• Title/Summary/Keyword: graphics modeling

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A Bump Mapping Method Using Camera Lens (카메라 렌즈를 이용한 범프 맵핑)

  • Koh, Wook
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.9-15
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    • 1997
  • Most rendering research has concentrated on two sub-problems: modeling the reflection of light sources, and calculating the direct and indirect illumination from light sources and other surfaces. As Kolb wrote in [1], the camera and lens model is an important key component of a rendering system. In this paper we describe a bump-mapping method using camera lens. It allows another level of control in rendering. We developed an efficient framework to develop customized bump mapping lens and combine with other sequence of lens elements to create various effects as shown in Figure 2,3,4,5.

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Block Erection Simulation in Shipbuilding Using the Open Dynamics Module and Graphics Module (범용 동역학 모듈과 가시화 모듈을 이용한 조선 블록 탑재 시뮬레이션)

  • Cha, Ju-Hwan;Roh, Myung-Il;Lee, Kyu-Yeul
    • Korean Journal of Computational Design and Engineering
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    • v.14 no.2
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    • pp.69-76
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    • 2009
  • The development of a simulation system requires many sub modules such as a dynamic module, a visualization module, etc. If a different freeware is used for each sub modules, it is hard to develop the simulation system by incorporating them because they use their own data structures. To solve this problem, a high-level data structure, called Dynamics Scene Graph Data structure (DSGD) is proposed, by wrapping data structures of two freeware; an Open Dynamics Engine (ODE) for the dynamic module and an Open Scene Graph (OSG) for the visualization module. Finally, to evaluate the applicability of the proposed data structure, it is applied to the block erection simulation in shipbuilding. The result shows that it can be used for developing the simulation system.

An Efficient Method for Modeling a Standard Tooth (표준 치아를 모델링하기 위한 효율적인 방법)

  • Jang, Jin-Ho;Kim, Byung-Oh;Yoo, Kwan-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.04b
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    • pp.1221-1224
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    • 2001
  • 최근 몇 년간 의학 분야에서는 인체의 해부학적 조직을 컴퓨터 그래픽스 기술을 이용해 재구성하는데 관심이 증대되어 왔다. 치과 치료분야에서도 컴퓨터 그래픽스 기술에 대한 관심이 증대되고 있고, 이를 이용한 다양한 치료법들이 개발되고 있다. 자료를 측정한다거나, 시각적으로 3차원의 영상을 보여 줄 수도 있다 또한, CAD-CAM 기술을 이용하여 의치의 틀이나 금형 등을 직접 제작할 수도 있다. 본 논문에서는, 이러한 컴퓨터 그래픽스 기술을 이용한 치과 치료에 기념이라 할 수 있는 표준 치아에 대한 모델링 데이터를 만들고자한다. 그러기 위해 표준치아의 실제 모델을 3차원 스캐너로 입력받는다. 그리고 입력받는 과정에서 발생하는 오류를 수정하여, 정확한 표준 치아 모델을 모델링한다.

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Parametric Modeling Approach to Represent 3D+t Coronary Arteries (3D+t 관상동맥표현을 위한 매개변수 모델링)

  • Song, Soo-Min;Lee, Yu-Bu;Choi, Yoo-Joo;Kim, Myoung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.1
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    • pp.50-54
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    • 2005
  • 본 논문은 관상동맥의 구조와 그 움직임을 사실적으로 표현하기 위한 매개변수적 모델링기법을 제안한다. 매개변수적 기법으로 생성된 모델은 메쉬 정점의 인덱스만으로 모델간 매칭을 위한 대응점을 찾을 수 있으므로, 시간대별로 달라지는 정점의 위치를 쉽게 추적함으로써 모델의 움직임을 표현할 수 있다. 그러나 이러한 기법으로 생성된 모델은 분리, 접합 등의 변형 조작이 어렵고, 트리형태 객체에 적용하기 힘든 단점이 있다. 본 논문에서는 이를 극복하기 위해 분할된 혈관영역의 골격데이타에서 찾아낸 분기점을 중심으로 Generalized Cylinder를 이용하여 실린더 형태의 각 혈관세그먼트를 모델링 한 후, 분기영역을 3 개의 하프파이프(half pipe)와 2 개의 삼각형 패치로 연결하여 모델링하였다. 완성된 모델은 다시점 관상동맥데이터에 적용하였고, 각 시점에서 구해진 정점의 위치를 선형보간함으로써 부드러운 혈관의 움직임을 나타내었다.

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Multi-resolutional Deformable Modeling for Real-time Interaction (실시간 인터랙션을 위한 다해상도 변형 모델링)

  • Choi, Yoo-Joo;Kim, Myoung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.1
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    • pp.7-13
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    • 2004
  • 본 논문에서는 cavity 변형 물체의 전역적 변형 형태는 유지하면서 계산 복잡도를 줄이기 위하여 모델의 다중해상도적 표현 기법 및 서로 다른 상세 레벨간 물리적 특성변수에 대한 적응기법을 제안한다. 또한, 객체의 안정적 변형을 지원하기 위한 형태유지 스프링을 제안한다. 일반적으로 위나 풍선과 같은 cavity 변형객체는 전체 구성노드의 수를 줄이기 위하여 표면 메쉬 구조로 모델링 된다. 이 경우, 표면의 인접 노드만이 감쇠(damping) 스프링으로 연결되고, 모델의 체적정보의 부재로 인하여 외부 힘이 일정시간 동안 지속적으로 주어지는 경우, 객체의 형태변형이 왜곡되고, 초기형태로의 복원이 불가능해진다. 본 논문에서 제안하는 형태유지 스프링은 외부힘에 의한 변형 후 초기형태로의 복원을 보장함으로써, 복잡한 계산과정 없이 간접적으로 객체의 볼륨유지 효과를 제공하고 변형의 불안전성을 제거한다.

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GPU-based Monte Carlo Photon Migration Algorithm with Path-partition Load Balancing

  • Jeon, Youngjin;Park, Jongha;Hahn, Joonku;Kim, Hwi
    • Current Optics and Photonics
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    • v.5 no.6
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    • pp.617-626
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    • 2021
  • A parallel Monte Carlo photon migration algorithm for graphics processing units that implements an improved load-balancing strategy is presented. Conventional parallel Monte Carlo photon migration algorithms suffer from a computational bottleneck due to their reliance on a simple load-balancing strategy that does not take into account the different length of the mean free paths of the photons. In this paper, path-partition load balancing is proposed to eliminate this computational bottleneck based on a mathematical formula that parallelizes the photon path tracing process, which has previously been considered non-parallelizable. The performance of the proposed algorithm is tested using three-dimensional photon migration simulations of a human skin model.

A Study on Real-time Graphic Workflow For Achieving The Photorealistic Virtual Influencer

  • Haitao Jiang
    • International journal of advanced smart convergence
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    • v.12 no.1
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    • pp.130-139
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    • 2023
  • With the increasing popularity of computer-generated virtual influencers, the trend is rising especially on social media. Famous virtual influencer characters Lil Miquela and Imma were all created by CGI graphics workflows. The process is typically a linear affair. Iteration is challenging and costly. Development efforts are frequently siloed off from one another. Moreover, it does not provide a real-time interactive experience. In the previous study, a real-time graphic workflow was proposed for the Digital Actor Hologram project while the output graphic quality is less than the results obtained from the CGI graphic workflow. Therefore, a real-time engine graphic workflow for Virtual Influencers is proposed in this paper to facilitate the creation of real-time interactive functions and realistic graphic quality. The real-time graphic workflow is obtained from four processes: Facial Modeling, Facial Texture, Material Shader, and Look-Development. The analysis of performance with real-time graphical workflow for Digital Actor Hologram demonstrates the usefulness of this research result. Our research will be efficient in producing virtual influencers.

3DARModeler: a 3D Modeling System in Augmented Reality Environment (3DARModeler : 증강현실 환경 3D 모델링 시스템)

  • Do, Trien Van;Lee, Jeong-Gyu;Lee, Jong-Weon
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.127-136
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    • 2009
  • This paper describes a 3D modeling system in Augmented Reality environment, named 3DARModeler. It can be considered a simple version of 3D Studio Max with necessary functions for a modeling system such as creating objects, applying texture, adding animation, estimating real light sources and casting shadows. The 3DARModeler introduces convenient, and effective human-computer interaction to build 3D models. The 3DARModeler targets nontechnical users. As such, they do not need much knowledge of computer graphics and modeling techniques. All they have to do is select basic objects, customize their attributes, and put them together to build a 3D model in a simple and intuitive way as if they were doing in the real world.

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An Effective Modeling of Artificial Teeth Single Cores Prostheses (인공 치아 단일 코아 보철물의 효과적인 모델링)

  • Yoo, Kwan-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.1
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    • pp.13-20
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    • 2002
  • Recently, there is a great demand for artificial teeth prostheses made of the materials which are sintered at $1500^{\circ}C$ such as zirconia ceramic. Since degree of strength of the materials is very high, however, it is very difficult for technicians to manually fabricate the prostheses for these ceramics. So the prostheses have been fabricated by using CNC(computer numerical control) machines. In doing them by using CNC, it is very important that the prostheses satisfying dentists's requirements are accurately modeled into 3D objects. In this paper, we propose an effective method for modeling single cores such as single caps and Conus cores, which are the main those of artificial teeth prostheses. And we also present the visual examples of 3D models for these single cores modeled by the proposed methods. In special, the method has used Minkowski sum and ZMap for modeling the single cores.

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Development of Digital Leaf Authoring Tool for Virtual Landscape Production (가상 조경 생성을위한 디지털 잎 저작도구 개발)

  • Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.1-10
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    • 2015
  • This study proposes a method of developing authoring tool that can easily and intuitively generate diverse digital leaves that compose virtual landscape. The main system of the proposed authoring tool consists of deformation method for the contour of leaf blade based on image warping, procedural modeling of leaf vein and visualization method based on mathematical model that expresses the color and brightness of leaves. First, the proposed authoring tool receives leaf input image and searches for contour information on the leaf blades. It then designs leaf blade deformation method that can generate diverse shapes of leaf blades in an intuitive structure using feature-based image warping. Based on the computed leaf blade contour, the system implements the generalized procedural modeling method suitable for the authoring tool that generates natural vein patterns appropriate for the leaf blade shape. Finally, the system applies visualization function that can express color and brightness of leaves and their changes over time using a mathematical model based on convolution sums of divisor functions. This paper provides texture support function so that the digital leaves that were generated using the proposed authoring tool can be used in a variety of three-dimensional digital contents field.