• 제목/요약/키워드: Three-dimensional representation

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  • 김길창
    • 정보과학회지
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    • 제2권1호
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    • pp.04-06
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    • 1984
  • Representation of three dimensional objects on a CRT screen is usually done by means of a perspective view, hidden line removal enhances three dimensional effect and an algorithm based on existing methods is studied.Actual implementation was carried out on No.A 840 with Tektronix 4010 graphic display.

Graphical Video Representation for Scalability

  • Jinzenji, Kumi;Kasahara, Hisashi
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1996년도 Proceedings International Workshop on New Video Media Technology
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    • pp.29-34
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    • 1996
  • This paper proposes a new concept in video called Graphical Video. Graphical Video is a content-based and scalable video representation. A video consists of several elements such as moving images, still images, graphics, characters and charts. All of these elements can be represented graphically except moving images. It is desirable to transform these moving images graphical elements so that they can be treated in the same way as other graphical elements. To achieve this, we propose a new graphical representation of moving images using spatio-temporal clusters, which consist of texture and contours. The texture is described by three-dimensional fractal coefficients, while the contours are described by polygons. We propose a method that gives domain pool location and size as a means to describe cluster texture within or near a region of clusters. Results of an experiment on texture quality confirm that the method provides sufficiently high SNR as compared to that in the original three-dimensional fractal approximation.

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3 차원 놋치 및 쐐기의 응력 강도계수 (The intensity of a singular near-tip field around the vertex of a three-dimensional notch or wedge)

  • 이용우;임세영
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2003년도 춘계학술대회
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    • pp.157-162
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    • 2003
  • Singular stress fields around three-dimensional wedges are examined, and the near-tip intensity is calculated via the two-state M-integral with the aid of the domain integral representation. A numerical example demonstrates the effectiveness and accuracy of the present scheme for computing the stress intensities of singular stresses near the generic three-dimensional wedges.

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Shear-Warp Volume Rendering에 의한 3차원 의료영상 정보 표현 (Visualization of three-dimensional medical information based on Shear-Warp Volume Rendering)

  • 채은미;허준성;사종엽
    • 한국전산유체공학회:학술대회논문집
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    • 한국전산유체공학회 1999년도 추계 학술대회논문집
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    • pp.158-162
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    • 1999
  • This thesis presents applications of three dimensional visualization technique based on shear-warp volume rendering to medical information. Volume rendering is compared to surface rendering and acceleration technique is also presented. The presented rendering techniques by using three-dimensional arrays of data are a widely used representation for computational fluid dynamics and geological structures as well as medical information.

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유한영역에서의 꺾인균열 해석을 위한 적분방정식 적용 연구 (An Integral Equation for Kinked Cracks in Finite Plane Bodies)

  • 서욱환
    • 대한기계학회논문집
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    • 제17권9호
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    • pp.2138-2144
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    • 1993
  • An integral equation representation of cracks was presented which differs from well-known "dislocation layer" representation. In this new representation, the equations are written in terms of the displacement discontinuity across the crack surfaces rather than derivatives of the displacement-discontinuity. It was shown in that the new technique is well-suited to the treatment of kinked cracks. In the present paper, this integral equation representation is coupled to the direct boundary-element method for the treatment of finite bodies containing kinked cracks. The method is demonstrated for two-dimensional finite domains but extension to three-dimensional problems would appear to be possible. The resulting approach is shown to be simple, yet very accurate. accurate.

3차원 정보를 얻기 위한 Rule-Based Stereo Matching Algorithm (A Rule-Based Stereo Matching Algorithm to Obtain Three Dimesional Information)

  • 심영석;박성한
    • 대한전자공학회논문지
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    • 제27권1호
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    • pp.151-163
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    • 1990
  • In this paper, rule-based stereo algorithm is explored to obtain three dimensional information of an object. In the preprocessing of the stereo matching, feature points of stereo images must be less sensitive to noise and well linked. For this purpose, a new feature points detection algorithm is developed. For performing the stereo matching which is most important process of the stereo algorithm, the feature representation of feature points is first described. The feature representation is then used for a rule-based stereo algorithm to determine the correspondence between the input stereo images. Finally, the three dimensional information of the object is determined from the correspondence of the feature points of right and left images.

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3차원 흐름 모사와 비뉴톤 유체모델을 이용한 고분자 압출 다이의 형상 최적화 (Shape optimization of polymer extrusion die using three-dimensional flow simulation and non-Newtonian fluid models)

  • 나수연;이태용
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1997년도 한국자동제어학술회의논문집; 한국전력공사 서울연수원; 17-18 Oct. 1997
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    • pp.1754-1757
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    • 1997
  • Three-dimensional optimum design of coat-hanger die is performed using power-law and Carreau models. It is found that the three-dimensional optimum design algorithm shows good convergence with the non-Newtonian fludis. the nore realistic optimum design is accomplished by employing Carreau model with the three-dimensional design method. The effect of vixcosity modles is investigated by comparing the optimum manifold profiles and flow rate distributions of power-law and Carreau modles. Through the accurated viscosity representation of Carreau model, the effect of total flow rate on the optimum manifold profile is investigated.

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투시도적 표상에서 공간의 투사로 -2차원 그림의 3차원 투사를 활용하는 현대건축의 경향에 대한 연구- (From Perspectival Space to Projected Space -A Study on Architectural Design Using Three Dimensional Projection of Two Dimensional Drawings-)

  • 이상헌
    • 건축역사연구
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    • 제15권3호
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    • pp.27-42
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    • 2006
  • Many contemporary architectural avant gardes tend to use painting as a medium to create architecture which goes beyond the rationalized spatial conception of modem architecture represented by perspectivism. They produce non perspective drawings to represent spatial Ideas, and expand it through poetic imagination to create an unexpected architectural form and space. This paper attempts to analyze the historical origin and background of dominance of drawing in the production of architecture. It was with the invention of perspective that architectural representation became important tool for architectural production. Thereafter, drawing was considered prior to actual building and architecture was considered a three dimensional realization of two dimensional drawing. Modernist avant gardes such as Cubism shattered the rationalized pictorial space of perspective and found a new pictorial space. They tried to extend it to three dimensional space through parallel projection largely based on the Hildebrand's theory of pure visibility. However, due to the ambiguity of the position of the viewing subject, their attempts could not succeed in creating a new architecture. The new architectural avant garde of the 70's rediscovered the early 20th century avant gardes in their attempt to create a new architecture which can register the fragmented spatial condition of contemporary society, and used painting as a medium to create architecture. Their difference from the early avant gardes was that they used poetic imagination rather than parallel projection in the process of projecting three dimensional space and form from the painting. However, their architecture cannot escape the scopic field of perspectivism in that they rely on the picture plane and the distance between object and viewing subject. Therefore, I conclude that in order to create architecture which goes beyond the rationalized space of modern architecture, it is necessary to resort to other tradition of modern architecture than visual one.

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Implicit Surface Representation of Three-Dimensional Face from Kinect Sensor

  • 수료 아드히 워보워;김은경;김성신
    • 한국지능시스템학회논문지
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    • 제25권4호
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    • pp.412-417
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    • 2015
  • Kinect sensor has two output data which are produced from red green blue (RGB) sensor and depth sensor, it is called color image and depth map, respectively. Although this device's prices are cheapest than the other devices for three-dimensional (3D) reconstruction, we need extra work for reconstruct a smooth 3D data and also have semantic meaning. It happened because the depth map, which has been produced from depth sensor usually have a coarse and empty value. Consequently, it can be make artifact and holes on the surface, when we reconstruct it to 3D directly. In this paper, we present a method for solving this problem by using implicit surface representation. The key idea for represent implicit surface is by using radial basis function (RBF) and to avoid the trivial solution that the implicit function is zero everywhere, we need to defined on-surface point and off-surface point. Based on our simulation results using captured face as an input, we can produce smooth 3D face and fill the holes on the 3D face surface, since RBF is good for interpolation and holes filling. Modified anisotropic diffusion is used to produced smoothed surface.

A New Method for Color Feature Representation of Color Image in Content-Based Image Retrieval Projection Maps

  • 김원일
    • 정보통신설비학회논문지
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    • 제9권2호
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    • pp.73-79
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    • 2010
  • The most popular technique for image retrieval in a heterogeneous collection of color images is the comparison of images based on their color histogram. The color histogram describes the distribution of colors in the color space of a color image. In the most image retrieval systems, the color histogram is used to compute similarities between the query image and all the images in a database. But, small changes in the resolution, scaling, and illumination may cause important modifications of the color histogram, and so two color images may be considered to be very different from each other even though they have completely related semantics. A new method of color feature representation based on the 3-dimensional RGB color map is proposed to improve the defects of the color histogram. The proposed method is based on the three 2-dimensional projection map evaluated by projecting the RGB color space on the RG, GB, and BR surfaces. The experimental results reveal that the proposed is less sensitive to small changes in the scene and that achieve higher retrieval performances than the traditional color histogram.

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