• Title/Summary/Keyword: Spline curve

Search Result 205, Processing Time 0.025 seconds

NURBS Interpolation Algorithm for CNC Machining with High Speed and High Precision (고속ㆍ고정도 CNC가공을 위한 NURBS 보간 알고리즘)

  • 김민중;송진일;권동수
    • Journal of the Korean Society for Precision Engineering
    • /
    • v.17 no.1
    • /
    • pp.192-197
    • /
    • 2000
  • In CNC machining, a free curve is cut into small linear segments using the linear interpolation(G01) method. Therefore, the interpolation error along the curve is not constant due to the changing curvature. This paper presents a NURBS (Non-Uniform Rational B-Spline) interpolation algorithm for machining free curves with high precision and high speed. The proposed NURBS interpolation defines the tool path with NURBS parameters and limits the interpolation error to any desired level by adjusting the feed rate considering the curvature of the shape and sampling time. Both linear and NURBS interpolations are compared to show the validity of the proposed algorithm.

  • PDF

Harmony Arrangements using B-Spline Tension Curves (B-스플라인 텐션 곡선을 이용한 음악 편곡)

  • Yoo, Min-Joon;Lee, In-Kwon;Kwon, Dae-Hyun
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.393-399
    • /
    • 2006
  • 음악을 들을 때 사람이 인지할 수 있는 긴장감을 뜻하는 텐션(tension)은 조성음악의 기본을 이루는 중요한 요소이다. 본 논문에서는 임의의 곡의 텐션의 움직임을 B-스플라인 곡선을 이용하여 표현하고 이 곡선을 수정하여 음악의 긴장도를 조정할 수 있는 방법을 제안한다. 먼저, 우리는 음악에서 사용되는 다양한 코드들의 긴장도를 측정하는 방법세 가지를 제안한다. 첫 번째는 러달이 제시한 5도권 기반의 코드 거리 측정방식을 개량한 것이며, 두 번째는 츄가 제시한 나선형 모델의 거리 측정 방식을 응용한 것이며, 세 번째는 크럼한슬이 제시한 특정한 조성에서 각 구성 음들의 안정도와 구성 음들 사이의 음정의 조화성을 이용한 방법이다. 이 방법들을 이용하여 우리는 음악이 지니고 있는 긴장도를 수치적으로 나타낼 수 있다. 다음으로 B-스플라인 곡선을 이용하여 전체 곡의 텐션의 움직임을 표현한다. B-스플라인 곡선으로 표현된 텐션 곡선은 수정이 가해져 원곡의 긴장도를 변화시키는데 사용될 수 있다. 본 논문에서는 텐션 곡선의 높이를 이용하여 곡 전체의 긴장도를 변화시키는 방법과 스페이스-타임 최적화를 사용하여 특정 부분의 긴장도를 변화시키는 방법을 제안한다. 또한 B-스플라인 곡선을 통하여 새로운 코드 진행을 얻을 수 있는 방법을 소개한다. 게임이나 영화, 애니메이션에서 긴장되는 장면을 연출할 때 긴장감 있는 음악의 사용은 필수적인 요소이다. 본 논문에서 제안하는 방법을 통하여 음악의 긴장도라는 인지적인 요소를 B-스플라인 곡선이라는 수치적인 형태로 표현함으로써, 우리는 실시간으로 음악의 긴장도를 자동적으로 변화시킬 수 있다. 따라서 본 논문에서 제안하는 방법은 게임 같은 인터렉티브한 환경에서 사용자의 몰입성을 증가시키는 방법으로 특히 효과적으로 사용될 수 있다.

  • PDF

A Study on Prediction of Acoustic Loads of Launch Vehicle Using NURBS Curve Modeling (넙스(NURBS) 곡선 모델링을 이용한 발사체 음향하중 예측에 대한 연구)

  • Park, Seoryong;Kim, Hongil;Lee, Soogab
    • Journal of the Korean Society for Aeronautical & Space Sciences
    • /
    • v.46 no.2
    • /
    • pp.106-113
    • /
    • 2018
  • The Intense acoustic wave generated by the jet flame at the lift-off causes the vehicle to vibrate in the form of acoustic loads. The DSM-II(Distributing Source Method-II), which is a representative empirical acoustic loads prediction method, is a method of distributing a noise source along a jet flame axis and has advantages in calculation cost and accuracy. However, due to the limitation of the distributing method, there is a limit to accurately reflect the various launch pad configurations. In this study, acoustic loads prediction method which can freely distribute noise sources is studied. by introducing NURBS(Non-Uniform Rational B-Spline) modeling into empirical prediction method. For the verification of the newly introduced analytical technique of the NURBS, the acoustic loads prediction for the Epsilon rocket's low-noise launch pad shape was performed and the results of the analysis were compared with the existing prediction methods and experimental results.

Touch-Pen Noise Reduction Using B-Spline Function (B-Spline 곡선을 이용한 터치펜 잡음제거)

  • Lee, Sang-Bum
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.17 no.6
    • /
    • pp.121-126
    • /
    • 2017
  • Recently, a lot of people use touch-pen devices such as smart phones and tab computers. To generate the picture and text, a user can give input or control the touch-pen device through simple or multi-touch gestures by touching the screen with a special stylus pen and/or one or more fingers. The accuracy and response time from the moment of contact with the touch board is very important to the touch device. Therefore, research is needed to find a way of removing the noise included in the touch signal quickly and efficiently. In this paper, we propose a method for removing a noise mixed in with a touch point coordinate which has been caused by a input pen on the touch screen. For effective filtering, the fast sampling of the coordinate corresponding to the noise from the input signal is required primarily. Secondly the total compensation of the touch coordinates using the characteristics of the B-Spline curve is applied to correct coordinates of the points. This method can ensure a real-time response than other algorithms. The applied performance evaluation method is comparing error pixels with evaluation values by dividing 10 intervals on the touch pad diagonally. Usually the average error is 7.1 pixels but our proposed method shows an average 4.1 errors. Therefore, our proposed touch pen method can express the input signal on the coordinates more correctly.

Simplification of Face Image using Cubic Spline Interpolation (Cubic Spline Interpolation을 이용한 얼굴 영상의 단순화)

  • Kim, Jung-Min;Jung, Eun-Kook;Kim, Sun-Shin
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.20 no.5
    • /
    • pp.722-727
    • /
    • 2010
  • This paper is presented to study simplification of face image using cubic spline interpolation for a business card with 2D barcode. People often forget business card's owner because business cards don't be included a face picture generally. To solve such problem, many applications have be developed through mobile devices, Internet and so on. But they couldn't caught up with value of existing business card mad by paper. Hence, some methods which can put information on business card using 1D or 2D barcode had suggested. but they couldn't include information like face image or company logo image which have too much data. Therefore, we study the simplification method of face image to encode from a face image to 2D barcode. The simplification method using spline curves defined by feature points which we dotted on face, ears, hair, eyebrows, nose, lips, neck, etc.. on a face area. for experiment, we see real face image and simplified face image made by proposed method after we automatically extract face watch through camera. In experimental results, data of simplified face image was reduced as small as it can be expressed by 2D barcode, and confirmed that it can effectively express features.

A Study on Glass Tile Generation for Stained Glass Rendering (스테인드 글라스 렌더링을 위한 유리 타일 생성에 관한 연구)

  • Nah, Hyeon-Cheol;Gi, Yong-Jea;Yoon, Kyung-Hyun
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.1246-1251
    • /
    • 2006
  • 본 연구에서는 영역 분할 알고리즘과 3차 스플라인 보간법을 이용하여 스테인드 글라스 렌더링을 위한 개선된 유리 타일 생성 알고리즘을 제안하였다. 먼저 유리 타일의 초기 형태를 추출하기 위하여 입력 영상에 Mean shift 분할 알고리즘을 적용하였다. Mean shift 분할 알고리즘은 영상의 각 픽셀(pixel)에서의 지역 밀도 최대 점(local density maximum)을 찾아 클러스터링(clustering)하는 알고리즘으로 영상을 효과적으로 분할할 수 있다. 그리고 분할된 영역에서 영역을 사용자 입력으로 병합하고, 영역에서 부적절한 형태를 없애기 위해 본 연구에서는 형태론적 연산(morphological operation)을 이용하였다. 추출된 영역으로부터 유리 타일의 형태로 만들기 위하여 추출된 각각의 영역에 3차 스플라인 보간법(cubic spline interpolation)을 적용하여 경계가 완화된 영역과 납틀(leading)의 형태를 얻는다. 그 다음 영역을 스플라인 곡선(spline curve)을 이용하여 재분할하고, 각 영역에 변환(transformation)된 색상을 적용하여 최종적인 유리 타일을 만들어낸다. 본 연구에서는 3차 스플라인 보간법을 이용하여 실제 스테인드 글라스에서 생길 수 있는 부드러운 경계를 갖는 유리 타일의 형태를 만들어 이를 스테인드 글라스 렌더링에 이용하였다. 이 방법은 기존의 영역 분할 알고리즘에 형태론적 연산만을 적용하여 유리 타일의 형태를 생성하는 것보다 효과적으로 유리 타일의 형태를 생성할 수 있다. 또한, 생성된 영역에 재분할 과정을 거쳐서 작은 유리 타일이 모여서 이루는 조형적인 형태를 이룰 수 있도록 하였다.

  • PDF

Face Detection for Automatic Avatar Creation by using Deformable Template and GA

  • Park, Tae-Young;Lee, Ja-Yong;Kang, Hoon
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2005.06a
    • /
    • pp.1534-1538
    • /
    • 2005
  • In this paper, we propose a method to detect contours of a face, eyes, and a mouth of a person in the color image in order to make an avatar automatically. First, we use the HSI color model to exclude the effect of various light conditions, and find skin regions in the input image by using the skin color defined on HS-plane. And then, we use deformable templates and genetic algorithm (GA) to detect contours of a face, eyes, and a mouth. Deformable templates consist of B-spline curves and control point vectors. Those represent various shapes of a face, eyes and a mouth. GA is a very useful search algorithm based on the principals of natural selection and genetics. Second, the avatar is automatically created by using GA-detected contours and Fuzzy C-Means clustering (FCM). FCM is used to reduce the number of face colors. In result, we could create avatars which look like handmade caricatures representing user's identity. Our approach differs from those generated by existing methods.

  • PDF

A Study on the Reclamation Earthwork Calculation Formula (매립토공량 계산식에 관한 연구)

  • 이용희;문두열
    • Journal of Korean Port Research
    • /
    • v.15 no.1
    • /
    • pp.87-97
    • /
    • 2001
  • The calculation of earthwork plays a major role in plan or design of many civil engineering projects, and thus it has become very important to advanced the accuracy of earthwork calculation. Current method used for estimating the volume of pit excavation assumes that the ground profile between the grid points is linear(trapezoidal rule), or nonlinear(simpson's formulas). In this paper the spot height method, least square method, and chamber formulas, Chen and Lin method are compared with the volumes of the pits in these examples. As a result of this study, algorithm of chen and Lin me쇙 by spline method should provide a better accuracy than the spot height method, least square method, chamber formulas. The Chen and Lin formulas can be used for estimating the excavation volume of a pit divide into a grid with unequal intervals. From the characteristics of the cubic spline polynomial, the modeling curve of the Chen and Lin method is smooth and matches the ground profile well. Generally speaking, the nonlinear profile formulas provide better accuracy than the linear profile formulas. The mathematical model mentioned make an offer maximum accuracy in estimating the volume of a pit excavation.

  • PDF

Analysis of Gear Noise and Design for Gear Noise Reduction (저소음 치차설계를 위한 치형수정에 관한 연구)

  • Yoon, Koo-Young;Park, Wang-Jun
    • Journal of the Korean Society for Precision Engineering
    • /
    • v.13 no.4
    • /
    • pp.129-135
    • /
    • 1996
  • The area of gear vibration and noise, has recently been the focus of many studies. The proper kinematic and geometric design of gears, the mathematical modeling of gear system are essential for a good design. This work present a gear disign for reducing noise, and practical approaches used for machinery noise reduction slong with the summary of methods available for predicting gear noise in terms of the transmis- sion error, and show a comparative study with other methods. A new tooth profile modification is proposed for reducing vibration and noise of involute gears. The method is based on the use of cubic spline curves. The tooth profile is constrained to assume an involute shape during the loaded operation. Thus the new gear profile assures conjugate motion at all points along the line of action. The new profile is found to result in a more uniform static transmission error compared to not only standard involute profile but also modificated profile therby contributing to the improvement of vibration and noise characteristics of the gear.

  • PDF

Face Detection for Automatic Avatar Creation by using Deformable Template and GA (Deformable Template과 GA를 이용한 얼굴 인식 및 아바타 자동 생성)

  • Park Tae-Young;Kwon Min-Su;Kang Hoon
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.15 no.1
    • /
    • pp.110-115
    • /
    • 2005
  • This paper proposes the method to detect contours of a face, eyes and a mouth in a color image for making an avatar automatically. First, we use the HSI color model to exclude the effect of various light condition, and we find skin regions in an input image by using the skin color is defined on HS-plane. And then, we use deformable templates and Genetic Algorithm(GA) to detect contours of a face, eyes and a mouth. Deformable templates consist of B-spline curves and control point vectors. Those can represent various shape of a face, eyes and a mouth. And GA is very useful search procedure based on the mechanics of natural selection and natural genetics. Second, an avatar is created automatically by using contours and Fuzzy C-means clustering(FCM). FCM is used to reduce the number of face color As a result, we could create avatars like handmade caricatures which can represent the user's identity, differing from ones generated by the existing methods.