• Title/Summary/Keyword: Triangle-based

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Simulation of Stable Cloth on Triangular Mesh via LOD-Based Bending Springs on Strain-Based Dynamics

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.73-79
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    • 2023
  • This paper describes a level of detail (LOD) based bending spring structure and damping technique that can reliably represent strain-based dynamics (SBD) on a triangular mesh. SBD models elastic energy using strain instead of energy based on the edge length of a triangular mesh. However, when a large external force occurs, the process of calculating the elastic energy based on edges results in a degenerate triangle, which stretches in the wrong direction because it calculates an unstable strain. In this paper, we introduce an LOD-based bending spring generation and energy calculation method that can efficiently handle this problem. As a result, the technique proposed in this paper can reliably and efficiently handle SBD based on bending springs, which can provide a stable representation of cloth simulation.

3D Mesh Encoding Technique Based on Triangle Fan Structure (삼각형 팬 구조에 기반한 3차원 메쉬 부호화 기법)

  • 심재영;이상욱
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.26 no.10B
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    • pp.1399-1408
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    • 2001
  • 본 논문에서는 삼각형 메쉬(triangular mesh)로 이루어진 3차원 모델의 연결 정보(connectivity data)와 형상 정보(geometry data)를 삼각형 팬(triangle fan) 구조에 기반하여 효율적으로 압축하는 부호화 기법을 제안한다. 첫째로, 연결 정보의 무손실 부호화로 꼭지점 차수 왜곡(vertex degree warping) 기법을 제안한다. 기존의 알고리듬이 연결 정보와 형상 정보를 분리하여 부호화하는데 반해 제안하는 알고리듬은 연결 정보를 부호화하는데 형상 정보를 이용하여 압축 효율을 높인다. 둘째로, 형상 정보를 압축하기 위해 이중 평행사변형 예측(dual parallelogram prediction) 기법을 제안한다. 삼각형 팬 구조를 이용함으로써 기존의 삼각형 스트립(triangle strip) 기반의 알고리듬보다 정확한 형상 예측이 가능하고, 예측 오차가 작아지게 된다. 다양한 3차원 메쉬 모델에 대한 모의 실험을 통하여 제안하는 알고리듬이 기존의 알고리듬보다 우수한 압축 성능을 나타냄을 확인하다.

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Sublimation Pressure and Standard Enthalpy of Bismuth Triiodide by Torsion-Effusion Method (Torsion-Effusion 법에 의한 Bismuth Triiodide의 승화압과 표준 엔탈피)

  • 김준학
    • Journal of the Korean Ceramic Society
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    • v.28 no.2
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    • pp.109-118
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    • 1991
  • Steady-state sublimation vapour pressures of anhydrous bismuth triiodide have been measured by the torsion-effusion method from 488.8 to 570.5 K and equilibrium sublimation pressures were obtained from the steady-state data. The standard sublimation enthalpy changes derived by both second(modified sigma function) and third(average enthalpy method) law methods were 159.316${\pm}$0.055, 137.67${\pm}$1.43 kJ$.$mol-1 respectively. The standard sublmation entropy change derived by modified sigma function was 232.88${\pm}$0.10 J$.$K-1$.$mol-1. The reliable standard sublimation enthalpy change based on a correlation of {{{{ { TRIANGLE }`_{cr } ^{g } }} H{{{{ { 0} atop {m } }}(298.15K) and {{{{ { TRIANGLE }`_{cr } ^{g } }} S{{{{ { 0} atop {m } }}(298.15K), a recommended p(T) equation has been obtained for BiI3(cr) ; lg(p/Pa)=-(C$.$K/T)+5.071lg(T/K)-2.838${\times}$10-3(T/K)-7.758${\times}$103(K/T)2+1.4519 where C={{{{{ { TRIANGLE }`_{cr } ^{g } }} H{{{{ { 0} atop {m } }}(298.15K)/0.019146 kJ$.$mol-1}-456.27.

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Bayesian estimations on the exponentiated half triangle distribution under Type-I hybrid censoring

  • Kim, Yong-Ku;Kang, Suk-Bok;Seo, Jung-In
    • Journal of the Korean Data and Information Science Society
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    • v.22 no.3
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    • pp.565-574
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    • 2011
  • The exponenetiated distribution has been used in reliability and survival analysis especially when the data is censored. In this paper, we derive Bayesian estimation of shape parameter and reliability function in the exponenetiated half triangle distribution based on Type-I hybrid censored data. Here we consider conjugate prior and noninformative prior and obtained corresponding posterior distributions. As an illustration, the mean square errors of the estimates are computed. Comparisons are made between these estimators using Monte Carlo simulation study.

3D Mesh Compression Based on Layer of Mesh and Operation Code (메쉬의 계층 및 연산코드 기반 3차원 메쉬 압축)

  • 이민정;권용무;김창헌
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.415-417
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    • 2002
  • 날로 커져가는 3D 모델을 효율적으로 사용하기 위한 노력으로 압축처리 방법들이 연구되고 있다. 본 논문에서는 3D 모델의 메쉬를 Layer로 분할하여 Vertex Layer와 Triangle Layer를 생성 후, 삼각형들을 몇가지 연산코드로 분류하여 압축(compression)하는 방법을 제안한다. Triangle Layer는 기본 정점으로부터 연결된 선분의 정점들로 이루어진 Vertex Layer의 쌍을 이용하여 만들어진다. 이 Triangle Layer에 해당 되는 삼각형들의 연결 정보를 제안한 연산코드로 분류하고, 이것을 엔트로피 코딩하여 3D 모델을 압축한다. 이 기법은 삼각형의 형태를 기준으로 한 개나 두 개의 삼각형을 하나의 연산코드로 분류하거나 삼각형의 연결 상황에 따라 하나의 연산코드로 분류하여 연결정보를 표현한다. 복원(decompression)시에는 연산 코드를 이용하여 삼각형의 연결정보를 뽑아내면 원 상태의 3D 모델을 획득할 수 있다. 이 방법은 연결 정보를 무손실 압축하는 방법으로, 지금까지 제안된 압축기법과 비교할 때, 간단하면서도 월등한 압축 효과를 볼 수 있다.

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An Effective Teaching Method for the Centroid of Triangle in Middle School Mathematics (중학교 삼각형의 무게중심 단원에 대한 효과적인 지도 방안)

  • Keum, Joung Yon;Kim, Dong Hwa
    • East Asian mathematical journal
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    • v.29 no.4
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    • pp.425-447
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    • 2013
  • Since the center of mass of mathematics curriculum in middle school is dealt with only on triangle and it is defined as just an intersection point of median lines without any physical experiments, students sometimes have misconception of the centroid as well as it is difficult to promote divergent thinking that enables students to think the centroids of various figures. To overcome these problems and to instruct effectively the centroid unit in middle school mathematics classroom, this study suggests a teaching and learning method for the unit which uses physical experiments, drawing, and calculation methods sequentially based on the investigation of students' understanding on the centroid of triangle and the analysis of the mathematics textbooks.

Fast Self-Collision Handling in Cloth Simulations Using GPU-based Optimized BVH and R-Triangle (GPU 기반의 최적화된 BVH와 R-Triangle을 이용한 옷감 시뮬레이션에서의 빠른 자기충돌 처리)

  • Moon, Seong-Hyeok;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.373-376
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    • 2022
  • 본 논문에서는 삼각형 메쉬 기반에서 옷감 시뮬레이션(Cloth simulation)에서 계산양이 큰 자기충돌(Self-collision) 처리를 GPU기반으로 가속화시킬 수 있는 방법에 대해 소개한다. CUDA기반으로 병렬 최적화하기 위해 본 논문에서는 1)재귀적으로 계산하여 충돌판정을 하는 BVH(Bounding volume hierarchy) 트리를 GPU기반에서 효율적으로 빌드, 업데이트, 트리 순회하는 방법을 제안하고, 2)삼각형 메쉬 기반에서는 중복되는 프리미티브(Primitive) 충돌검사를 최소화하기 위해 R-Triangle기법을 GPU에서 최적화 시키는 방법을 소개한다. 결과적으로 본 논문에서 제안하는 기법은 GPU 환경에서 옷감 시뮬레이션의 자기충돌과 객체충돌 처리를 빠르고 효율적으로 처리할 수 있도록 하였고, 다양한 장면에서 실험한 결과 모든 결과에서 빠른 시뮬레이션 결과를 얻을 수 있었다.

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분리형 삼각형을 기준으로한 입체모델링에 관한 연구

  • 정인성;채희창
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.10a
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    • pp.244-248
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    • 2001
  • A solid modeller was developed in this paper. Representation scheme of modelling is nonmanifold B-rep. While many B-rep modelers use edges as basic element of modelling, this modeller is triangle-based. New modelling element, split triangle that is composed of 3 pure half-edges and has no information about the adjoining triangles, was defined to enlarge the range of representation. Corresponding algorithms for Boolean set operations were also developed.

Mesh-based Marching Cubes on the GPU (메시 기반 GPU 마칭큐브)

  • Kim, Hyunjun;Kim, Dohoon;Kim, Minho
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.1
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    • pp.1-8
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    • 2018
  • We propose a modified real-time marching cubes technique that extracts isosurfaces in the form of connected meshes instead of triangle soup. In this way, a various mesh-based isosurface rendering techniques can be implemented and additional information of the isosurfaces such as its topology can be extracted in real-time. In addition, we propose a real-time technique to extract adjacency-triangle structure for geometry shaders that can be used for various shading effects such as silhouette rendering. Compared with the previous technique that welds the output triangles of classical marching cubes, our technique shows up to 300% performance improvement.

Guidelines of 2D Pattern Development Process for 3D Fitted Cover of Character Toys (캐릭터 인형용 밀착커버 패턴개발 프로세스의 가이드라인)

  • Lee, Heeran
    • Fashion & Textile Research Journal
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    • v.19 no.5
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    • pp.635-645
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    • 2017
  • The industry of character toys is increasing and new characters are constantly being developed. However, the development of 2D cover patterns for toys is time-consuming due to frequent pattern modifications made through trial and error. Studies are now underway to obtain 2D clothing patterns from 3D body data, however, little research has been done on 2D pattern of character toys. This study suggests efficient guidelines to develop 2D cover patterns with a reasonable accuracy and processing time. Two 3D models of a dog and rabbit were used to develop 2D cover patterns. Independent variables of this study are set as 3 levels of triangle area (small, medium, and large) that influence the efficacy of 3D and 2D pattern development. The determination of the appropriate triangular area was based on the area and shape change of the 2D pattern. A medium or large triangle area was shown to be suitable for a character dog with a smooth curved surface. However, the appropriate triangle area was small if the characteristics of the curved surface are complicated as in the case of rabbit. The head of a dog (a double-curved surface) and the curved forepaw of a rabbit (a triangular area) should be small when the characteristics of the curved surface (such as the hind leg of a rabbit having a large convex surface and a small surface area) are complicated. Grouping by 3D surface characteristics could be a suitable guideline for the triangle area selection.