• Title/Summary/Keyword: Three Dimensional Graphics

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Surface Parameterization Based on Circular Centering Property

  • Kim, Hyoungseok
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.54-59
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    • 2019
  • The parametrization of the surface plays an important role in the 3D computer graphics and computer vision. Especially, it is essential in 3D mesh editing that manipulates the position of 3D objects on a computer monitor. Because computer monitors are two-dimensional, while vertices of objects that actually want to change are in a three-dimensional virtual space. In this study, we propose a new type of parametrization method that takes advantage of the special properties of circles that are common to local parameterization. Experimental results show that our parameterization method is more efficient in terms of time and space than the standard parameterization method that was designed by Floater et al.

Development of Simulator for Rockfall and Landslide using Physical Engine (물리엔진을 사용한 낙석 및 산사태 시뮬레이터 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.60-67
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    • 2009
  • This paper describes a development of system that enables the user to simulate the rockfall and landslide from slopes using physical engine. Until now, it will not be able to accomplish the virtual experiment of three-dimensional interpretation about slope informations, stability evaluation, the rockfall and landslide simulation, etc., because of absence of three-dimensional simulation systems which relates with slopes. With like that reason, this paper developed a simulator which is identical or similar the rockfall and the landslide where the possibility which will occur or occurred from actuality is high very actual condition from virtual experiment. For a simulator development, this paper uses the physical engine which is mainly used from computer game and animation development etc., And it will be show the process where the rockfall and landslide occurs with simulator. This simulator which sees the process where the rockfall and the landslide occur from three-dimension computer graphics theory and the physical engine, is a system which is the possibility of showing actual feeling. Therefore, the result of this paper is applied in vehicle travelling guidance system and intelligence traffic systematic etc., because of creates visual service and three-dimensional application of the slope information database which is developed in existing, and will be able to forecast the upgrade of user benefit planning and a service.

Web GUI system for the Seomjin River Estuary based on MGIS (MGIS기반 섬진강 하구역 Web GUI 시스템 구축)

  • Park, Sang-Woo;Kim, Jong-Kyu;Kim, Jung-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.231-234
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    • 2007
  • This study proposes a Web GUI system using MGIS-based three-dimensional data models and hydrodynamic model. The study of Web GUI (Graphic User Information) system based on the MGIS (Marine Geographic Information System) is mainly performed on effective methodologies which transform real world data to computing world data. Finally, we design a Seomjin River Estuary Web GUI system integrating above data models. It must adds more ecological information and the various service item for approach more easily in order to user.

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Analyzing the Influence of Spatial Sampling Rate on Three-dimensional Temperature-field Reconstruction

  • Shenxiang Feng;Xiaojian Hao;Tong Wei;Xiaodong Huang;Pan Pei;Chenyang Xu
    • Current Optics and Photonics
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    • v.8 no.3
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    • pp.246-258
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    • 2024
  • In aerospace and energy engineering, the reconstruction of three-dimensional (3D) temperature distributions is crucial. Traditional methods like algebraic iterative reconstruction and filtered back-projection depend on voxel division for resolution. Our algorithm, blending deep learning with computer graphics rendering, converts 2D projections into light rays for uniform sampling, using a fully connected neural network to depict the 3D temperature field. Although effective in capturing internal details, it demands multiple cameras for varied angle projections, increasing cost and computational needs. We assess the impact of camera number on reconstruction accuracy and efficiency, conducting butane-flame simulations with different camera setups (6 to 18 cameras). The results show improved accuracy with more cameras, with 12 cameras achieving optimal computational efficiency (1.263) and low error rates. Verification experiments with 9, 12, and 15 cameras, using thermocouples, confirm that the 12-camera setup as the best, balancing efficiency and accuracy. This offers a feasible, cost-effective solution for real-world applications like engine testing and environmental monitoring, improving accuracy and resource management in temperature measurement.

A Three-Dimensional Facial Modeling and Prediction System (3차원 얼굴 모델링과 예측 시스템)

  • Gu, Bon-Gwan;Jeong, Cheol-Hui;Cho, Sun-Young;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.1
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    • pp.9-16
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    • 2011
  • In this paper, we describe the development of a system for generating a 3-dimensional human face and predicting it's appearance as it ages over subsequent years using 3D scanned facial data and photo images. It is composed of 3-dimensional texture mapping functions, a facial definition parameter input tool, and 3-dimensional facial prediction algorithms. With the texture mapping functions, we can generate a new model of a given face at a specified age using a scanned facial model and photo images. The texture mapping is done using three photo images - a front and two side images of a face. The facial definition parameter input tool is a user interface necessary for texture mapping and used for matching facial feature points between photo images and a 3D scanned facial model in order to obtain material values in high resolution. We have calculated material values for future facial models and predicted future facial models in high resolution with a statistical analysis using 100 scanned facial models.

Development and Validation of the GPU-based 3D Dynamic Analysis Code for Simulating Rock Fracturing Subjected to Impact Loading (충격 하중 시 암석의 파괴거동해석을 위한 GPGPU 기반 3차원 동적해석기법의 개발과 검증 연구)

  • Min, Gyeong-Jo;Fukuda, Daisuke;Oh, Se-Wook;Cho, Sang-Ho
    • Explosives and Blasting
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    • v.39 no.2
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    • pp.1-14
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    • 2021
  • Recently, with the development of high-performance processing devices such as GPGPU, a three-dimensional dynamic analysis technique that can replace expensive rock material impact tests has been actively developed in the defense and aerospace fields. Experimentally observing or measuring fracture processes occurring in rocks subjected to high impact loads, such as blasting and earth penetration of small-diameter missiles, are difficult due to the inhomogeneity and opacity of rock materials. In this study, a three-dimensional dynamic fracture process analysis technique (3D-DFPA) was developed to simulate the fracture behavior of rocks due to impact. In order to improve the operation speed, an algorithm capable of GPGPU operation was developed for explicit analysis and contact element search. To verify the proposed dynamic fracture process analysis technique, the dynamic fracture toughness tests of the Straight Notched Disk Bending (SNDB) limestone samples were simulated and the propagation of the reflection and transmission of the stress waves at the rock-impact bar interfaces and the fracture process of the rock samples were compared. The dynamic load tests for the SNDB sample applied a Pulse Shape controlled Split Hopkinson presure bar (PS-SHPB) that can control the waveform of the incident stress wave, the stress state, and the fracture process of the rock models were analyzed with experimental results.

Control of a Three-Dimensional Character Animation Based on H-Anim (H-Anim 기반의 3차원 캐릭터 애니메이션 제어)

  • Kim, Young-Shin;Lee, Min-Geun;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.1-6
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    • 2007
  • In this paper we describe the method of controlling the animation of 3D characters according to ISO/IEC 19774 (H-Anim) specification, which has been released by Wed3D Consortium and ISO/IEC SC24 WG6. The animation structure of the H-Anim character can be defined and modified in our H-Anim editor program. Our H-Anim animator generates the character's motion automatically according to the input of motion parameters at the character's joints interactively. This paper is focused on the development of a motion generation tool for human-like characters defined by H-Anim structures.

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Isometric Motion Recognition in Computer Animation

  • Lee, Myeong Won
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.2
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    • pp.55-63
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    • 1997
  • This paper presents a method of detecting motion isometry from the motions of two objects in a three-dimensional space. We define the motion isometry based on the group theory and a newly defined coordinate system. Motion isometry can be detected using the coordinate system which we call Motion Specific Coordinate System(MSCS). In addition, we present an algorithm if two motions are isometric using the coordinate system. The algorithm can detect the difference in the motions of objects irrespective of their positions or the directions of their motions in a space. The algorithm can also detect the motion difference in the case of segmented objects which have several joints. The motion quantity is represented by translation values or rotation angles about some axes.

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Development of Three Dimensional WWW Information System for Human Bone Education and Virtual Building Design (인체 골격 교육과 가상 건물 설계를 위한 삼차원 WWW 정보 시스템의 개발)

  • Pyo, Junbom;Hahn, Donghoon;Park, Jihun;Park, Sunghun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.2
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    • pp.45-53
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    • 1997
  • 본 논문에서는 초고속 통신망을 이용한 고급 삼차원 정보 제공을 위하여 개발한 두 가지 WWW (World Wide Web) 정보 시스템에 대하여 설명하고자 한다. 하나는 인체 골격 교육 시스템으로, 서버와 브라우저로 구성하여 인체의 골격 구성을 WWW에서 삼차원화시켜 보여주고 사용자가 원하는 부위를 직접 접근하고 관찰할 수 있게 하는 시스템 개발 방법을 기술한다. 인체 골격의 방대한 데이터를 사용자에게 효과적으로 제공하기 위한 서버 구축의 계층적 (Hierarchical) 표현 기법을 설명하고, 브라우저가 제공하는 기본 삼차원 관찰 기능 외에 인체 뼈를 절단하는 기능과 삼차원 한글, 한자, 영문 텍스트 저작기능을 설명한다. 다른 하나는 가상 건축 설계 시스템으로 이차원 도면 설계 프로그램과 서버로 구성하여 건물, 건축 형식의 이차원 도면을 작성하여 전송하면 서버에서 삼차원 건축물을 생성하여 제공하는 시스템 개발 방법을 기술한다. 이차원 도면 설계 프로그램의 객체 지향 구현 기법과 클라이언트 (Client)와 서버 (Server) 간의 통신 및 인터페이스 (Interface) 릎 구현하여, 이차원 도변을 작성하여 그에 대한 결과를 전송 하는 방법에 대하여 논한다. 인체 골격 교육 시스템은 인터넷을 통한 교육 및 의료 활용에 실제감 있는 서비스를 제공하게 되고, 가상 건축 설계 시스템으로 원거리에서도 쉽게 건축 설계 결과를 평가하여 활용할 수 있을 것이다.

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Design of Scan Conversion Processor for 3-Dimensional Mobile Graphics Application (3차원 모바일 그래픽 응용을 위한 스캔 변환 프로세서의 설계)

  • Choi, Byeong-Yoon;Ha, Chang-Soo;Salcic, Zoran
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.11
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    • pp.2107-2115
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    • 2007
  • In this paper, the scan conversion processor which converts the triangle represented by three vertices into pixel-level screen coordinates, depth coordinate, and color data is designed. The processor adopts scan-line algorithm which decomposes triangle into horizontal spans and then transforms the span into pixel data. By supporting top-left filling convention, it ensures that triangles that share an edge do not produce any dropouts or overlaps between adjacent polygons. It consists of about 21,400 gates and its maximum operating frequency is about 80 Mhz under 0.35um CMOS technology. Because its maximum pixel rate is about 80 Mpixels/sec, it can be applicable to mobile graphics application.