• Title/Summary/Keyword: Vector orientation

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A New Algorithm for the Interpretation of Joint Orientation Using Multistage Convergent Photographing Technique (수렴다중촬영기법을 이용한 새로운 절리방향 해석방법)

  • 김재동;김종훈
    • Tunnel and Underground Space
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    • v.13 no.6
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    • pp.486-494
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    • 2003
  • When the orientations of joints are measured on a rock exposure, there are frequent cases that are difficult to approach by the surveyor to the target joints or to set up scanlines on the slope. In this study, to complement such limit and weak points, a new algorithm was developed to interpret joint orientation from analyzing the images of rock slope. As a method of arranging the multiple images of a rock slope, the multistage convergent photographing system was introduced to overcome the limitation of photographing direction which existing method such as parallel stereophotogrammetric system has and to cover the range of image measurement, which is the overlapping area between the image pair, to a maximum extent. To determine camera parameters in the perspective projection equation that are the main elements of the analysis method, a new method was developed introducing three ground control points and single ground guide point. This method could be considered to be very simple compared with other existing methods using a number of ground control points and complicated analysis process. So the global coordinates of a specific point on a rock slope could be analyzed with this new method. The orientation of a joint could be calculated using the normal vector of the joint surface which can be derived from the global coordinates of several points on the joint surface analyzed from the images.

Stylized Specular Reflections Using Projective Textures based on Principal Curvature Analysis (주곡률 해석 기반의 투영 텍스처를 이용한 스타일 반사 효과)

  • Lee, Hwan-Jik;Choi, Jung-Ju
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.37-44
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    • 2006
  • Specular reflections provide the visual feedback that describes the material type of an object, its local shape, and lighting environment. In photorealistic rendering, there have been a number of research available to render specular reflections effectively based on a local reflection model. In traditional cel animations and cartoons, specular reflections plays important role in representing artistic intentions for an object and its related environment reflections, so the shapes of highlights are quite stylistic. In this paper, we present a method to render and control stylized specular reflections using projective textures based on principal curvature analysis. Specifying a texture as a pattern of a highlight and projecting the texture on the specular region of a given 3D model, we can obtain a stylized representation of specular reflections. For a given polygonal model, a view point, and a light source, we first find the maximum specular intensity point, and then locate the texture projector along the line parallel to the normal vector and passing through the point. The orientation of the projector is determined by the principal directions at the point. Finally, the size of the projection frustum is determined by the principal curvatures corresponding to the principal directions. The proposed method can control the position, orientation, and size of the specular reflection efficiently by translating the projector along the principal directions, rotating the projector about the normal vector, and scaling the principal curvatures, respectively. The method is be applicable to real-time applications such as cartoon style 3D games. We implement the method by Microsoft DirectX 9.0c SDK and programmable vertex/pixel shaders on Nvidia GeForce FX 7800 graphics subsystems. According to our experimental results, we can render and control the stylized specular reflections for a 3D model of several ten thousands of triangles in real-time.

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A Review on the Mechanism of Human Postural Control (인간의 자세조절 메커니즘에 대한 연구)

  • Lee, Dong-Woo
    • Korean Journal of Applied Biomechanics
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    • v.15 no.1
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    • pp.45-61
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    • 2005
  • Stance is defined as any state in which the total mass of the body is supported by the feet. In order to maintain stance, the sum of gravito-inertial forces acting on the body must be registered by equal and opposite forces at the region of contact between the organism and the support surface. Balance is controlled by applying forces to the surface of support so as to maintain the body's center of mass vertically above the feet. for a muIti-segment organism, there can be a variety of ways in which balance can be controlled, since movements of different body segments can have similar effects on the control of balance. In general, the organism tends to have a body configuration that is aligned with gravito-inertial force when there are no external forces acting on it. If any segments of the body are not aligned with gravito-inertial force vector, a torque on that segment would tend to move the body's center of mass. The maintenance of postural stability is accomplished in humans by a complex neural control system. This requires organizing integrating and acting upon visual, vestibular, and somatosensory input, providing orientation information to the postural control system. The information necessary to control and coordinate movement is provided by the visual sense of eye position with respect to the surrounding surface layout, the vestibular sense of head orientation in the gravito-inertial space, and the somatic sense of body segment position relative to one another and to the support surface. In this study, perception and action capability was examined from various points of view. The underlying assumption of the study was that the change of postural configuration could be effected by organism, environment and task goal.

Numerical Analysis on the Effect of Heterogeneous Nature of Rock Masses on Tunnel Behavior (터널 거동에 대한 암반 연약대의 영향 평가를 위한 수치해석적 연구)

  • Baek, Seung-Han;Kim, Chang-Yong;Kim, Kwang-Yeom;Hong, Sung-Wan;Moon, Hyun-Koo
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.8 no.2
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    • pp.115-128
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    • 2006
  • The structural anisotropy and heterogeneity of rock mass, caused by discontinuities and weak zones, have a great influence on the deformation behavior of a tunnel. A tunnel construction in these complex ground conditions is very difficult. No matter how excellent a geological investigation is, local uncertainties of rock mass conditions still remain. Under these uncertain circumstances, an accurate forecast of the ground conditions ahead of the advancing tunnel face is indispensable to a safe and economic tunnel construction. This paper presents the effect of anisotropy and heterogeneity of the rock masses to be excavated by numerical analysis. The influences of distance from weak zone, the size or dimension, the different stiffness and the orientation of weak zones are analysed by 3-D finite element analysis. By analysing these numerical results, the tunnel behavior due to excavation can be well understood and the prediction of rock mass condition ahead of the tunnel face can be possible.

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Diffusion Behavior of n-Alkanes by Molecular Dynamics Simulations

  • Goo, Geun-Hoi;Sung, Gi-Hong;Lee, Song-Hi;Chang, Tai-Hyun
    • Bulletin of the Korean Chemical Society
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    • v.23 no.11
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    • pp.1595-1603
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    • 2002
  • In this paper we have presented the results of diffusion behavior of model systems for eight liquid n-alkanes ($C_{12}$-$C_{44}$) in a canonical (NVT) ensemble at several temperatures using molecular dynamics simulations. For these n-alkanes of small chain length n, the chains are clearly <$R_{ee}^2$>/6<$R_g^2$>>1 and non-Gaussian. This result implies that the liquid n-alkanes over the whole temperatures considered are far away from the Rouse regime, though the ratio becomes close to the unity as n increases. Calculated self-diffusion constants $D_{self}$ are comparable with experimental results and the Arrhenius plot of self-diffusion constants versus inverse temperature shows a different temperature dependence of diffusion on the chain length. The global rotational motion of n-alkanes is examined by characterizing the orientation relaxation of the end-to-end vector and it is found that the ratio ${\tau}1/{\tau}2$ is less than 3, the value expected for a isotropically diffusive rotational process. The friction constants ${\xi}$of the whole molecules of n-alkanes are calculated directly from the force auto-correlation (FAC) functions and compared with the monomeric friction constants ${\xi}_D$ extracted from $D_{self}$. Both the friction constants give a correct qualitative trends: decrease with increasing temperature and increase with increasing chain length. The friction constant calculated from the FAC's decreases very slowly with increasing temperature, while the monomeric friction constant varies rapidly with temperature. By considering the orientation relaxation of local vectors and diffusion of each site, it is found that rotational and translational diffusions of the ends are faster than those of the center.

Real-time Activity and Posture Recognition with Combined Acceleration Sensor Data from Smartphone and Wearable Device (스마트폰과 웨어러블 가속도 센서를 혼합 처리한 실시간 행위 및 자세인지 기법)

  • Lee, Hosung;Lee, Sungyoung
    • Journal of KIISE:Software and Applications
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    • v.41 no.8
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    • pp.586-597
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    • 2014
  • The next generation mobile computing technology is recently attracting attention that smartphone and wearable device imbedded with various sensors are being deployed in the world. Existing activity and posture recognition research can be divided into two different ways considering feature of one's movement. While activity recognition focuses on catching distinct pattern according to continuous movement, posture recognition focuses on sudden change of posture and body orientation. There is a lack of research constructing a system mixing two separate patterns which could be applied in real world. In this paper, we propose a method to use both smartphone and wearable device to recognize activity and posture in the same time. To use smartphone and wearable sensor data together, we designed a pre-processing method and constructed recognition model mixing signal vector magnitude and orientation pattern features of vertical and horizontal. We considered cycling, fast/slow walking and running activities, and postures such as standing, sitting, and laying down. We confirmed the performance and validity by experiment, and proved the feasibility in real world.

Kinematics of an Intrinsic Continuum Robot with Pneumatic Artificial Muscles (공압인공근육을 가진 내부형 연속체로봇의 기구식)

  • Kang, Bong Soo
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.40 no.3
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    • pp.289-296
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    • 2016
  • This study presents the kinematics of an intrinsic continuum robot actuated by pneumatic artificial muscles. The single section of a developed continuum robot consisted of three muscles in parallel. The contraction of each muscle according to applied air pressure produced spatial motions of a distal plate with respect to a base plate. Based on the bending behaviors of artificial muscles, the orientation and position of the end-effector of a continuum robot were formulated using a transformation matrix. The orientation and position was also determined for a single section of the distal plate. A Jacobian matrix relating the contraction rate or the pressure rate of the muscles to the velocity vector of the end-effector was calculated considering the assembled position of actuators between neighboring sections of the robot. Experimental results showed that the motions of the intrinsic continuum robot were accurately estimated by the proposed kinematics.

An Efficient Indoor-Outdoor Scene Classification Method (효율적인 실내의 영상 분류 기법)

  • Kim, Won-Jun;Kim, Chang-Ick
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.5
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    • pp.48-55
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    • 2009
  • Prior research works in indoor-outdoor classification have been conducted based on a simple combination of low-level features. However, since there are many challenging problems due to the extreme variability of the scene contents, most methods proposed recently tend to combine the low-level features with high-level information such as the presence of trees and sky. To extract these regions from videos, we need to conduct additional tasks, which may yield the increasing number of feature dimensions or computational burden. Therefore, an efficient indoor-outdoor scene classification method is proposed in this paper. First, the video is divided into the five same-sized blocks. Then we define and use the edge and color orientation histogram (ECOH) descriptors to represent each sub-block efficiently. Finally, all ECOH values are simply concatenated to generated the feature vector. To justify the efficiency and robustness of the proposed method, a diverse database of over 1200 videos is evaluated. Moreover, we improve the classification performance by using different weight values determined through the learning process.

Variational Formulation for Shape Optimization of Spatial Beam Structures (정식화를 이용한 3차원 구조물의 형상 최적설계)

  • 최주호;김종수
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2002.04a
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    • pp.123-130
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    • 2002
  • A general formulation for shape design sensitivity analysis over three dimensional beam structure is developed based on a variational formulation of the beam in linear elasticity. Sensitivity formula is derived based on variational equations in cartesian coordinates using the material derivative concept and adjoint variable method for the displacement and Von-Mises stress functionals. Shape variation is considered for the beam shape in general 3-dimensional direction as well as for the orientation angle of the beam cross section. In the sensitivity expression, the end points evaluation at each beam segment is added to the integral formula, which are summed over the entire structure. The sensitivity formula can be evaluated with generality and ease even by employing piecewise linear design velocity field despite the bending model is fourth order differential equation. For the numerical implementation, commercial software ANSYS is used as analysis tool for the primal and adjoint analysis. Once the design variable set is defined using ANSYS language, shape and orientation variation vector at each node is generated by making finite difference to the shape with respect to each design parameter, and is used for the computation of sensitivity formula. Several numerical examples are taken to show the advantage of the method, in which the accuracy of the sensitivity is evaluated. The results are found excellent even by employing a simple linear function for the design velocity evaluation. Shape optimization is carried out for the geometric design of an archgrid and tilted bridge, which is to minimize maximum stress over the structure while maintaining constant weight. In conclusion, the proposed formulation is a useful and easy tool in finding optimum shape in a variety of the spatial frame structures.

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Image Warping Using Vector Field Based Deformation and Its Application to Texture Mapping (벡터장 기반 변형기술을 이용한 이미지 와핑 방법 : 텍스쳐 매핑에의 응용을 중심으로)

  • Seo, Hye-Won;Cordier, Frederic
    • Journal of KIISE:Computer Systems and Theory
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    • v.36 no.5
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    • pp.404-411
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    • 2009
  • We introduce in this paper a new method for smooth foldover-free warping of images, based on the vector field deformation technique proposed by Von Funck et al. It allows users to specify the constraints in two different ways: positional constraints to constrain the position of a point in the image and gradient constraints to constrain the orientation and scaling of some parts of the image. From the user-specified constraints, it computes in the image domain a C1-continuous velocity vector field, along which each pixel progressively moves from its original position to the target. The target positions of the pixels are obtained by solving a set of partial derivative equations with the 4th order Runge-Kutta method. We show how our method can be useful for texture mapping with hard constraints. We start with an unconstrained planar embedding of a target mesh using a previously known method (Least Squares Conformal Map). Then, in order to obtain a texture map that satisfies the given constraints, we use the proposed warping method to align the features of the texture image with those on the unconstrained embedding. Compared to previous work, our method generates a smoother texture mapping, offers higher level of control for defining the constraints, and is simpler to implement.