ray reverse tracing method traces the shape and location of a real object by use of its virtual image. From the result, especially spherical aberration free aspherical lens could be designed by use of the ray reverse tracing method. Furthermore, it could reduce the degree of dependence of optical characteristics on designer's ability, because deformation terms and optimization can be eliminated, which has been performed in conventional lens design process.

시뮬레이션 데이터와 Spherical Convolution을 통한 준 정적인 수중환경에서의 이동체 속도 및 각도 측정 (Measurement of Moving Object Velocity and Angle in a Quasi-Static Underwater Environment Through Simulation Data and Spherical Convolution)

  • 윤배근;김진현
    • 로봇학회논문지
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    • 제18권1호
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    • pp.53-58
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    • 2023
  • In general, in order to operate an autonomous underwater vehicle (AUV) in an underwater environment, a navigation system such as a Doppler Log (DVL) using a Doppler phenomenon of ultrasonic waves is used for speed and direction estimation. However, most of the ultrasonic sensors in underwater is large for long-distance sensing and the cost is very high. In this study, not only canal neuromast on the fish's lateral lines but also superficial neuromast are studied on the simulation to obtain pressure values for each pressure sensor, and the obtained pressure data is supervised using spherical CNN. To this end, through supervised learning using pressure data obtained from a pressure sensor attached to an underwater vehicle, we can estimate the speed and angle of the underwater vehicle in a quasi-static underwater environment and propose a method for a non-ultrasonic based navigation system.

점광원 출력광의 이동 결과를 물체파로 사용하는 홀로그램의 기록과 3차원 상의 재생 (Scanned-Object Holography: Recording and reconstruction of a Hologram Using a Wave Emitted from a Moving point sourde as object beam)

  • 이승걸
    • 한국광학회지
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    • 제6권4호
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    • pp.274-281
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    • 1995
  • 본 논문에서는 가상적인 물체를 기록하고 재생하는 새로운 홀로그램 기록방법인 scanned-object holography를 제안하였으며 그 가능성을 이론과 실험을 통해 증명하였다. 이 방법에서는 점광원으로부터 방출되는 구면파의 이동결과와 정지된 기준파를 연속적으로 간섭시킴으로서 점광원의 이동 경로로 표현되는 가상적인 물체를 기록할 수 있었다. 이때 점광원을 실험적으로 구현하기 위해 광섬유 출력단과 펄스형 레이저를 사용하였다.

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구면좌표계식 기구를 이용한 3D 스캐닝 장치의 정밀도 평가 (An Evaluation on the Accuracy of a 3D Scanning Device Using Spherical Coordinate Mechanisms)

  • 맹희영;박상욱
    • 한국생산제조학회지
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    • 제24권1호
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    • pp.1-6
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    • 2015
  • To improve the efficiency of a reverse engineering process, many researches have recently tried to develop efficient, automatic 3D scanning devices. A new automatic 3D scanning device using a spherical coordinate system mechanism is introduced in this study. This device incorporates a guide motion along the spherical coordinate to compound each 3D data point automatically. The experiments correlating the system assembling tolerance with the form accuracy were conducted to verify the efficiency of the system for the scanning of an object, including complex shapes and manifold sections. In addition, the required time and system accuracy, taken during the scanning process of complicated artifact models, were investigated. Further, based on these empirical results, it was ascertained that the superior productivity of this new device offers a more precise and efficient scan when compared to conventional methodologies.

유한 물체 거리를 갖는 2 반사경계의 곡률 선형 방정식 (Curvature Linear Equation of a Two-Mirror System with a Finite Object Distance)

  • 이정기;임천석
    • 한국광학회지
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    • 제16권5호
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    • pp.423-427
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    • 2005
  • 본 연구는, 원리적인 다양한 장점에도 불구하고 현실적인 제약으로 인해 실제 설계과정에서 잘 적용되지 않는, 자이델 3차 수차를 간편하게 다룰 수 있는 방안을 제안한다. 먼저 유한 물체거리를 갖는 2 반사경계에 대해 자이델 3차의 구면수차계수를 유도한다. 여기서, 유도된 구면수차계수는 고차의 비선형 방정식으로 표현되는데, 그 구성은 설계변수(물체거리, 주경 및 부경의 곡률, 주경과 부경 사이의 거리)와 유효초점거리로 이루어진다. 해석적으로 표현된 고차의 비선형 구면수차 방정식은 컴퓨터를 이용한 수치기법에 의해 근사적인 제로조건을 만족하도록 풀려진다. 이렇게 구해진 다양한 수치 해들을 주의 깊게 통찰하면 주경과 부경의 곡률 간에 선형성이 존재함을 파악할 수 있다. 즉, 결과적으로 주경과 부경의 곡률들을 선형맞춤(linear fitting)하면 곡률선형방정식이 얻어지는데, 이의 의미는 약간의 대수적인 계산으로 최적화의 초기 입력 데이터를 손쉽게 얻을 수 있는 가능성을 제시한 것이다. 한편, 응용외의 순수 수차론적인 관점에서 본다면, 본 연구의 특징은 유한 물체거리를 갖는 2 반사경계의 주경 및 부경의 곡률들이 구면수차가 거의 제로가 되는 조건 하에서 상호간에 선형 관계가 존재하였다는 것이다.

An Approach to 3D Object Localization Based on Monocular Vision

  • Jung, Sung-Hoon;Jang, Do-Won;Kim, Min-Hwan
    • 한국멀티미디어학회논문지
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    • 제11권12호
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    • pp.1658-1667
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    • 2008
  • Reconstruction of 3D objects from a single view image is generally an ill-posed problem because of the projection distortion. A monocular vision based 3D object localization method is proposed in this paper, which approximates an object on the ground to a simple bounding solid and works automatically without any prior information about the object. A spherical or cylindrical object determined based on a circularity measure is approximated to a bounding cylinder, while the other general free-shaped objects to a bounding box or a bounding cylinder appropriately. For a general object, its silhouette on the ground is first computed by back-projecting its projected image in image plane onto the ground plane and then a base rectangle on the ground is determined by using the intuition that touched parts of the object on the ground should appear at lower part of the silhouette. The base rectangle is adjusted and extended until a derived bounding box from it can enclose the general object sufficiently. Height of the bounding box is also determined enough to enclose the general object. When the general object looks like a round-shaped object, a bounding cylinder that encloses the bounding box minimally is selected instead of the bounding box. A bounding solid can be utilized to localize a 3D object on the ground and to roughly estimate its volume. Usefulness of our approach is presented with experimental results on real image objects and limitations of our approach are discussed.

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파지 안정성을 강화한 과수 수확용 로봇 그리퍼의 설계 개선 (Improved Design for Enhanced Grip Stability of the Flexible Gripper in Harvesting Robot)

  • 최두순;문선영;황면중
    • 로봇학회논문지
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    • 제15권2호
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    • pp.107-114
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    • 2020
  • In robotic harvesting, a gripper to manipulate the fruits needs to be attached to the robot system. We proposed a flexible robot gripper that can actively respond to the shape of an object such as fruits in the previous work. However, we found that there is a possibility of not being reliably gripped when the object slides during contact with a finger. In this paper, the improved gripper design is proposed to fundamentally solve the problems of the previous gripper. The position of the finger and the maximum closed position are changed, and the design improvement is performed to increase the grip stability by changing the installation angle of the link portion of the finger. Based on the improved design, a modified gripper is fabricated by 3-D printing, and then gripping experiments are performed on spherical object and fruit model object. It is shown that the gripper can stably grip the objects without excessive bending of the finger link of the gripper. The contact pressure between the finger and the surface of the object is measured, and it is verified that it is a sufficiently small pressure that does not cause damage to the fruit. Therefore, the proposed gripper is expected to be successfully applied in harvesting.

물체의 구 좌표계 표현을 이용한 효율적인 렌더링 방법 (An Efficient Rendering Method of Object Representation Based on Spherical Coordinate System)

  • 한은호;홍현기
    • 한국게임학회 논문지
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    • 제8권3호
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    • pp.69-76
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    • 2008
  • 본 논문에서는 보다 효율적인 렌더링을 위해 물체를 구좌표계(sperical coordinate system) 상에서 표현하는 새로운 렌더링 알고리즘이 제안된다. 먼저 직교 좌표로 표현되어 있는 물체의 정점을 구좌표로 변환하고, 카메라의 가시 절두체(frustum) 영역 내의 정점을 판단하기 위해 삼각형의 무게중심, 색인(index), 메모리 접근(access) 맵 등의 자료구조를 구성한다. 제안된 방법은 카메라에 의해 보여지는 영역, 즉 렌더링되는 물체의 가시 영역에 해당하는 정점만으로 렌더링한다. 따라서 렌더링 파이프라인에서 고려되는 정점의 개수를 크게 줄여 전체적인 시스템 성능이 크게 향상되었음을 실험을 통해서 확인하였다.

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