• Title/Summary/Keyword: plane sweep

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Robust plane sweep algorithm for planar curve segments

  • Lee, In-Kwon;Lee, Hwan-Yong;Kim, Myung-Soo
    • 제어로봇시스템학회:학술대회논문집
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    • 1991.10b
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    • pp.1617-1622
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    • 1991
  • Plane sweep is a general method in computational geometry. There are many efficient theoretical algorithms designed using plane sweep technique. However, their practical implementations are still suffering from the topological inconsistencies resulting from the numerical errors in geometric computations with finite-precision arithmetic. In this paper, we suggest new implementation techniques for the plane sweep algorithms to resolve the topological inconsistencies and construct the planar object boundaries from given input curve segments.

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Implementation of a plane-sweep algorithm for generalized polygons (일반화 다각형을 위한 plane-sweep 알고리즘의 구현)

  • 안진영;유견아
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04a
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    • pp.691-693
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    • 2002
  • 일반화 다각형(generalized polygons)이란 선분과 호로 둘러싸인 $R^2$영역으로 정의되는 확장된 다각형 개념으로 로보틱스 등의 응용 분야에서 다루는 중요한 도형군이다. 로보틱스에 응용되는 컴퓨터 기하학 알고리즘의 대부분은 선분이나 다각형을 다루도록 개발되어 있어 로봇 작업환경의 다양한 물체들을 선분만으로 모델링해야만 알고리즘의 적용이 가능하다. 기존의 알고리즘들을 일반화 다각형을 다룰 수 있도록 확대한다면 보다 유연한 모델링을 가능하게 할 것이다. 주 논문에서는 컴퓨터 기하학분야의 대표적인 알고리즘인 plane-sweep 알고리즘을 일반화 다각형을 다룰 수 있도록 수정하고 구현한다. 이를 로보틱스이 응용분야중 하나인 고정쇠 문제(fixturing)에 적용한다.

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Computing Rotational Swept Volumes of Polyhedral Objects (다면체의 회전 스웹터 볼륨 계산 방법)

  • 백낙훈;신성용
    • Korean Journal of Computational Design and Engineering
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    • v.4 no.2
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    • pp.162-171
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    • 1999
  • Plane sweep plays an important role in computational geometry. This paper shows that an extension of topological plane sweep to three-dimensional space can calculate the volume swept by rotating a solid polyhedral object about a fixed axis. Analyzing the characteristics of rotational swept volumes, we present an incremental algorithm based on the three-dimensional topological sweep technique. Our solution shows the time bound of O(n²·2?+T?), where n is the number of vertices in the original object and T? is time for handling face cycles. Here, α(n) is the inverse of Ackermann's function.

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Polygon Resizing Algorithm for Mask Artwork Processing and Layout Verification (마스크 아트웍 처리 및 레이아웃 검증을 위한 다각형 정형 알고리즘)

  • 정자춘;이철동;유영욱
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.24 no.6
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    • pp.1087-1094
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    • 1987
  • In this paper, we describe about polygon resizing porblem where the given polygons are expanded or shrunk in two dimensional plane. First, the definition of polygon resizing and it's problems are given, then the enhanced XY method is proposed: the polygon resizing can be completed in one directional sweep of plane only, usisng enhanced plane sweep method. The time complexity is 0(n log n), and space complexity 0(\ulcorner), where n is the number of verties of polygons. The applications of polygon resizing to the mask artwork processing and layout verification are discussed.

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A Study on the Sweep Surface Modeling for Reverse Engineering (역공학을 위한 Sweep 곡면 모델링에 관한 연구)

  • 임금주;이희관;양균의
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.04a
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    • pp.426-429
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    • 2001
  • Many various products are manufactured which have sculptured surfaces recently. Constructing surface of these models is required technique called reverse engineering. In reverse engineering, a product which has sculptured surfaces is measured and we create surface model to acquire complete model data of object. Measured point data needs preprocess and sampling. Next a set of point data in a plane fit section curve. At last, surface is generated by fitting to section curves. Here we uses sweep surface. Sweep surface is compatible fitting CAD model to drawing. This paper discusses converting approximation of NURBS surface as a standard surface.

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Finding Shortest Paths in L$^1$ Plane with Parallel Roads (평행한 도로들을 포함하는 L$^1$ 평면상에서의 최단경로 탐색)

  • Kim, Jae-Hoon;Kim, Soo-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.716-719
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    • 2005
  • We present an algorithm for finding shortest paths in the L$_1$ plane with a transportation network. The transportation network consists of parallel line segments, called highways, through which a movement gets faster. Given a source point s, our algorithm constructs a Shortest Path Map(SPM) such that for any query point t, we can find the length of a shortest path form s to t in O(log n) time. We design a plane sweep-like algorithm computing SPM in O(nlog n) time.

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Evidence gathering for line based recognition by real plane

  • Lee, Jae-Kyu;Ryu, Moon-Wook;Lee, Jang-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.195-199
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    • 2008
  • We present an approach to detect real plane for line base recognition and pose estimation Given 3D line segments, we set up reference plane for each line pair and measure the normal distance from the end point to the reference plane. And then, normal distances are measured between remains of line endpoints and reference plane to decide whether these lines are coplanar with respect to the reference plane. After we conduct this coplanarity test, we initiate visibility test using z-buffer value to prune out ambiguous planes from reference planes. We applied this algorithm to real images, and the results are found useful for evidence fusion and probabilistic verification to assist the line based recognition as well as 3D pose estimation.

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Fast algorithm for incorporating start and goal points into the map represented in a generalized visibility graph (출발점과 목표점을 일반화 가시성그래프로 표현된 맵에 포함하기 위한 빠른 알고리즘)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.15 no.2
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    • pp.31-39
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    • 2006
  • The visibility graph is a well-known method for efficient path-finding with the minimum search space modelling the game world. The generalized visibility graph is constructed on the expanded obstacle boundaries to eliminate the "wall-hugging" problem which is a major disadvantage of using the visibility graph. The paths generated by the generalized visibility graph are guaranteed to be near optimal and natural-looking. In this paper we propose the method to apply the generalized visibility graph efficiently for game characters who moves among static obstacles between varying start and goal points. Even though the space is minimal once the generalized visibility graph is constructed, the construction itself is time-consuming in checking the intersection between every two links connecting nodes. The idea is that we build the map for static obstacles first and then incorporate start and goal nodes quickly. The incorporation of start and goal nodes is the part that must be executed repeatedly. Therefore we propose to use the rotational plane-sweep algorithm in the computational geometry for incorporating start and goal nodes efficiently. The simulation result shows that the execution time has been improved by 39%-68% according to running times in the game environment with multiple static obstacles.

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Numerical Study on Steady and Unsteady Flow Characteristics of Nozzle-Rotor Flow in a Partial Admission Supersonic Axial Turbine with Sweep Angle (스윕 각이 적용된 부분 흡입형 초음속 축류 터빈의 정상, 비정상 공력 특성에 관한 수치적 연구)

  • Jeong, Soo-In;Kim, Kui-Soon
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2012.05a
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    • pp.173-179
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    • 2012
  • Steady and unsteady three-dimensional RANS simulations have been performed on partial admission supersonic axial turbine having backward/forward sweep angles(${\pm}15^{\circ}$) and the results are compared with each other. The objective of this paper is to study the effect of unsteadiness on turbine flow characteristics and performances. The all results indicated that the losses of unsteady simulations were greater than those of steady cases. It was also shown that BSW model give the effect on the reducing of mass flow rates of tip leakage. In unsteady simulation, the increase of t-to-s efficiency at Rotor Out plane was observed more clearly.

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Graphic Simulation of Material Removal Process Using Bounding Box and Base Plane (기준평면과 경계상자를 이용한 NC 절삭과정의 그래픽 시뮬레이션)

  • 이철수;박광렬
    • Korean Journal of Computational Design and Engineering
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    • v.2 no.3
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    • pp.161-174
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    • 1997
  • In this paper, the techniques for graphic simulation of material removal process are described. The concepts of the bounding box and base plane are proposed. With these concepts, a real-time shaded display of a Z-map model being milled by a cutting tool following an NC path can be implemented very efficiently. The base planes make it possible to detect the visible face of Z-map model effectively. And the bounding box of tool sweep volume provides minimum area of screen to be updated. The proposed techniques are suitable for implementation in raster graphic device and need a few memories and a small amount of calculation. Proposed method is written in C and executable on MS-Windows95 and Window-NT.

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