• Title/Summary/Keyword: frustum

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The Study for the Various Methods for the Volume of Frustum of Pyramid (사각뿔대 부피를 구하는 다양한 방법에 대한 탐구)

  • Yoon, Dae-Won;Kim, Dong-Keun
    • Journal for History of Mathematics
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    • v.23 no.3
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    • pp.91-106
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    • 2010
  • This is the study for various methods for getting the volume of frustum of pyramid. This study will first deal with how the formula of getting the volume of frustum of pyramid has been changed in the history of Mathematics. Secondly, based on the study of 'Prasolov' this study will deal with the calculation method for the volume of frustum of pyramid which was written in the 14th question of 'Moscow Papyrus' and search for the rules of solution for frustum of pyramid in the middle school textbooks. Finally, this study will consider various solutions for the volume of frustum of pyramid and its generalization.

A View-Frustum Culling Technique Using OpenGL for Large Polygon Models (OpenGL을 이용한 대용량 Polygon Model의 View-Frustum Culling 기법)

  • Cho, Doo-Yeoun;Jung, Sung-Jun;Lee, Kyu-Yeul;Kim, Tae-Wan;Choi, Hang-Soon;Seong, Woo-Jae
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.55-60
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    • 2001
  • With rapid development of graphic hardware, researches on Virtual Reality and 3D Games have received more attention than before. For more realistic 3D graphic scene, objects were to be presented with lots of polygons and the number of objects shown in a scene was remarkably increased. Therefore, for effective visualization of large polygon models like this, view-frustum culling method, that visualizes only objects shown in the screen, has been widely used. In general, the bounding boxes that include objects are generated firstly, and the boxes are intersected with view-frustum to check whether object is in the visible area or not. Recently, an algorithm that can check in-out test of objects using OpenGL's selection mode, which is originally used to select the objects in the screen, is suggested. This algorithm is fast because it can use hardware acceleration. In this study, by implementing and applying this algorithm to large polygon models, we showed the efficiency of OpenGL assisted View-Frustum Culling algorithm. If this algorithm is applied to 3D games that have to process more complicated characters and landscapes, performance improvement can be expected.

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Stress Analysis of a Hydrostatically Pressurized Frustum of Axisymmetric Conical Pressure Vessel (정수압을 받는 축대칭 절두체 원추형 압력용기의 응력해석)

  • Baek, Tae-Hyun;Chung, Tae-Jin
    • Journal of the Korean Society for Precision Engineering
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    • v.9 no.4
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    • pp.118-125
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    • 1992
  • Theoretical equations for hoop stress, longitudinal or meridian stress and Von Mises stress of an axismmetric conical pressure vessel and a frustum of conical pressure velle, both of which are pressuized by hydrostatic loading, are derived from equilibrium equations. The membrane stresses conputed by theoretical equations for a conical pressure vessel and a frustum of conical pressure vessel are compared with the values obtained from finite elelment method. Based on the fact that the computational values by theoretical equations are well agreed with the finite element results, derived equations are proved to be valid and it is possible for those equations to be conveniently used for structural analysis or design of frustum of conical pressure vessel which is a part of silo body.

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Development of the Location Mapping Content Services Platform (로케이션 매핑 영상 콘텐츠 서비스 플랫폼 개발)

  • Lee, Seong-Ho;Chang, Yoon-Seop;Ryu, Keun Ho
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1555-1564
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    • 2018
  • In recent years, In recent years, research on geo-tagged image contents has defined a view frustum based on filming location and direction data and has studied indexes and various query search techniques for efficient search. The existing view frustum model has a limit of using the static visible distance and provides a simple service that displays the huge image contents on the digital map. We show a method to acquire filming location and attitude data and propose a view frustum model that can change the visible distance using geospatial object data. In addition, we describe the augmented reality service that combines the image matching technique so that it can be mapped in the scene where the image contents are captured.

A Study on the Object Search in 3D FPS Games Using Modified Frustum Culling (변형된 절두체 컬링을 이용한 3차원 FPS 게임에서의 오브젝트 탐색 연구)

  • Choi, Won-Tae;Park, Chang-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.105-108
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    • 2007
  • A 3D game plays in fast screen conversion and the objects a partner with camera visual field. Shall recognize a threat of the opponent objects that there is not to a visual field of a player in on-line games. In this paper, we proposed a method to efficiently search for the object in 3D game as used modified frustum culling. For the objects which a player cannot perceive, we accord the player and camera position and used a distance of the player and objects for count of the threatening objects. The method that proposed will play an important role in development of a 3D FPS games.

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A Study on the Stiffness of Frustum-shaped Coil Spring (원추형 코일스프링의 강성에 대한 연구)

  • 김진훈;이수종;이경호
    • Proceedings of the Korean Society of Marine Engineers Conference
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    • 2001.11a
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    • pp.21-27
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    • 2001
  • Springs are widely utilized in machine element. To find out stiffness of frustum-shaped coil spring, the space beam theory using the finite element method is adopted in this paper In three dimensional space, a space frame element is a straight bar of uniform cross section which is capable of resisting axial forces, bending moments about two principal axes in the plane of its cross section and twisting moment about its centroidal axis. The corresponding displacement degrees of freedom are twelve. To find out load vector of coil spring subjected to distributed compression, principle of virtual work is adapted The displacements of nodal points due to small increment of force are calculated by the finite element method and the calculated nodal displacements are added to coordinates of nodal points. The new stiffness matrix of the system using the new coordinates of nodal points is adopted to calculate the another increments of nodal displacements, that is, the step by step method is used in this paper. The results of the finite element method are fairly well agreed with those of various experiments. Using MATLAB program developed in this paper, spring constants and stresses can be predicted by input of few factors.

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Efficient Data Structures and Algorithms for Terrain Data Visualization (지형 렌더링을 위한 효율적인 자료 구조와 알고리즘)

  • Jung, Moon-Ju;Han, Jung-Hyun
    • The KIPS Transactions:PartA
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    • v.9A no.4
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    • pp.581-588
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    • 2002
  • In implementing interactive multimedia systems, real-time visualization plays an important role. This paper presents efficient data structures and algorithms for real-time terrain navigation. Terrain data set is usually too huge to display as is. Therefore LOD (levels of detail) methods and view frustum culling are essential tools. This paper describes in detail compact hierarchical data structures, fast view frustum culling, and efficient LOD construction/rendering algorithms. Unlike previous works, we use a precise screen-space error metric for vertex removal and a strict error threshold allowing sub-pixel -sized errors only. Nevertheless, we can achieve 22 fps on average in a PC platform. The methods presented in this paper also satisfy almost all of the requirements for interactive real-time terrain Visualization.

A Study on the Stiffness of Frustum-shaped Coil Spring (원추형 코일스프링의 강성에 대한 연구)

  • Lee, S.J.;Kim, J.H.
    • Journal of Power System Engineering
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    • v.7 no.4
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    • pp.49-54
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    • 2003
  • 스프링은 가장 널리 이용되어지고 있는 기계요소이다. 본 논문에서는 원추형 코일스프링의 강성을 구하기 위하여, 빔요소를 이용한 유한요소법을 사용하였다. 가상일의 법칙을 이용하였고, 코일스프링의 하중벡터를 압축 분포하중으로 대체하였다. 하중의 증가에 의한 절점에서의 변위는 유한요소법를 이용하여 계산하였다. 단계법으로 결점의 변위를 중첩하여 전체 강성행렬을 구하였다. 유한요소법에 의한 해석치는 실험치와 잘 일치하였다. 본 논문에서 제시한 프로그램을 사용하여, 스프링 강성과 응력을 예측할 수 있을 것으로 사료된다.

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Real-time 3D terrain visualization based on Regular Grid Method (Regular Grid Method에 기반한 실시간 지형 가시화 알고리즘 개발)

  • Jeong, Ji-Chan;Park, Jun-Yeong
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.05a
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    • pp.835-841
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    • 2005
  • 실시간 가시화/시각화(Visualization)을 위한 지형 가시화 분야에서의 렌더링 속도 향상은 사용자의 현실감에 있어 중요한 역할을 한다. 본 연구는 Height Field 데이터를 사용한 블록 단위 지형 렌더링 방법에서 이전 프레임 정보를 사용하여 지형 가시화 속도를 향상시키는 방법을 제안한다. Height Field로 표현된 지형을 실시간에 효과적으로 렌더링 할 수 있는 방법으로CLOD(Continuous leveI Of Detail)가 있으며 대표적인 방법으로 Multiresolution TIN(Triangle Irregular Network)과 Regular Grid Method에 기반한 방법들이 있다. 대개의 경우, 지형 데이터는 매우 방대한 크기를 가지고 있어서 실시간으로 렌더링 하는 것이 불가능할 경우가 많다. 따라서 실시간 지형렌더링 에서는 LOD(Level of Detail)관리와 뷰 프러스텀 컬링이 실시간 렌더링 속도 향상을 위한 핵심 사항이 된다. 본 연구에서는 PC 기반에서 효과적으로 지형을 표현하기 위해 기존 Regular Grid Method에 기반한 방법의 가시영역 추출(View Frustum Culling)을 수정하여 실시간 지형 렌더링의 가시 영역 추출(View Frustum Culling)시 기존의 쿼드트리 방식과 함께 이전 프레임에서 블록 단위로 저장된 컬링 정보를 혼용하여 속도를 향상시키는 방법을 상세히 기술 한다.

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