• Title/Summary/Keyword: Triangle Mesh

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A Blind Watermarking Algorithm of 3D Mesh Model for Rapid Prototyping System Application (RP 시스템 적용을 위한 3차원 메쉬 모델의 블라인드 워터마킹)

  • Ji-Zhe, Cui
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.12C
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    • pp.1194-1202
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    • 2007
  • In this paper, we proposed a blind watermarking algorithm to apply to the rapid prototyping system. The 3D mesh model is used in the step of the CAD modeling before the making of the prototype system of the rapid prototyping system. STL type mesh modeling which is used in this system reduces the error of the system and improves the accuracy of the system. In the step of the CAD modeling, some transformations which do not change the model accuracy are used, but some transformations which change the model accuracy are not used because the mesh model error is related to the accuracy of the prototype system. Most watermarking algorithms embedded a specific random noise as the watermark information into the model. These kinds of the algorithms are not proper to the 3D model watermarking. The proposed algorithm can be used for the accurate prototyping system because it does not change the model after the watermark embedding This means it can be used for the copyright marking and the data integrity.

Data communication network design algorithm with minimum cost (최소비용을 갖는 데이터통신망 설계 알고리즘)

  • 장경훈;백원석;김동춘;김경연;김경식
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.21 no.11
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    • pp.2810-2816
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    • 1996
  • In this paper, the problem of obtaining topoloty for mesh network given the link costs and traffic requirements between all pairs of nodes is considered. The proposed DCN algorithm can be applied to the mesh network in a unified manner. Among the cost conditions, the triangle intequality of the MENTOR algorithm is removed in the proposed algorithm. The computational complexity of the algorithm is order N$^{3}$, where N is the number of nodes in the network. The performances of proposed algorithm are better than those of the MENTOR algorithm in the case of the cost and the reliability of network.

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An Improved Error Expansion Reversible Watermarking for 3D Mesh Model

  • Dong, Ke-Ming;Kim, Hyoung-Joong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.979-981
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    • 2011
  • In this paper, a new scheme to improve both the capacity and distortion performance for error-prediction method is proposed. For every triangle mesh, two vertices were selected to predict the rest vertex, and the prediction error distances which were vertical and paralleled to the edge between these two vertices would be used to embed two units of secret date amount. We sort the meshes before embedding according to predicted error in order to decrease the distortion. Experiment results show that our approach increase the capacity and decrease the distortion as compared to the original algorithm.

Triangle Collapse Simplified Progressive Mesh for Effective Realtime Rendering (효율적인 실시간 렌더링을 위한 삼각형 축약 기법으로 간략화된 점진적 메시)

  • 성명건;박경환
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.681-686
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    • 2003
  • LOD중에서 점진적 메시는 실시간으로 세부 수준을 변경할 경우 높은 수준에서 변을 제거하는 방식으로 세부 수준을 낮추고, 한 정점을 분리하는 방식으로 세부 수준을 높이고 있다. C-LOD는 현재의 거의 모든 3D 엔진에서 지원되고 있으며 현재까지 많은 발전을 거듭해온 점진적 메시는 이제 렌더링 효과에서 벗어나 전체적인 성능의 효율에 초점을 두어 메모리나 CPU비용 등을 줄일 수 있는 방법을 모색하고 있다. 본 논문에서는 전체적인 성능을 높이는 방법으로 메시 간략화의 방법 중 삼각형 축약과 점진적 메시를 동시에 수행하는 방법으로 세부 수준 전환에 드는 비용을 최소화하면서 매우 빠른 간략화를 보여줄 수 있는 효과적인 방법을 제시한다.

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Real-time Modeling and Rendering of Tidal in Qiantang Estuary

  • Wang, Chang-Bo
    • International Journal of CAD/CAM
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    • v.9 no.1
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    • pp.79-83
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    • 2010
  • Tidal bore is a peculiar nature phenomenon which is caused by the lunar and solar gravitation. Based on the physical characters of tidal bores, in this paper we propose a novel method to model and render this phenomenon, especially the tidal waves in Qiantang estuary. According to Boltzmann equation for tidal waves, we solve it with the novel triangle mesh of Kinectic Flux Vector Splitting (KFVS) mode. Then a method combining a curve forecasting wave and particles model is proposed to render the dynamic scenes of overturning tidal waves. Finally, with some rendering technologies, various realistic tidal waves under diversified conditions is rendered in real time.

A Study on the Cutting Pattern Generation of the Membrane Structures Using Triangular Re-mesh (막 구조물의 삼각형 Re-mesh 패턴을 적용한 재단도 생성에 관한 연구)

  • Jeon, Jin-Hyung;Shon, Su-Deok;Jeong, Eul-Seok;Kim, Seung-Deog
    • Journal of Korean Association for Spatial Structures
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    • v.7 no.3 s.25
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    • pp.153-165
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    • 2007
  • Flexible structure uses a material with strong axial stiffness and small bending stiffness as its major structural material so it is very sensitive to initial stiffness. Therefore, the self-formation process which accomplishes a form in the natural world is grasped and it is as well investigated and classified the type of modeling techniques which are available to find the shapes of soft structures. Accordingly, for analysis and design of flexible structure, three-step analysis such as shape analysis, stress-deformation analysis, cutting pattern generation and constructional analysis is required unlike the existing stiff structure. In this study, suggest that minimize the error of side curvatures by the triangle Re-mesh pattern and draw the cutting pattern generation.

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Numerical Evaluation of Fundamental Finite Element Models in Bar and Beam Structures (Bar와 Beam 구조물의 기본적인 유한요소 모델의 수치해석)

  • Ryu, Yong-Hee;Ju, Bu-Seog;Jung, Woo-Young;Limkatanyu, Suchart
    • Journal of the Korean Society for Advanced Composite Structures
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    • v.4 no.1
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    • pp.1-8
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    • 2013
  • The finite element analysis (FEA) is a numerical technique to find solutions of field problems. A field problem is approximated by differential equations or integral expressions. In a finite element, the field quantity is allowed to have a simple spatial variation in terms of linear or polynomial functions. This paper represents a review and an accuracy-study of the finite element method comparing the FEA results with the exact solution. The exact solutions were calculated by solid mechanics and FEA using matrix stiffness method. For this study, simple bar and cantilever models were considered to evaluate four types of basic elements - constant strain triangle (CST), linear strain triangle (LST), bi-linear-rectangle(Q4),and quadratic-rectangle(Q8). The bar model was subjected to uniaxial loading whereas in case of the cantilever model moment loading was used. In the uniaxial loading case, all basic element results of the displacement and stress in x-direction agreed well with the exact solutions. In the moment loading case, the displacement in y-direction using LST and Q8 elements were acceptable compared to the exact solution, but CST and Q4 elements had to be improved by the mesh refinement.

Subdivision by Edge Selection based on Curvature (정점 변화율에 기반한 에지 선택적 세분화)

  • Park, Jong-Hui;Kim, Tae-Yun
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.8
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    • pp.863-874
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    • 1999
  • 세분화란 초기 원형 모델의 삼각형 메쉬를 여러 개의 작은 메쉬로 변환하는 기법으로, 간략화 된 모델을 다시 원상태로 표현하기 위해 사용된다. 기존의 보간에 의한 세분화는 전체 모델의 에지에 일률적으로 세분화를 적용하기 때문에, 효과가 적은 부분까지도 세분화가 수행하게 되어 효율이 떨어진다. 본 논문에서는 정점 변화율을 기반으로 에지를 선택하여 세분화를 수행한다. 따라서 원형 메쉬를 변환하여 세분화된 메쉬를 생성할 때, 모델의 각 부분들은 정점 변화율의 차이에 의해 서로 다른 세분화 정도를 가지게 된다. 이 과정을 통해 원형 모델의 곡률 특성이 반영된 세분화를 수행할 수 있게 되고, 전체 모델의 세분화 정도를 조정하는 것도 가능해진다. Abstract The subdivision is a mesh transformation, which makes an original triangle mesh to subdivided meshes. This method is used for recovering original model from simplified model. The existing subdivision based on interpolation is inefficient, because it is targeted for whole edges of mesh model. Therefore, this method applies to non-effective parts. In this paper the subdivision is executed by edge selection based on curvature. When original model is transformed to subdivided model by proposed method, the parts of model has different subdivision degrees by means of the averages of vertex curvature.Proposed method makes it enable subdivision, which deploy characteristics of curvatures of original model and adjusting a degree of subdivision in whole model.

Realistic individual 3D face modeling (사실적인 3D 얼굴 모델링 시스템)

  • Kim, Sang-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.8
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    • pp.1187-1193
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    • 2013
  • In this paper, we present realistic 3D head modeling and facial expression systems. For 3D head modeling, we perform generic model fitting to make individual head shape and texture mapping. To calculate the deformation function in the generic model fitting, we determine correspondence between individual heads and the generic model. Then, we reconstruct the feature points to 3D with simultaneously captured images from calibrated stereo camera. For texture mapping, we project the fitted generic model to image and map the texture in the predefined triangle mesh to generic model. To prevent extracting the wrong texture, we propose a simple method using a modified interpolation function. For generating 3D facial expression, we use the vector muscle based algorithm. For more realistic facial expression, we add the deformation of the skin according to the jaw rotation to basic vector muscle model and apply mass spring model. Finally, several 3D facial expression results are shown at the end of the paper.

Efficient GPU Framework for Adaptive and Continuous Signed Distance Field Construction, and Its Applications

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.63-69
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    • 2022
  • In this paper, we propose a new GPU-based framework for quickly calculating adaptive and continuous SDF(Signed distance fields), and examine cases related to rendering/collision processing using them. The quadtree constructed from the triangle mesh is transferred to the GPU memory, and the Euclidean distance to the triangle is processed in parallel for each thread by using it to find the shortest continuous distance without discontinuity in the adaptive grid space. In this process, it is shown through experiments that the cut-off view of the adaptive distance field, the distance value inquiry at a specific location, real-time raytracing, and collision handling can be performed quickly and efficiently. Using the proposed method, the adaptive sign distance field can be calculated quickly in about 1 second even on a high polygon mesh, so it is a method that can be fully utilized not only for rigid bodies but also for deformable bodies. It shows the stability of the algorithm through various experimental results whether it can accurately sample and represent distance values in various models.