• Title/Summary/Keyword: graphics modeling

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A Simple Method for Hairstyle Modeling and Animation (자연스러운 머리카락 모델링 및 애니메이션)

  • Kim, Jinsoo;Lee, Doowon;Ko, Hyeongseok
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.1
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    • pp.35-40
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    • 1999
  • 본 논문에서는 머리카락의 모델링 및 애니메이션을 다룬다. 자연스러운 머리모양의 모델링을 위한 방법을 제시하고 디자인된 머리카락의 애니메이션을 구현한다. 빠른 구현을 위하여 역동적인 충돌감지법을 제안하고 머리카락을 군으로 나누어서 다룬다.

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Computer Graphics : Theoretical Study of Antibacterial Quinolone Derivatives as DNA-Intercalator (Computer Graphies : Quinolone계 항균제의 DNA-Intercalator에 관한 이론적 연구)

  • 서명은
    • YAKHAK HOEJI
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    • v.39 no.1
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    • pp.78-84
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    • 1995
  • Based on Computer graphics molecular modeling method, quinolone derivatives as DNA-gyrase inhibitors formed stable DNA-intercalation complex with deoxycytidilyl-3',5'-deoxy guanosine[d($C_{p}G)_{2}$] dinucleotide. When d($C_{p}G)_{2}$ and d($A_{p}T)_{2}$, were compared in order to find out which DNA could form more stable DNA-Drug complex based on interaction energy($\Delta$E) and DNA-Drug complex energy, d($C_{p}G)_{2}$ resulted in lower energy than d($A_{p}T)_{2}$.

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A Physics-Based Modelling of Multipbase Fluid Phenomena (물리적 모델에 기반한 다상 유체 현상 애니메이션)

  • Song, Oh-Young;Shin, Hyun-Cheol;Ko, Hyeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.3
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    • pp.52-60
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    • 2004
  • This paper presents a physically based technique for simulating complex multiphase fluids. This work is motivated by the "stable fluids" method developed by Stam to handle gaseous fluids. We extend this technique to water, which calls for the development of methods for modeling multiphase fluids and suppressing dissipation. We construct a multiphase fluid formulation by combining the Navier-Stokes equations with the level set method. By adopting constrained interpolation profile (CIP)-based advection, we reduce the numerical dissipation and diffusion significantly. We further reduce the dissipation by converting potentially dissipative cells into droplets or bubbles that undergo Lagrangian motion. Due to the multiphase formulation, the proposed method properly simulates the interaction of water with surrounding air, instead of simulating water in a void space. Moreover. the introduction of the non-dissipative technique means that, in contrast 10 previous methods, the simulated water does not unnecessarily lose mass and its motion is not damped to an unphysical extent. Experiments showed that the proposed method is stable and runs fast. It is demonstrated that two-dimensional simulation runs in real-time.

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A Physics-Based Modelling of Multiphase Fluid Phenomena (물리적 모델에 기반한 다상 유체 현상 애니메이션)

  • Song, Oh-Young;Shin, Hyun-Cheol;Ko, Hyeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.4
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    • pp.13-21
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    • 2004
  • This paper presents a physically based technique for simulating complex multiphase fluids. This work is motivated by the "stable fluids" method developed by Stam to handle gaseous fluids. We extend this technique to water, which calls for the development of methods for modeling multiphase fluids and suppressing dissipation. We construct a multiphase fluid formulation by combining the Navier-Stokes equations with the level set method. By adopting constrained interpolation profile (CIP)-based advection, we reduce the numerical dissipation and diffusion significantly. We further reduce the dissipation by converting potential1y dissipative cel1s into droplets or bubbles that undergo Lagrangian motion. Due to the multiphase formulation, the proposed method properly simulates the interaction of water with surrounding air, instead of simulating water in a void space. Moreover, the introduction of the non-dissipative technique means that, in contrast to previous methods, the simulated water does not unnecessarily lose mass and its motion is not damped to an unphysical extent. Experiments showed that the proposed method is stable and runs fast. It is demonstrated that two-dimensional simulation runs in real-time.

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A study on the skill education of 3D game graphics data using VRML (VRML을 이용한 3D 게임 그래픽 제작 교육 방법에 대한 연구)

  • 김치훈
    • Archives of design research
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    • v.17 no.3
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    • pp.101-110
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    • 2004
  • The purpose of this study is to draw a distinction between general computer graphics courses and game development ones and to find out making various improvements in game graphics courses. In addition to general hand-drawing skills and computer graphics technology which are essential for the students who major in game graphics; however, the special classes should be required for them to comprehend the work process of game development and to produce the game graphics data. This necessity of the discriminative education is going to be an identification of game development department. Although loading game data onto a game engine and finding out the solution to problems of data is one of the excellent settlement for educating game graphics students, it is not possible to purchase the commercial game engine such as Quake or Lithtech and to analyze the commercial program libraries. For this reason, this research presents the replacement of commercial game engine with VRML97 for the academic purpose and shows what effect upon education will be. It is expected that the VRML97 can be a substitute of the game engine for the effectiveness of game graphics education with more active study and verification of game fields.

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AR based ornament design system for 3D printing

  • Aoki, Hiroshi;Mitanin, Jun;Kanamori, Yoshihiro;Fukui, Yukio
    • Journal of Computational Design and Engineering
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    • v.2 no.1
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    • pp.47-54
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    • 2015
  • In recent years, 3D printers have become popular as a means of outputting geometries designed on CAD or 3D graphics systems. However, the complex user interfaces of standard 3D software can make it difficult for ordinary consumers to design their own objects. Furthermore, models designed on 3D graphics software often have geometrical problems that make them impossible to output on a 3D printer. We propose a novel AR (augmented reality) 3D modeling system with an air-spray like interface. We also propose a new data structure (octet voxel) for representing designed models in such a way that the model is guaranteed to be a complete solid. The target shape is based on a regular polyhedron, and the octet voxel representation is suitable for designing geometrical objects having the same symmetries as the base regular polyhedron. Finally, we conducted a user test and confirmed that users can intuitively design their own ornaments in a short time with a simple user interface.

Evaluation of a Radical Mechanistic Probe for NADH-dependent Horse Liver Alcohol Dehydrogenase Reactions by Computer Graphics Modeling

  • Chung Sung Kee;Chodosh Daniel F.
    • Bulletin of the Korean Chemical Society
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    • v.9 no.1
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    • pp.44-48
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    • 1988
  • The feasibility of the reduction of nortricyclanone (1) as a chemical probe for testing the proposed radical mechanism for NAD-dependent horse liver alcohol dehydrogenase (HLADH) reactions has been examined using computer graphics modeling. The resutls of this study suggest that the radical ring-opening of this probe molecule may involve too substantial a geometry reorganization for the molecule to serve as a chemical probe in detecting the possible presence of the radical intermediates in the HLADH reactions. This result suggests that one should exercise caution in extrapolating results obtained from chemically based radical probes in the solution phase to the topologically constrained systems such as enzyme-substrate reactions.

An Efficient Modeling of Inlay/Onlay Prostheses using Computer Graphics Deformation Techniques (컴퓨터 그래픽스 변형 기법을 이용한 인레이/온레이 보철물의 효율적인 모델링)

  • Yoo, Kwan-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.2
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    • pp.1-8
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    • 2005
  • 하나의 치아가 일부 파손되어 수복되어야 할 보철물을 인레이/온레이(Inlay/Onlay)라 한다. 본 논문에서는 3차원 메쉬 기반 모델에서 보다 정확한 인레이/온레이를 효과적으로 모델링하기 위한 기법을 제안한다. 인레이/온레이는 지대치와 접하는 내면과 밖으로 들어나는 외면으로 구성된다. 인레이/온레이의 내면 모델링은 2차원 다각선상의 Minkowski Sum 알고리즘을 이용하여 지대치와의 접합력을 확보한다. 그리고 미리 데이터베이스에 저장된 표준 치아 모델, 치과의사에 의해 만들어진 FGP(functionally guided plane) 및 메쉬의 변형 기법인 DMFFD(direct manipulation free-form deformation) 기법[16]과 MWD(multiple wires deformation) 기법[24]을 이용하여 외면을 모델링한다. 데이터베이스에 저장된 표준 치아는 인레이/온레이 외면의 형태를 결정하기 위해 사용되며, FGP는 환자의 인접면과 교합면의 특성을 반영하기 위해 사용되었다. 마지막으로 3차원 메쉬의 두 변형 기법인 DMFFD와 MWD 기법은 환자의 인접면과 교합면을 반영한 치아의 형태를 만들어 내기 위해 사용된다. 본 논문에서 제안한 방법은 인레이/온레이의 내면과 외면을 설계할 때 필요한 정보를 미리 설정하여 처리하므로 기존의 방법에 비해 짧은 시간에 보다 정확한 인레이/온레이를 설계할 수 있었다.

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Development of Off-line Simulator for Industrial Robots with Auto-teaching (자동교시기능을 갖는 산업용 로봇의 3차원 오프라인 시뮬레이터 개발)

  • 정동연;한성현
    • Journal of the Korean Society for Precision Engineering
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    • v.20 no.12
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    • pp.80-88
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    • 2003
  • We propose a new technique to design an unmaned integrating control system based-on Windows XP version off-Line Programming System which can simulate a dynamic model of robot manipulator in three dimensions graphics space in this paper. The robot with 4 and 6 axes modeled SM5 and AM1 respectively were adopted as an objective model. Forward kinematics, inverse kinematics and robot dynamics modeling were included in the developed off-line program. The interface between users and the off$.$line programming system in the Windows XP's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by silicon Graphics, Inc. were utilized for three dimensions graphics.

Multi-Level Study for Adaptation Service of 3D Graphics Contents in Ubiquitous Environment (유비쿼터스 환경에서 다중레벨 3D 그래픽 콘텐츠의 적응 서비스를 위한 미들웨어 연구)

  • Kim, Hak-Ran;Park, Hwa-Jin;Yoon, Yong-Ik
    • Journal of Digital Contents Society
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    • v.8 no.2
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    • pp.245-253
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    • 2007
  • Recently, the use and application of computer graphics in the mobile and ubiquitous environment are growing. Real-time rendering and modeling for computer graphics are due to system performance, there're lots of limitation in lower system such as PDA and cell phone etc. Therefore, we suggested the intelligent Serving Rendering Middleware which is to provide adaptation service of computer graphics contents fit to user's environment real-time whatever environment the users are in. The Service Rendering Middleware needs multi-level configurations and applications, so, in this paper we propose multi-level algorithm to decide adaptation levels are deal with separately according to device performance.

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