• Title/Summary/Keyword: Virtual Vertex

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Real-time Bleeding Animation for Virtual Surgery Medical Simulation (가상 수술 의료 시뮬레이션을 위한 실시간 출혈 애니메이션 기법)

  • Lee, Jeong-Jin;Seo, Che-Hwan;Lee, Ho;Kye, Hee-Won;Lee, Min-Sun
    • Journal of Korea Multimedia Society
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    • v.15 no.5
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    • pp.664-671
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    • 2012
  • Recently, practice education using virtual medical simulation has been applied to real clinical environment by enhancing the learning efficiency. Specially, in minimally invasive surgery, the necessity of virtual surgery medical simulation has been increased. Realistic bleeding animation, which represents bleeding special effects frequently occurred in virtual medical simulation environment, has not been proposed yet. In this paper, we propose realistic real-time bleeding animation. For bleeding simulation, proposed method calculates main and effective bleeding regions along the main bleeding direction vector to represent naturalistic bleeding effect. In addition, for bleeding rendering, proposed method uses sigmoid function to impose weights of vertex opacities for the smooth opacity change so that the results of bleeding animation is realistic. Proposed method improves the sense of the real and absorption in virtual surgery medical simulation so that the education efficiency of doctors and students using medical simulation can be enhanced.

Cauterizing Effect Animation for Virtual Surgery Medical Simulation (가상 수술 의료 시뮬레이션을 위한 소작 효과 애니메이션 기법)

  • Lee, Jeong-Jin;Lee, Ho;Kye, Hee-Won
    • Journal of Korea Multimedia Society
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    • v.14 no.9
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    • pp.1175-1181
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    • 2011
  • Practice education using virtual medical simulation has been recently introduced to maximize the learning efficiency in clinical environment. Specially, in minimally invasive surgery, the necessity of virtual surgery medical simulation has been substantially increased. Since cauterizing effect occurred frequently in minimally invasive surgery has been represented by simple bleeding, realistic cauterizing effect animation has not been proposed yet. In this paper, we propose realistic real-time cauterizing effect animation. Proposed method changes the individual element of each vertex color of the mesh and uses sigmoid function to impose weights for the smooth color change inside the valid mesh region so that the results of cauterizing effect animation was realistic. In addition, by proposing cauterizing color buffer, overlapped cauterizing effects can be realistically represented. Proposed method greatly improves the sense of the real and absorption in virtual surgery medical simulation so that the education efficiency of doctors and students using medical simulation can be maximized.

Tension Based 7 DOEs Force Feedback Device: SPIDAR-G

  • Kim, Seahak;Yasuharu Koike;Makoto Sato
    • Transactions on Control, Automation and Systems Engineering
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    • v.4 no.1
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    • pp.9-16
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    • 2002
  • In this paper, we intend to demonstrate a new intuitive force-feedback device for advanced VR applications. Force feed-back for the device is tension based and is characterized by 7 degrees of freedom (DOF); 3 DOF for translation, 3 DOF for rotation, and 1 DOF for grasp). The SPIDAR-G (Space Interface Device for Artificial Reality with Grip) will allow users to interact with virtual objects naturally by manipulating two hemispherical grips located in the center of the device frame. We will show how to connect the strings between each vertex of grip and each extremity of the frame in order to achieve force feedback. In addition, methodologies will be discussed for calculating translation, orientation and grasp using the length of 8 strings connected to the motors and encoders on the frame. The SPIDAR-G exhibits smooth force feedback, minimized inertia, no backlash, scalability and safety. Such features are attributed to strategic string arrangement and control that results in stable haptic rendering. The design and control of the SPIDAR-G will be described in detail and the Space Graphic User Interface system based on the proposed SPIDAR-G system will be demonstrated. Experimental results validate the feasibility of the proposed device and reveal its application to virtual reality.

An Adaptive Watermark Detection Algorithm for Vector Geographic Data

  • Wang, Yingying;Yang, Chengsong;Ren, Na;Zhu, Changqing;Rui, Ting;Wang, Dong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.1
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    • pp.323-343
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    • 2020
  • With the rapid development of computer and communication techniques, copyright protection of vector geographic data has attracted considerable research attention because of the high cost of such data. A novel adaptive watermark detection algorithm is proposed for vector geographic data that can be used to qualitatively analyze the robustness of watermarks against data addition attacks. First, a watermark was embedded into the vertex coordinates based on coordinate mapping and quantization. Second, the adaptive watermark detection model, which is capable of calculating the detection threshold, false positive error (FPE) and false negative error (FNE), was established, and the characteristics of the adaptive watermark detection algorithm were analyzed. Finally, experiments were conducted on several real-world vector maps to show the usability and robustness of the proposed algorithm.

Design of a Vertex Program Virtual Machine on Mobile Platform (모바일 환경을 위한 정점 프로그램 가상머신 설계)

  • Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.2
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    • pp.56-63
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    • 2005
  • 모바일 환경에서 고급 그래픽스 기술을 적용하고자 하는 시도로 최근 3D 그래픽 엔진을 탑재한 단말기가 출시되고 있다. 이 단말기는 OpenGL ES 1.x 을 기준으로 고정된 파이프라인을 통해 그래픽 연산을 처리하고 있으므로 사용자가 다양한 그래픽 표현을 수행하는데 제약이 따른다. 최근 PC 환경의 그래픽 엔진에서는 고정 기능의 파이프라인이 아닌 프로그래밍 가능한 파이프라인을 제공하여 기존 고정 파이프라인에서 불가능했던 유연한 그래픽스 기술을 제공하고 있다. PC환경의 프로그래밍 가능한 파이프라인은 DirectX 와 OpenGL ARB Extension 그래픽 라이브러리에 의해 제공되고 있지만, 모바일 환경에서는 이를 지원하기 위한 관련 제품이 아직 출시되지 않고 있는 상태이다. 본 논문에서는 OpenGL ARB Extension 1.0 을 근거로 정점 프로세싱 과정을 프로그래밍 가능한 파이프라인 구조로 동작하도록 하는 모바일용 정점 프로그램 가상머신을 제시한다.

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A Surface Modeling Algorithm by Combination of Internal Vertexes in Spatial Grids for Virtual Conceptual Sketch (공간격자의 내부정점 조합에 의한 가상 개념 스케치용 곡면 모델링 알고리즘)

  • Nam, Sang-Hoon;Kim, Hark-Soo;Chai, Young-Ho
    • Journal of KIISE:Software and Applications
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    • v.36 no.3
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    • pp.217-225
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    • 2009
  • In case of sketching a conceptual model in 3D space, it's not easy for designer to recognize the depth cue accurately and to draw a model correctly in short time. In this paper, multi-strokes based sketch is adopted not only to reduce the error of input point but to substantiate the shape o) the conceptual design effectively. The designer can see the drawing result immediately after stroking some curves. The shape can also be modified by stroking curves repeatedly and be confirmed the modified shape in real time. However, the multi-strokes based sketch needs to manage the great amount of input data. Therefore, the drawing space is divided into the limited spatial cubical grids and the movable infernal vertex in each spatial grid is implemented and used to define the surface by the multi-strokes. We implemented the spatial sketching system which allows the concept designer's intention to 3D model data efficiently.

Mesh Simplification using New Approximate Mean Curvatures (새로운 근사 평균 곡률을 이용한 메쉬 단순화)

  • Kwak, Jae-Hee;Lee, Eun-Jeong;Yoo, Kwan-Hee
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.28-36
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    • 2002
  • In general, triangular meshes have been used for modeling geometric objects such as virtual game characters. The dense meshes give us considerable advantages in representing complex, highly detailed objects, while they are more expensive for storing, transmitting and rendering the objects. Therefore, several researches have been performed for producing a high quality approximation in place of detailed objects, that is, a simplification of triangular meshes. In this paper, we propose a new measure with respect to edges and vertices, which is called an approximate mean curvature and is used as criteria to simplify an original mesh. An edge mean curvature is computed by considering its neighboring edges, and a vertex mean curvature is defined as an average of its incident edges' mean curvatures. And we apply the proposed measure to simplify the models such as a bunny, dragon and teeth. As a result, we can see that the mean curvatures can be used as good criteria for providing much better approximation of models.

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A Watermarking Algorithm of 3D Mesh Model Using Spherical Parameterization (구면 파라미터기법을 이용한 3차원 메쉬 모델의 워더마킹 알고리즘)

  • Cui, Ji-Zhe;Kim, Jong-Weon;Choi, Jong-Uk
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.1
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    • pp.149-159
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    • 2008
  • In this paper, we propose a blind watermarking algorithm of 3d mesh model using spherical parameterization. Spherical parameterization is a useful method which is applicable to 3D data processing. Especially, orthogonal coordinate can not analyse the feature of the vertex coordination of the 3D mesh model, but this is possible to analyse and process. In this paper, the centroid center of the 3D model was set to the origin of the spherical coordinate, the orthogonal coordinate system was transformed to the spherical coordinate system, and then the spherical parameterization was applied. The watermark was embedded via addition/modification of the vertex after the feature analysis of the geometrical information and topological information. This algorithm is robust against to the typical geometrical attacks such as translation, scaling and rotation. It is also robust to the mesh reordering, file format change, mesh simplification, and smoothing. In this case, the this algorithm can extract the watermark information about $90{\sim}98%$ from the attacked model. This means it can be applicable to the game, virtual reality and rapid prototyping fields.

Real-time Geometric Correction System for Digital Image Projection onto Deformable Surface (변형 가능한 곡면에서의 디지털 영상 투영을 위한 실시간 기하 보정 시스템)

  • Lee, Young-Bo;Han, Sang-Hun;Kim, Jung-Hoon;Lee, Dong-Hoon;Yun, Tae-Soo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.39-44
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    • 2008
  • This paper proposes a real-time geometric correction system based on a projector to project digital images onto deformable surface. Markers use to trace lots of corresponding points would spoil the projected image when the projector projects a digital image onto the surface because they leave marks on the surface. In addition, it is difficult to build a real-time geometric correction system since bottlenecks occur through the process of the geometric correction for projecting images. In this paper, we use invisible infrared markers and a vertex shader of GPU using Cg TookKit of NVIDIA in order to eliminate disadvantage and bottlenecks in the process of markers recognition so that it is possible to project natural correction images in real-time. As a result, this system overlays an interactive virtual texture onto the real paper by using the geometric transformation. Therefore, it is possible to develop variation of AR(Augmented Reality) based on digital contents systems.

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A Framework of Resource Provisioning and Customized Energy-Efficiency Optimization in Virtualized Small Cell Networks

  • Sun, Guolin;Clement, Addo Prince;Boateng, Gordon Owusu;Jiang, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.12
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    • pp.5701-5722
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    • 2018
  • The continuous increase in the cost of energy production and concerns for environmental sustainability are leading research communities, governments and industries to amass efforts to reduce energy consumption and global $CO_2$ footprint. Players in the information and communication industry are keen on reducing the operational expenditures (OpEx) and maintaining the profitability of cellular networks. Meanwhile, network virtualization has been proposed in this regard as the main enabler for 5G mobile cellular networks. In this paper, we propose a generic framework of slice resource provisioning and customized physical resource allocation for energy-efficiency and quality of service optimization. In resource slicing, we consider user demand and population resources provisioning scheme aiming to satisfy quality of service (QoS). In customized physical resource allocation, we formulate this problem with an integer non-linear programming model, which is solved by a heuristic algorithm based on minimum vertex coverage. The proposed algorithm is compared with the existing approaches, without consideration of slice resource constraints via system-level simulations. From the perspective of infrastructure providers, traffic is scheduled over a limited number of active small-cell base stations (sc-BSs) that significantly reduce the system energy consumption and improve the system's spectral efficiency. From the perspective of virtual network operators and mobile users, the proposed approach can guarantee QoS for mobile users and improve user satisfaction.