• Title/Summary/Keyword: Three-dimensional virtual models

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The Interactive Modeling Method of Virtual City Scene Based on Building Codes

  • Ding, Wei-long;Zhu, Xiao-jie;Xu, Bin;Xu, Yan;Chen, Kai;Wan, Zang-xin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.1
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    • pp.74-89
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    • 2021
  • For higher-level requirements of urban planning and management and the recent development of "digital earth" and "digital city", it is urgent to establish protocols for the construction of three-dimensional digital city models. However, some problems still exist in the digital technology of the three-dimensional city model, such as insufficient precision of the three-dimensional model, not optimizing the scene and not considering the constraints of building codes. In view of those points, a method to interactively simulate a virtual city scene based on building codes is proposed in this paper. Firstly, some constraint functions are set up to restrict the models to adhere to the building codes, and an improved directional bounding box technique is utilized to solve the problem that geometric objects may intersect in a virtual city scene. The three-dimensional model invocation strategy is designed to convert two-dimensional layouts to a three-dimensional urban scene. A Leap Motion hardware device is used to interactively place the 3D models in a virtual scene. Finally, the design and construction of the three-dimensional scene are completed by using Unity3D. The experiment shows that this method can simulate urban virtual scenes that strictly adhere to building codes in a virtual scene of the city environment, but also provide information and decision-making functions for urban planning and management.

A Study on Presentation Methods for Formation Ideas of Interior Spaces (실내 공간 형상화를 위한 아이디어 표현 방법에 관한 연구)

  • Lee, Jong-Ran
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.2
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    • pp.17-23
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    • 2006
  • The purpose of this study was to investigate how student felt the strengths and shortness of presentation methods for formation of interior spaces. For this study, the process of the interior architecture design class was divided into three stages: the programming. the design development, and the design completion. In the design development stage, students used presentation methods: hand sketch, scale model, computer modeling, and virtual realty. The strengths of hand sketch was that quick expression. Models provided three-dimensional feelings. Computer modelling provide realistic color and texture. Virtual reality provided three-dimensional immersion and real scale. It is effective that students collect brain storm images using quick hand sketch in the beginning of design development stage. After that, they compose interior spaces in study models with small scale. Watching the models, they design details of spaces by using hand sketch and computer modelling. Using virtual reality, they can check the scale and circulation. Finally, they complete computer modelling by texture mapping and check the final design in virtual reality.

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A Study on the Generation and Application of Photometric Data for Lighting Simulation (조명 시뮬레이션을 위한 측광데이터의 생성과 적용)

  • Hong, Sung-De
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.2
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    • pp.25-30
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    • 2006
  • The purpose of this study was to investigate how student felt the strengths and shortness of presentation methods for formation of interior spaces. For this study, the process of the interior architecture design class was divided into three stages: the programming. the design development, and the design completion. In the design development stage, students used presentation methods: hand sketch, scale model, computer modeling, and virtual realty. The strengths of hand sketch was that quick expression. Models provided three-dimensional feelings. Computer modelling provide realistic color and texture. Virtual reality provided three-dimensional immersion and real scale. It is effective that students collect brain storm images using quick hand sketch in the beginning of design development stage. After that, they compose interior spaces in study models with small scale. Watching the models, they design details of spaces by using hand sketch and computer modelling. Using virtual reality, they can check the scale and circulation. Finally, they complete computer modelling by texture mapping and check the final design in virtual reality.

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Visualization of Ocean Environments through VRML (VRML을 이용한 해역환경 가시화 연구)

  • Kim, Jong-Kyu;Park, Sang-Woo;Kim, Jong-Hwa
    • Journal of Fisheries and Marine Sciences Education
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    • v.17 no.3
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    • pp.427-433
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    • 2005
  • The study of Web GUI(Graphic User Information) system for Virtual Reality System is mainly performed on effective methodology which transform real world data to computing world data. MGIS(Marine Geographic Information System) has its own target on reliable data service by acquisition of geometric information using accurate measurement and graphical visualization. This type of raw data visualization can be built without software tools, yet is incredibly useful for interpreting and communicating data. Even simple visualizations can aid in the interpretation of complex 3D relationships that are frequently encountered in the geosciences. The Virtual Reality Modeling Language provides an easy way for geoscientists to construct complex visualizations that can be viewed with free software. This study propose a three dimensional Web GUI system using MGIS-based three dimensional data models and virtual imaging system. Finally, we design a Web GUI system integrating above data models.

New classification of lingual arch form in normal occlusion using three dimensional virtual models

  • Park, Kyung Hee;Bayome, Mohamed;Park, Jae Hyun;Lee, Jeong Woo;Baek, Seung-Hak;Kook, Yoon-Ah
    • The korean journal of orthodontics
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    • v.45 no.2
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    • pp.74-81
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    • 2015
  • Objective: The purposes of this study were 1) to classify lingual dental arch form types based on the lingual bracket points and 2) to provide a new lingual arch form template based on this classification for clinical application through the analysis of three-dimensional virtual models of normal occlusion sample. Methods: Maxillary and mandibular casts of 115 young adults with normal occlusion were scanned in their occluded positions and lingual bracket points were digitized on the virtual models by using Rapidform 2006 software. Sixty-eight cases (dataset 1) were used in K-means cluster analysis to classify arch forms with intercanine, interpremolar and intermolar widths and width/depth ratios as determinants. The best-fit curves of the mean arch forms were generated. The remaining cases (dataset 2) were mapped into the obtained clusters and a multivariate test was performed to assess the differences between the clusters. Results: Four-cluster classification demonstrated maximum inter-cluster distance. Wide, narrow, tapering, and ovoid types were described according to the intercanine and intermolar widths and their best-fit curves were depicted. No significant differences in arch depths existed among the clusters. Strong to moderate correlations were found between maxillary and mandibular arch widths. Conclusions: Lingual arch forms have been classified into 4 types based on their anterior and posterior dimensions. A template of the 4 arch forms has been depicted. Three-dimensional analysis of the lingual bracket points provides more accurate identification of arch form and, consequently, archwire selection.

A Study of the Relationship between 3D Model and 3D Garment Simulation

  • Kim, Yeo-Sook;Park, Hye-Won
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.6
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    • pp.631-640
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    • 2012
  • This research project investigates the differences of various body locations (between 3D body models) and drapes garments digitally onto 3D body models. Three different subject models will be given explication. It consisted of (1) data collection of three-dimensional scans (2) creation of 3D body representations (3) comparison of avatar shapes and measurements (4) visualization and assessment of 3D body models and their 3D virtual garments. The study tests a theory of impact by differences in avatars by pattern design. A visual inspection of avatars showed clear differences between the six avatar types (in the generating process); however, there was notably less difference between 3D garment simulations based upon the six avatars produced. This demonstrated that there was less influence on the 3D garments than was predicted after a visual inspection of the avatars.

Anterior and Posterior Overjet for Clinical Arch Coordination using 3-dimensional Analysis

  • Lee, Young-Wuk;Bayome, Mohamed;Baek, Seung-Hak;Kook, Yoon-Ah
    • Journal of Korean Dental Science
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    • v.2 no.2
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    • pp.18-23
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    • 2009
  • Introduction : The purposes of this study were to analyze the differences between the anterior and posterior overjets using bracket slot points, and compare two methods of overjet calculation according to different reference points using clinical bracket points on three-dimensional digital models. Methods : A total of 35 normal occlusion models were scanned using a three-dimensional scanner (Orapix$^{(R)}$, Orapix Co., Ltd, Seoul, Korea) and then, virtual brackets (0.022" Slot MBT preadjusted brackets, 3 M Co.CA. USA) were placed on the digital models using virtual setup program (3Txer$^{(R)}$ ver. 1.9.6, Orapix co., Ltd). Archwire-like curves were designed to analyze labial and buccal overjet. Results : There were no statistically significance differences between the right and left overjet and between genders. The average overjet was found to be $1.67{\pm}0.85mm$ at the central incisor area, $2.16{\pm}0.88mm$ at the second premolar and $1.53{\pm}0.71mm$ at the first molar. Conclusion : It is recommended that overjet of individualized upper and lower arch to be 2.0mm at the anterior and posterior teeth.

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Constructing 3D Models and Virtual Reality Contents of CheongGyeCheon (청계천의 3차원모델 및 가상현실컨텐츠 제작)

  • Lee Im-Pyeong;Choi Yun-Soo;Kwon Moon-Seong;Choi Kyoung-Ah
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2006.04a
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    • pp.501-506
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    • 2006
  • With the development of Geospatial Technology (GT), many countries and industries have been expanding their investment in constructing a cyber territory. As the critical components of this cyber territory, three-dimensional models and virtual reality contents based on these models of urban areas in particular have been considered. These models and contents can be intensively used for a city to decide the policies efficiently and to attract the interests of peoples while planning and performing large projects. In this study, we have thus constructed the 3D models and virtual reality contents of the large areas along the CheongGye stream to visualize the environment of these areas before and after the CheongGyeCheon restoration project being completed. Furthermore, we propose efficient methods to construct and visualize these large models, such as tile mapping and multiple LOD application.

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Development of Computerized Anthropometric Analysis Model in Cleft Lip Nasal Deformity Using 3D Laser Scanned Facial Cast Model (구순구개열의 비구순변형에서 3차원 입체 laser 스캐너를 이용한 계측분석 프로그램의 개발)

  • Kim, Suk Wha;Park, Jong Lim;Kim, Jae Chan;Baek, Seung Hak;Son, Woo Gil
    • Archives of Plastic Surgery
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    • v.35 no.3
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    • pp.303-308
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    • 2008
  • Purpose: The purpose of this study is to develop three-dimensional computerized anthropometry(3DCA) and to compare its reliability and accuracy 3DCA with manual anthropometry(MA) for measurement of lips and nasal deformities in unilateral cleft lips and palate(UCLP) patients. Methods: Samples were consisted of six UCLP patients whose facial plaster models were available immediately before and 3 months after the cleft lip surgery. MA of the facial plaster models was carried out using an electronic caliper. In 3DCA, three-dimensional auto-measuring program was used to digitize landmarks and to measure three-dimensional virtual facial models (3DVFM), which was generated with a laser scanner and 3D virtual modeling program. Intraclass correlation coefficients(ICC) were calculated to evaluate reliability and reproducibility of the variables in both methods, and Wilcoxon's signed rank test was done to investigate the difference in values of the same variables of facial models of each patient between two methods. Results: All ICC values were higher than 0.8, so both methods could be considered reliable. Although most variables showed statistical differences between two methods(p<0.05), differences between mean values were very small and could be considered not significant in clinical situation. Conclusion: In clinical situation, 3DCA can be an objective, reliable and accurate tool for evaluation of lips and nasal deformities in the cleft patients.

Construction of Virtual Environment for a Vehicle Simulator (자동차 시뮬레이터의 가상환경 구성에 대한 연구)

  • Chang, Chea-Won;Son, Kwon;Choi, Kyung-Hyun
    • Transactions of the Korean Society of Automotive Engineers
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    • v.8 no.4
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    • pp.158-168
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    • 2000
  • Vehicle driving simulators can provide engineers with benefits on the development and modification of vehicle models. One of the most important factors to realistic simulations is the fidelity given by a motion system and a real-time visual image generation system. Virtual reality technology has been widely used to achieve high fidelity. In this paper the virtual environment including a visual system like a head-mounted display is developed for a vehicle driving simulator system by employing the virtual reality technique. virtual vehicle and environment models are constructed using the object-oriented analysis and design approach. Accordint to the object model a three dimensional graphic model is developed with CAD tools such as Rhino and Pro/E. For the real-time image generation the optimized IRIS Performer 3D graphics library is embedded with the multi-thread methodology. Compared with the single loop apprach the proposed methodology yields an acceptable image generation speed 20 frames/sec for the simulator.

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